These “Primordial Spells” are only available to Titan Heart sorcerers while their Titan Manifestation ability is active.

  • 1st-level evocation

    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute

    Your body ignites in magical flames, leaving you and your equipment unharmed but burning those that approach you. When a creature gets within 5 feet of you for the first time on a turn or starts its turn within 5 feet of you, it takes 1d8 fire damage.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

  • 1st-level evocation

    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 1 minute

    The next time you hit a creature with a weapon attack before this spell ends, the attack deals an extra 1d8 psychic damage and the target must make a Wisdom saving throw as crackling energy surrounds it. On a failed save, the target has disadvantage on the next attack they make before the end of your next turn.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage by 1d8 for each slot level above 1st.

  • 1st-level evocation

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    A tiny radiant sun appears above your head and fires a beam of energy toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire or radiant damage (your choice) and must succeed on a Constitution saving throw or be blinded until the end of your next turn.

    At Higher Levels: When you cast this spell using a spell slot of second level or higher, the damage increases by 1d6 for each slot level above first.

  • 1st-level evocation

    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    The moisture in the area coalesces and momentarily solidifies into a chunk of ice at a point you choose within range. Each creature in a 5-foot-sphere centered on that point must make a Dexterity saving throw, taking 1d12 cold damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw also has its sped reduced to 0 until the end of your next turn.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d12 for each slot level above 1st.

  • 1st-level evocation

    Casting Time: 1 action
    Range: 90 feet
    Components: V, S
    Duration: Concentration, until to 1 minute

    The ground within a 15-foot-radius area of a point you choose within range begins to rapidly shake. The area becomes difficult terrain for the duration. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or fall prone. As an action, you can move the quake’s origin point to another spot within range.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius for the area of effect increases by 5 feet for each slot level above 1st.