Evocation

Arcane Riposte

1st Level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Instantaneous

You respond to an incoming attack with a magically-infused attack of your own.

Make a melee evocation attack against a creature that hit you with a melee attack since your last turn. On a hit, the creature takes 3d6 cold, corrosive, electric, fire, poison or sonic damage.

At Higher Levels. When you cast this spell using 2 or more mana, the spell deals an extra 1d6 damage for each mana point above 1st. When using 4 or more mana, you may choose to deal profane, psychic or sacred damage. When using 6 or more mana, you may choose to deal energy damage.

Burning Hands

1st Level Evocation
Casting Time: 2 Actions
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.

Make an evocation attack vs the Dexterity defence of each creature in the area. On a hit, a creature takes 3d6 fire damage, or half as much damage on a miss.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.

Chaos Bolt

1st Level Evocation
Casting Time: 2 Actions
Range: 120 Feet
Components: V, S
Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range.

Make a ranged evocation attack against a target that you can see within range. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.

d8 Damage Type
1 Cold
2 Corrosive
4 Electric
5 Energy
3 Fire
6 Poison
7 Psychic
8 Sonic

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using 2 or more mana, each target takes 1d6 extra damage of the type rolled for each point of mana above the 1st.

Chromatic Orb

1st Level Evocation
Casting Time: 2 Actions
Range: 90 Feet
Components: V, S, M (A diamond worth at least 50 gp.)
Duration: Instantaneous

You conjure a small sphere that can deal damage of any element.

Choose cold, corrosive, electric, fire, poison, or sonic for the type of orb you create, and then make a ranged evocation attack against a target that you can see within range. On a hit, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.

Corrosive Stream

1st Level Evocation
Casting Time: 2 Actions
Range: Self (30-foot line)
Components: V, S, M (A bit of rotten food.)
Duration: Sustained, Up to 1 minute

A gout of acid flows from you and adheres to those who are not quick enough to avoid it.

Make an evocation attack vs the Dexterity defense of each creature in the line. On a hit, the creature is covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 1d8 corrosive damage at the start of each of its turns.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 2d4 for each point of mana above the 1st.

Divine Favour

1st Level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Sustained, Up to 1 minute

Your prayer empowers your strikes with divine energy.

Until the spell ends, your weapon attacks deal an additional 1d4 sacred damage on a hit.

Earth Tremor

1st Level Evocation
Casting Time: 2 Actions
Range: 10 Feet
Components: V, S
Duration: Instantaneous

The ground quakes around you, throwing those nearby to the ground.

You cause a tremor in the ground within range. Make an evocation attack vs the Dexterity defence of each creature other than yourself within range. On a hit, a creature takes 1d6 bludgeoning damage and is knocked Prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.

Faerie Fire

1st Level Evocation
Casting Time: 2 Actions
Range: 60 Feet (20-foot cube)
Components: V
Duration: Sustained, up to 1 minute

Colorful, twinkling lights reveal hidden creatures and marking others making them easier to hit.

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Make an evocation attack vs the Dexterity defence of each creature within the area when the spell is cast. On a hit, a creature is also outlined in the light. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has +1d if the attacker can see it. An affected creature or object cannot benefit from being Invisible.

Frost Fingers

1st Level Evocation
Casting Time: 2 Actions
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

Freezing cold blasts from your fingertips.

Make an evocation attack against vs the Constitution defence of each creature within the area. On a hit, a creature takes 2d10 cold damage, or half as much damage on a miss.

The cold freezes nonmagical liquids in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d10 for each point of mana above the 1st.

Guiding Bolt

1st Level Evocation
Casting Time: 2 Actions
Range: 120 Feet
Components: V, S
Duration: Instantaneous

A missile of holy light streaks toward a foe, marking them for your allies.

Make a ranged evocation attack against a creature of your choice within range. On a hit, the target takes 4d6 sacred damage. Additionally, the next melee or ranged attack roll made against this target before the end of your next turn has +1d thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.

Hellish Rebuke

1st Level Evocation
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.

Make an evocation attack roll vs the Dexterity defence of a creature that damaged you within the last round. On a hit, it takes 3d6 fire damage. On a miss, it takes half as much damage.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d6 for each point of mana above the 1st.

Magic Missile

1st Level Evocation
Casting Time: 2 Actions
Range: 120 Feet
Components: V, S
Duration: Instantaneous

You pepper your enemies with pin-point precise darts of magical force.

You create three glowing darts. Each dart hits a target of your choice that you can see within range. A dart deals 1d4 + 1 energy damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using 2 or more mana, the spell creates one more dart for each point of mana above the 1st.

Searing Smite

1st Level Evocation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Sustained, up to 1 minute

Your weapon is imbued with a searing heat.

The next time that you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target takes 1d6 fire damage. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using 2 or more mana, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Thunderwave

1st Level Evocation
Casting Time: 2 Actions
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you.

Make an evocation attack vs the Strength defence of each target in the area. On a hit, a target takes 4d4 sonic damage and is pushed 10 feet away from you. On a miss, a target takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Thunderous Smite

1st Level Evocation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Sustained, up to 1 minute

Your weapon strikes with the power of the storm.

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 3d4 sonic damage to the target.

Additionally, when the melee weapon attack hits, add your spellcasting attribute modifier to the d20 of the melee attack roll, if that total hits the target’s Strength defence, the target is pushed 10 feet away from you and knocked Prone.

Witch Bolt

1st Level Evocation
Casting Time: 2 Actions **Range:** 30 Feet
**Components:** V, S, M *(A twig from a tree that has been stuck by lightning.)*
**Duration:** Sustained, up to 1 minute

A beam of crackling, blue energy locks onto your target.

Make a ranged evocation attack against a creature that you can see in range. On a hit, the creature takes 3d4 electric damage and, on each of your turns for the duration, you can use 2 actions to deal 3d4 electric damage to the target automatically. The spell ends if the target ends its turn outside the spell’s range, you end your turn outside the spell’s range, or if it has total cover from you.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 3d4 for each point of mana above the 1st.

Wrathful Smite

1st Level Evocation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Sustained, up to 1 minute

Your weapon strikes with such ferocity that it causes your target to be filled with fear.

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d12 psychic damage.

Additionally, when the melee weapon attack hits, add your spellcasting attribute modifier to the d20 of the melee attack roll, if that total hits the target’s Wisdom defence, the target is Frightened of you until the spell ends. Using 2 actions, the creature can make a Wisdom defence check vs your evocation spell skill to steel its resolve and end this spell.