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Realms of Chaos
2011-11-17, 07:44 PM
As there has been a recent surge of interest in the evocation school of magic, I thought that I'd dig up the evocation spells that I developed a while ago (I think I was trying to remake magic from scratch but I can't remember :smallconfused:) and see how they hold up (or don't). A good deal of them are based on the mechanics of what I consider to be the best interpretation on blasting out there: psionic blasting.

Wall of Energy
Evocation [See Text]
Level: Drd 4, Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft./ level)
Area: An opaque sheet of energy up to 20 ft. long/level or a ring of energy with a radius of up to 5 ft./2 levels
Duration: Concentration + 1 round/level
Saving Throw: Reflex half or Fortitude half; see text
Spell Resistance: No

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet (Reflex half). Anyone attempting to pass through the wall must make a successful saving throw against it to do so and takes 2d6 points of damage +1 point per caster level (maximum +20) whether this saving throw succeeds or fails. If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall and are forced to a side of their choice whether or not they succeed. If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:Yup. I’m taking blasting lessons from psionics, which I think got things pretty much down. It allowed people to choose what form of energy they use (but not acid :smallconfused:) and gave them an option to avoid evasion if they used cold damage (I took this further so we don’t end up in the weird and arbitrary situation where every rogue needs cold immunity). Unlike traditional walls of fire and the like, this thing can actually block off travel rather than merely dissuading people from trying. As such, it kind of takes the place of wall of ice/wall of fire/walls of energy in general.

Energy Barrage
Evocation [See Text]
Level: Drd 5, Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one creature or object/level
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half; see text
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You release a volley of blasts across the battlefield of the chosen form of energy directly at your targets. Each target takes 1d4 damage/level (maximum 15d4), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). You may not target a single creature or object with more than one blast. This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:While the damage here is pretty pathetic, it gives you unparalleled ability to pick off tons of enemies without hitting allies regardless of how the battle is set up. Versatility is good.

Energy Backlash
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Personal and Close Range (25 ft. + 5 ft./ 2 levels); see text
Target: You and creature or object attacking you; see text
Duration: 1 minute/level or until expended (D)
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. Whenever you are attacked, you send out an arc of the chosen energy to assault your attacker. To be subjected to this counterattack, you must be aware of the attack, must possess a line of sight and effect with the attacker, and the attacker must be within close range. If the attack against you missed or otherwise failed, the retort only deals 1d4 damage/level (maximum 10d4). If the attack against you hit or succeeded, however, it instead deals 1d8 damage/level (maximum 10d8). After releasing a number of retorts equal to your caster level, the spell is expended. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:While it may seem absurd to say “or object attacking you” (what, would this hit a trap?), the language was taken from the psionic power Energy Retort and is kind of needed so that you can target undead/constructs and get over the entire “immune to fortitude saves” thing if you choose to go with fortitude saves. This is the first of a few low-level “defensive evocations”.

Energy Missile
Evocation [See Text]
Level: Sor/Wiz 1
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You may make a ranged touch attack against a single creature or object using a missile formed from this form of energy. If the attack hits, the target takes 1d4 damage/level (maximum 15d4) of the chosen form of energy damage. This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:And now we start the first of 8 spell chains in this post. This ability is pretty straightforward. Aim, shoot, and hurt while avoiding saving throws altogether.

Greater Energy Missile
Evocation [See Text]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions much as Energy Missile, save that it deals 1d6 damage/level (maximum 20d6) and ignores any cover less than total cover and any concealment less than total concealment.

Notes:Continuing the feat chain, we get better damage and better range, enough to make it usable in fights against singular opponents. Still pretty much polar ray, though with its range multiplied by 16.


Superior Energy Missile
Evocation [See Text]
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: 1,000 ft. + 100 ft./ level
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell functions much as Energy Missile, save that it deal 1d8 damage/level (maximum 25d8) and requires no attack roll to hit, instead striking the target automatically so long as they possess less than total cover and less than total concealment.

Notes:And now the chain comes to a conclusion. First of all, the range of this spell is pretty much unparalleled among combat effects. Secondly, no more attack rolls. This is your new magic energy missile of death. Not too powerful but far more reliable than most powerful techniques.


Energy Touch
Evocation [See Text]
Level: Drd 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round
Saving Throw: Fortitude Half
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. Within the next round, you can make a melee touch attack against a single foe. If the attack hits, the target takes 5 damage/level (maximum 50 damage) of the selected form of energy damage and is knocked back 5 feet/level (firmly secured objects aren’t moved in this way). If the target succeeds on their Fortitude save, they aren’t knocked back and the damage is halved. This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:And now for another low-level spell for those casters out there brave enough to enter melee (or “brave” enough to send their familiars into melee). It seems to do pretty good damage for its level, hitting like a greatsword even at level 1.


