Evocation Spells
Description of Evocation School
- Blade Barrier Touch attack deals 1d8 +1/two levels damage.
- Blacklight 20-ft. radius of supernatural darkness you can see through.
- Blasphemy Kills, paralyzes, weakens, or dazes nonevil subjects.
- Bolt of Glory Ray deals positive energy damage, more against undead and evil outsiders.
- Burning Hands 1d4/level fire damage (max 5d4).
- Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
- Call Lightning Storm As Call Lightning, but 5d6 damage per bolt.
- Chain Lightning 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Chaos Hammer Damages and staggers lawful creatures.
- Clenched Fist Large hand provides cover, pushes, or attacks your foes.
- Cone Of Cold 1d6/level cold damage.
- Consecrate Fills area with positive energy, making undead weaker.
- Contingency Sets trigger condition for another spell.
- Continual Flame Makes a permanent, heatless torch.
- Crown of Glory Caster gains +4 Cha and enthralls subjects.
- Crushing Hand Large hand provides cover, pushes, or crushes your foes.
- Dancing Lights Creates torches or other lights.
- Darkness 20-ft. radius of supernatural shadow.
- Daylight 60-ft. radius of bright light.
- Deeper Darkness Object sheds supernatural shadow in 60-ft. radius.
- Delayed Blast Fireball 1d6/level fire damage; you can postpone blast for 5 rounds.
- Desecrate Fills area with negative energy, making undead stronger.
- Dictum Kills, paralyzes, slows, or deafens nonlawful subjects.
- Divine Favor You gain +1 per three levels on attack and damage rolls.
- Divine Power You gain attack bonus, +6 to Str, and 1 hp/level.
- Earthquake Intense tremor shakes 80-ft.-radius.
- Faerie Fire Outlines subjects with light, canceling Blur, concealment, and the like.
- Fireball 1d6 damage per level, 20-ft. radius.
- Fire Shield Creatures attacking you take fire damage; you're protected from heat or cold.
- Fire Storm Deals 1d6/level fire damage.
- Flame Blade Touch attack deals 1d8 +1/two levels damage.
- Flame Strike Smite foes with divine fire (1d6/level damage).
- Flaming Sphere Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Flare Dazzles one creature (-1 on attack rolls).
- Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Forcecage Cube or cage of force imprisons all inside.
- Forceful Hand Hand pushes creatures away.
- Freezing Sphere Freezes water or deals cold damage.
- Grasping Hand Hand provides cover, pushes, or grapples.
- Gust Of Wind Blows away or knocks down smaller creatures.
- Hallow Designates location as holy.
- Helping Hand Ghostly hand leads subject to you.
- Holy Smite Damages and blinds evil creatures.
- Holy Sword Weapon becomes +5, deals +2d6 damage against evil.
- Holy Word Kills, paralyzes, slows, or deafens nongood subjects.
- Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
- Imbue With Spell Ability Transfer spells to subject.
- Implosion Kills one creature/round.
- Interposing Hand Hand provides cover against one opponent.
- Invisibility Purge Dispels invisibility within 5 ft./level.
- Light Object shines like a torch.
- Lightning Bolt Electricity deals 1d6/level damage.
- Mage's Sword Floating magic blade strikes opponents.
- Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Meteor Swarm Four exploding spheres each deal 6d6 fire damage.
- Miracle Requests a deity's intercession.
- Order's Wrath Damages and dazes chaotic creatures.
- Polar Ray Ranged touch attack deals 1d6/level cold damage.
- Prismatic Spray Rays hit subjects with variety of effects.
- Produce Flame 1d6 damage +1/level, touch or thrown.
- Ray Of Frost Ray deals 1d3 cold damage.
- Resilient Sphere Force globe protects but traps one subject.
- Scorching Ray Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Searing Light Ray deals 1d8/two levels damage, more against undead.
- Sending Delivers short message anywhere, instantly.
- Shatter Sonic vibration damages objects or crystalline creatures.
- Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
- Shout, Greater Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Shout Deafens all within cone and deals 5d6 sonic damage.
- Sound Burst Deals 1d8 sonic damage to subjects; may stun them.
- Spiritual Weapon Magic weapon attacks on its own.
- Sunbeam Beam blinds and deals 4d6 damage.
- Sunburst Blinds all within 10 ft., deals 6d6 damage.
- Sympathetic Vibration Deals 2d10 damage/round to freestanding structure.
- Telekinetic Sphere As Resilient Sphere, but you move sphere telekinetically.
- Tiny Hut Creates shelter for ten creatures.
- Unhallow Designates location as unholy.
- Unholy Blight Damages and sickens good creatures.
- Wall Of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall Of Force Wall is immune to damage.
- Wall Of Ice Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Whirlwind Cyclone deals damage and can pick up creatures.
- Wind Wall Deflects arrows, smaller creatures, and gases.
- Word Of Chaos Kills, confuses, stuns, or deafens nonchaotic subjects.