Evocation Spells

Parent Page: New Spells

Flame Wave:

Level 2 evocation
Sorcerer, Wizard
25529-Column_of_Fire_lined.png
1 action, range self, VSM, a small personal fan.

You summon up a wave of fire, a 15ft wide line that moves up to 40 ft. Each creature that is fully or partially engulfed by the path of this wave can make a DEX save or choose to stand their ground and instead make a DC 10 STR save. Failing either save results in being pushed 10ft. Deals 4d10 FIRE damage, or half on a successful DEX save.
Increase damage by 1d8 and distance by 5 ft (traveled and pushed) per level above 2.

Archive Sending

Level 4 evocation, ritual
Wizard, warlock
1 action, VSM

You touch an object and archive a recent conversation or Sending spell which occurred within the past month in the object. A likely candidate is the page of a tome. Whenever a creature touches the object, they receive a lucid replaying of the communication.

The replay decays slowly over time. For every year that the spell persists, 1% of the communication deteriorates into unintelligent sounds.

Arcane Chaos

Level 4 evocation
Sorcerer
1 action, self, VS

This spell has the effect of a random sorcerer spell of a level equal to the level this spell was cast as + 1. You are able to choose any targets or areas after learning which spell is to take effect. Any required spell components are considered to be provided. Spells that require more than 2 rounds of casting cannot be selected by this spell, and should be re-rolled. If this new spell requires concentration, you can choose to begin concentrating on the new spell. Otherwise, the new concentration spell ends after 1 round. If the random spell has no valid targets, it fizzles. If the random spell has valid targets, but you would rather it was not cast, you can attempt to suppress the random spell by making a spellcasting ability check with DC equal to 10 + the random spells level.

Burning Bull:

Level 5 evocation
Sorcerer, Wizard, Warlock
30495-Burning_Bull.png
1 action, range self, VS

You magic up a raging bull made of fire, which charges relentlessly in a direction you specify for up to 200ft or until it runs into a solid object that it cannot easily maneuver around. The bull is 15ft wide, and all creatures in the path of the bull can make a DEX save or choose to stand their ground and instead make a DC 14 STR save. Failing either save results in being pushed 25ft and being knocked prone. Deals 4d8 PIERCING damage and 4d10 FIRE damage. On a successful DEX save, the target takes only half of the FIRE damage, and no piercing.
Cast as a level 7 spell, you can create a 2nd bull. As a level 9 spell, create 3 bulls. These extra bulls can be sent off in a different direction, or in the same direction to impose DISADV on the save.

Flaming Tornado

Level 7 evocation

Sorcerer, Wizard, Warlock
1 action, self, VSM Concentration 1 min

Summon a FUCKING FIRE TORNADO to burn everything on the map in front of you.`

Flash Freeze

Level 4 evocation
Sorcerer, Wizard, Druid
1 action, VSM, R60

A 15ft cube of air within range is very rapidly chilled well below freezing point. Each creature within this cube must make a CON save or take 4d8 cold damage and be subjected to the effects of frostbite.
At higher levels, increase by 1d8 COLD damage.

Arcane Maelstrom

Level 6 evocation
Sorcerer
1 action, self, VSM Concentration 1 min

When you cast this spell, roll a random spell of a level equal to or less than the casting of this spell from the sorcerer spell list. That spell takes immediate effect, and you may choose any targets, areas, or any other selections after learning what spell is to take effect. Any required spell components are considered to be provided. Spells that require more than 2 rounds of casting cannot be selected by this spell, and should be re-rolled. If this new spell requires concentration, you can choose to end this spell and begin concentrating on the new spell. Otherwise, the new concentration spell ends after 1 round. If the random spell has no valid targets, it fizzles. If the random spell has valid targets, but you would rather it was not cast, you can attempt to suppress the random spell by making a spellcasting ability check with DC equal to 10 + the random spells level.
Each turn while this spell lasts, you can roll another random spell as an action.
When cast as a level 8 spell, you can roll 2 random sorcerer spells each turn instead of 1.

Blizzard

Level 6 evocation
Sorcerer, Wizard, Druid
1 action, V,S,M concentration 1 min. R120

You rain down hail and snow in a cylinder 40 feet tall with radius 20. The area is heavily obscured and counts as rough terrain. Once per round, upon entering or starting turn within the area, a creature must make a CON save, taking 3d8 COLD damage and 2d6 bludgeoning damage. Half damage on save. If you are already in a cold climate, increase the COLD damage by 1d8. At higher spell levels, increase cold damage by 1d8 and the radius by 10ft per spell level above 6.

Winter’s Wrath

Level 8 evocation

Range 300ft
Sorcerer, Wizard, Druid
1 action, V,S,M, concentration 1 min

All the force of winter comes pounding down on your enemies. Biting cold envelops a huge cylinder 80ft high with a 40ft radius. The area is heavily obscured and considered rough terrain. Once per round upon entering or starting their turn, a creature in the area must make a CON save. A creature takes 6d8 COLD damage and 4d6 Bludgeoning damage, or half on a save. If you are already in a cold climate, or cast as a level 9 spell, increase the COLD damage by 2d8 and the concentration to 10 min. A failed save also subjects the creature to the effects of frostbite.

Evocation Spells

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