Greater Energy Touch
Evocation [See Text]
Level: Drd 5, Sor/Wiz 4
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 10-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 10 damage/level (maximum 200 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.

Notes:With the second spell in the chain, we get a genuine evocation “death effect”, a reward for going out into the fray instead of raining down invisible death for above (or at least coming at a respectable cost if you use spectral hand to deliver it). That right there is a lot of damage even with a successful save. Disintegrate, eat your heart out.

Superior Energy Touch
Evocation [See Text]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 Swift Action
Range: Touch
Target: Touched Creature or Object
Duration: 1 round/level
Saving Throw: Fortitude Partial
Spell Resistance: Yes

This spell functions as Energy Touch with the following exceptions. If the target fails their saving throw and is a creature, its body is overwhelmed with the chosen form of energy and they instantly perish. If the target fails their saving throw and is an object, up to a 15-foot cube of that object is destroyed. Even if the target succeeds on its saving throw, they must make an additional fortitude save. If this second save fails, the target takes 20 damage/level (maximum 400 damage) of the chosen form of energy and flies back 5 ft/level (objects secured firmly to the floor do not move in this way). If this second save is successful, however, the movement is prevented and the damage is halved.

Notes:By the time that a wizard is tossing out 7th level spells, they need one hell of a reason to ever come down and touch somebody in person. This might be one such reason. While less useful than multiple-target SoDs, I’m pretty sure that this beats the pants off of most single-target SoDs. The additional defensive feature of the spell is just icing at this point. The reason that the grappling effect happens “every round”, if you’re wondering, is because someone might resist the effect entirely the first time around via spell resistance.

Energy Line
Evocation [See Text]
Level: Drd 3, Sor/Wiz 2
Components: V, S
Casting Time: 1 Standard Action
Range: 150 ft.
Area: 150-ft. line
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures along the line of your choice take 5 damage/level (maximum 100 damage) of the chosen type of energy (or half that with a successful Reflex Save). When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:Starting a new spell chain, we get a replacement for lightning bolt and similar effects. Though lines are probably the most annoying “shape” in all of DnD (really, how often do you get a good shot at 3+ foes?), it compensates to some degree with its damage.


Greater Energy Line
Evocation [See Text]
Level: Drd 6, Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: 300 ft.
Area: 2 300-ft. lines
Duration: Instantaneous and 1 round; see text
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes

This spell functions much as Energy Line except that you create two lines of the indicated length and each line deals 10 damage/level (maximum 200 damage) of the chosen form of energy (or half that with a successful saving throw). For 1 round after casting this spell, remnants of this energy visibly hang in the air, dealing 1d6 damage/level (maximum 20d6) to anyone who enters a square that either line passed through (or half damage with a successful saving throw).

Notes:And now this spell grants crowd control, creating two lines and cordoning them off with temporary energy barriers. Also, the range is probably long enough to divide a reasonably large battlefield.

Superior Energy Line
Evocation [See Text]
Level: Drd 9, Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: 600 ft.
Area: 4 600-ft. lines
Duration: Instantaneous and 1d6+1 rounds; see text
Saving Throw: Reflex Half or Fortitude Half; See Text
Spell Resistance: Yes

This spell functions much as Energy Line except that you create four lines of the indicated length and each line deals 20 damage/level (maximum 400 damage) of the chosen form of energy (or half that with a successful saving throw). For 1d6+1 rounds after casting this spell, remnants of this energy visibly hang in the air, dealing 1d8 damage/level (maximum 20d8) to anyone who enters a square that any line passed through (or half damage with a successful saving throw).

Notes:The number of lines again double and the barriers last longer, letting you divide the battlefield pretty nicely. The damage is intense but we’re talking about an 8th level blasting spell.

Energy Cone
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the area of the cone take 1d6 damage/level (maximum 10d6) of the chosen form of energy damage, or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:Cones, meanwhile, are probably one of the more useful shapes that you’d have to deal with. Pretty average stuff.

Greater Energy Cone
Evocation [See Text]
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 Standard Action
Range: 60 ft.
Area: 60-ft. cone
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

This spell functions much as Energy Cone except that this spell deals 1d8 damage/level (maximum 20d8) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself and can be aimed in a new direction. The type of energy that it deals, however, does not change.

