I knew I'd created some sorcerer only spells.
Elemental Dart (sorcerer – this spell replaces scorching ray on the sorcerer spell list)
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
From raw elemental matter, you form three magical darts of energy and hurl them at targets within range. You can hurl them at one target or several. When you cast this spell choose acid, cold, fire, lightning, or thunder; the spell deals damage of that type. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 damage of the elemental energy chosen when this spell is cast.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional dart for each slot level above 2nd.
Elemental Missile (sorcerer)
1st-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
From raw elemental matter, you form three magical motes of energy and direct them to strike at targets within range. Each mote hits a creature of your choice that you can see within range. A mote deals 1d4+1 elemental damage chosen from the following list when you cast the spell: acid, cold, fire, lightning, or thunder. The darts all strike simultaneously, and you can direct them to hit one creature or several. Elemental Missile is completely blocked by the shield spell just as if it was the magic missile spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional mote for each slot level above 1st.
Flame Spiral (sorcerer)
3rd-level evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You surround yourself in a vortex of fire, which lashes out at nearby foes. Each creature within range must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage. On a successful save, the target takes half the damage.
In addition, for the duration of the spell, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame and dealing 2d6 fire damage to the attacker.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
Nahal’s Reckless Dweomer (wild sorcerer)
1st-level evocation
Casting Time: 1 action
Range: as chosen spell
Components: V, S
Duration: as chosen spell
This spell is the wild mage’s ultimate last-resort spell. When cast, the sorcerer releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
Before casting the spell, the sorcerer announces the spell effect he is trying to create. The spell can be any 1st level spell on the sorcerer spell list. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal’s reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. They must roll the wild die and add the level of the spell slot used, if they roll a 10 or less, then the spell operates as normal, otherwise they must roll on the wild magic table.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can attempt to cast a spell of that level or less.
Vortex (wild sorcerer)
5th level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
A vortex is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position before forming into a 5-foot wide, 10'-tall, multi-coloured tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain.
Each round, the caster can move the vortex 30 feet using their action up to a maximum distance from the caster of 60 feet. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction. The caster must make a DC 10 intelligence check when moving the vortex, if he fails the vortex moves randomly in the general direction (either veering off to the right or left of the desired direction).
The vortex cannot pass through objects larger than its area of effect (it could move through a sapling but not an ancient oak tree) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the vortex might ricochet down the hall, bouncing from side to side.
The vortex is composed of raw magical energy. Creatures struck by the vortex suffer 8d6 points of arcane damage, with a Dexterity saving throw allowed for half damage.
Each time a creature is struck, there is a chance that the vortex will explode in a wild surge, the wild mage must check by rolling a d20 with a 20 indicating a wild surge. Any surge effect that specifies the caster, instead targets the creature struck by the vortex. If the vortex causes a wild surge, the spell ends immediately.