Notes:And now you gain a repeating cone. While using this spell continuously prevents you from casting too many other spells, it also allows you to save your spells. Hopefully, this is a worthwhile tradeoff from time to time.

Superior Energy Cone
Evocation [See Text]
Level: Sor/Wiz 8
Components: S, V
Casting Time: 1 Standard Action
Range: 100 ft.
Area: 100-ft. cone
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

This spell functions much as Energy Cone except that this spell deals 1d10 damage/level (maximum 20d10) or half with a successful saving throw. Each round that you concentrate on this spell, the cone repeats itself, can be aimed in a new direction, and can have its element changed to a new element of your choice.

Notes:Not much has changed. Damage went up again, the range is positively amazing as far as cones go, and you can probe for the elemental weaknesses of your foes (or use one spell to kill two different groups with mutually exclusive immunities.)

Energy Sphere
Evocation [See Text]
Level: Drd 4, Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Area: 10-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. All creatures and objects within the chosen sphere take 1d8 damage/level of the chosen form of energy damage (maximum 10d8), or half of that with a successful Reflex save. When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:And now we get to the good stuff, our sonic/electricity/cold/acid/fireballs. I consider this shape to be one of the more convenient in existence and this spell is pretty simple.

Greater Energy Sphere
Evocation [See Text]
Level: Drd 7, Sor/Wiz 6
Components: None
Casting Time: 1 Swift Action
Range: Long (400 ft. + 40 ft./ level)
Area: 20-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

This spell functions much as Energy Sphere except that those within the sphere take 1d10 damage/level (maximum 20d10) of the chosen energy damage, or half of that with a successful saving throw.

Notes:Again, this spell is pretty simple. Larger radius, longer range, more damage, a total lack of components, and a swift action casting time will hopefully make the blast worthy of the spell slot.

Superior Energy Sphere
Evocation [See Text]
Level: Sor/Wiz 9
Components: None
Casting Time: 1 Immediate Action
Range: 1,000 ft. + 100 ft./level
Area: 40-ft. radius sphere
Duration: Instantaneous
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

This spell functions much as Energy Sphere except that those within the sphere take 1d12 damage/level (maximum 20d12) of the chosen energy damage, or half of that with a successful saving throw.

Notes:And now we see a 9th level evocation spell. This is pretty much the vanilla level-9 evocation, in my opinion. It’s kind of like mass harm… with potential for more targets… and far better range… usable as an immediate action without components… that gives you versatility with the saving throw tested. Again, 9th level evocation spell.



Fluttering Lights
Evocation [Light]
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text

Bending, creating, and positioning light as you see fit, you can lights to imitate an illusion spell of 2nd level or lower. Only spells of the glamer, figment, and pattern subschools can be imitated in this way. Because these illusions are made from light, any Will save made to disbelieve such an illusion in shadowy illumination receives a +4 bonus as the image glows as a candle and such will saves made against illusions in darkness automatically succeed. Through the evocation of other forces, even illusions with more than visual elements can be imitated (using sonic energy to create sounds and fire to create thermal elements, for example). The effects of this spell are suppressed within the area of an equal or higher-level darkness effect, though this spell doesn’t affect darkness effects of lower spell levels.

Notes:REVENGE!!!!
Seriously, though, I’ve always thought that illusion was more a part of evocation than the other way around so the way shadow magic made evokers totally useless confused me. Just adding new evocation spells would never be enough to make evocation worthwhile as illusionists would steal everything so the obvious solution was to let evokers steal back from illusionists. While you’ll never get shadow or phantasm spells, I still think that this spell and the others in the chain do enough to help right the natural order of things.

Greater Fluttering Lights
Evocation [Light]
Level: Sor/Wiz 6
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text

This spell functions much as Fluttering Lights except that it can imitate illusions of up to 5th level.

Lucent Masquerade
Evocation [Light]
Level: Sor/Wiz 9
Components: S, M
Casting Time: 1 Standard Action
Range:See Text
Area/Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text

This spell functions much as Fluttering Lights except that it can imitate illusions of up to 8th level.


Force Minion I
Evocation [Force]
Level: Sor/Wiz 1
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One temporary creature made of force
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

Upon casting this spell, you may select one creature from the Summon Monster I or Summon Nature’s Ally I list. You summon a rough replica of that creature made from force anywhere within range. This creature is treated as a mindless construct (do not modify hit points, saving throws, or base attack bonus) that obeys your telepathic commands so long as you are on the same plane. Creatures made in this way possess twice as many hit points as normal, replace any natural armor bonus they may have with an equally sized deflection bonus, and deal hit point damage as a force effect (damaging incorporeal/ethereal targets and ignoring damage reduction). The creature is obviously not real, however, and loses all poison, spell-like abilities, and supernatural abilities of the base creature. Force Minions made in this way act immediately after you in initiative and can only be summoned into environments that can support them.

Notes:And now to steal a little bit from conjuration. This is partially revenge for the many blasting effects in conjuration, partially so illusionists aren’t still blatantly better because they could also copy conjuration so much better as well, and partially because this effect really made sense to me. It must be noted, however, that this line of spells is not usable for the same reasons as the spells that they “imitate”. These spells aren’t about grabbing random creatures that have the SLAs you happen to need at the moment. Even though this was arguably the ONLY point of the summon spells, this line serves a different function. This spell actually grants you versatile and relatively durable minions that last long enough to be useful, don’t waste your entire round calling them, and which can be created half a battlefield away. Even with the last spell of this series, a Colossal Monstrous Spider with 400 HP can certainly keep an enemy busy for awhile (especially as most means of taking them out early won’t work on mindless constructs).

Force Minion II
Evocation [Force]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster II or Summon Nature’s Ally II list or 1d3 force creatures of the same type from the Summon Monster I or Summon Nature’s Ally I list.

Force Minion III
Evocation [Force]
Level: Sor/Wiz 3
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster III or Summon Nature’s Ally III list, 1d3 force creatures of the same type from the Summon Monster II or Summon Nature’s Ally II list, or 1d4+1 force creatures from the Summon Monster I or Summon Nature’s Ally I lists.

Force Minion IV
Evocation [Force]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IV or Summon Nature’s Ally IV list, 1d3 force creatures of the same type from the Summon Monster III or Summon Nature’s Ally III list, or 1d4+1 force creatures from the Summon Monster II or Summon Nature’s Ally II lists or lower-leveled lists.

Force Minion V
Evocation [Force]
Level: Sor/Wiz 5
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster V or Summon Nature’s Ally V list, 1d3 force creatures of the same type from the Summon Monster IV or Summon Nature’s Ally IV list, or 1d4+1 force creatures from the Summon Monster III or Summon Nature’s Ally III lists or lower-leveled lists.

Force Minion VI
Evocation [Force]
Level: Sor/Wiz 6
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VI or Summon Nature’s Ally VI list, 1d3 force creatures of the same type from the Summon Monster V or Summon Nature’s Ally V list, or 1d4+1 force creatures from the Summon Monster IV or Summon Nature’s Ally IV lists or lower-leveled lists.

Force Minion VII
Evocation [Force]
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VII or Summon Nature’s Ally VII list, 1d3 force creatures of the same type from the Summon Monster VI or Summon Nature’s Ally VI list, or 1d4+1 force creatures from the Summon Monster V or Summon Nature’s Ally V lists or lower-leveled lists.

Force Minion VIII
Evocation [Force]
Level: Sor/Wiz 8
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster VIII or Summon Nature’s Ally VIII list, 1d3 force creatures of the same type from the Summon Monster VII or Summon Nature’s Ally VII list, or 1d4+1 force creatures from the Summon Monster VI or Summon Nature’s Ally VI lists or lower-leveled lists.

Force Minion IX
Evocation [Force]
Level: Sor/Wiz 9
Components: S, V
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Effect: One or more temporary creatures made of force, no two of which may be more than 50 feet apart.
Duration: 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No

This spell functions as Force Minion I except that it summons one force creature from the Summon Monster IX or Summon Nature’s Ally IX list, 1d3 force creatures of the same type from the Summon Monster VIII or Summon Nature’s Ally VIII list, or 1d4+1 force creatures from the Summon Monster VII or Summon Nature’s Ally VII lists or lower-leveled lists.

Blast Barrier
Evocation [See Text]
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Immediate Action
Range: 10 ft.
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. One target of your choice within range takes 2d6 damage of the chosen type and is blown back 10 feet away from you before falling prone. A successful reflex save halves the damage and prevents the target from falling prone but does not prevent the movement. Creatures more than two size categories larger than yourself are immune to the movement caused by this spell. This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:It’s time for another defensive evocation, one that exists just to blow back enemies who were about to strike at you. The damage is minor but it’s intended as one of those few super-defense spells like wings of cover, being more used for the blowback.

Break
Evocation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: One small object/level; see text
Duration: Instantaneous
Saving Throw: None or Fortitude Negates (object)
Spell Resistance: No

Casting this spell, you rip a number of objects apart by filling them with excessive kinetic energy. You may break one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. If a structure is broken in this way, all creatures within it are subjected to a cave-in if applicable. Magical objects and attended objects may make a Fortitude save to resist being broken but other objects receive no saving throw. Parts of the landscape (such as ponds, plains, and hill) can’t be broken using this spell. Artifacts can’t be affected by this spell. Animated objects can be targeted by this spell but other constructs cannot be so targeted.
Focus: A small golden hammer worth 10 gp.

Notes:I have no clue why this spell didn’t exist. All that I can say is that it does now.

Launch
Evocation
Level: Sor/Wiz 2
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Target: One creature or object
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No

Through the use of this spell, a single creature or object is launched away from any surface it rests on. A creature standing on the ground or on an incline is launched up to 10 feet/level away from that surface unless they make a Reflex Save. If making climb checks to scale a surface, the target is launched up ot 10 feet/level away from that surface if they fail their saving throw. Swimming, Flying, or otherwise weightless creatures are launched up to 10 feet/level in a direction of your choice if they fail their saving throw. If a creature moving in this way runs into a solid object before completing their movement, they immediately stop their movement and take 1d6 damage for every 10 feet they had been successfully launched. Creatures wedged between two parallel (or nearly so) surfaces are unaffected by this spell. Objects firmly secured to the ground aren’t affected by this spell.

Notes:While this spell may seem more telekinetic-y (transmutation) than blast-ish, I still think that this thing makes sense flavored as a burst of kinetic energy. Also, the imagery is very fun to imagine.

Battlemage’s Retort
Evocation [Force]
Level: Sor/Wiz 4
Components: S, V
Casting Time: 1 Standard Action
Range: Personal and Medium (100 ft. + 10 ft/ level): See Text
Targets: You and a spellcaster within range
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

While this spell is in effect, you can answer an opponent’s spells in a more painful manner. Whenever you have readied an action to counterspell an opponent and the opponent attempts to cast a spell, you may forego the normal counterspell attempt and instead launch a bolt of force at the opponent if they are within range, requiring a ranged touch attack and dealing 1d10 force damage/2 caster levels (maximum 10d6 damage, forcing the target to make a Concentration check to continue casting the spell, as normal).

Notes:When I think of evokers, one of the first things that I think of are epic wizard duels. Rather than simply countering the enemy’s spell like an abjurer, however, I’d imagine that evokers simply strike first. This is a pretty simple way to keep other casters under wraps.

Gravity Well
Evocation
Level: Sor/Wiz 6
Components: S, V
Casting Time: 1 Standard Action
Range: 20 ft./level
Area: 20 ft./level-radius sphere, centered on you
Duration: Concentration
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Each round that you concentrate on this spell, a wave of gravitic energy ripples out through the area, dealing 2d10 damage to all other creatures within the area and knocking all airborne creatures down from the sky (a successful fortitude save allows a creature to remain airborne and halves the damage). So long as the spell continues, all space within the area is counted as difficult terrain, jump and climb checks take a -10 penalty, and each square of upwards movement costs 4 squares of movement. Multiple gravity wells with overlapping areas don’t stack but each send out separate gravitic waves. Incorporeal creatures are unaffected by this spell.

Notes:Needless to say, the damage here isn’t the important part. Rather, the important part is ramming that annoying dragon/angel/wizard who won’t fly close enough for the party barbarian/warblade/swordsage/etc to fight effectively down to the ground. Not exactly a team player spell as you do hurt allies but I think that it works… I think.

Force Manta
Evocation
Level: Sor/Wiz 7
Components: S, V
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One 20 x 20 foot flying vehicle of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

You create a large pane of force on which you or other creatures can ride. The pane of force can fly with up to 50 pounds of burden/level and possesses a fly speed of 120 feet (perfect maneuverability). If more weight is added to it, the pane of force doesn’t fall but can’t move onwards until the weight is lost. The pane of force is translucent and grants riders total cover from attacks originating below it. You must spend a move action to move it. By spending a standard action, you can cause the force manta to produce a magic missile effect at your caster level. Only effects that could destroy a wall of force can destroy a force manta. Despite its name, a force manta can be shaped like almost anything, ranging from mantas (the default shape) to dragons or demons or angels and so forth.

Notes:And on the topic of flying… flying. Everyone has heard the joke about gnomish wizard riding on their floating discs but here is a pane of force meant to be ridden on like a ship. Between the speed and the defense that it offers those on board, it seems pretty nice (perhaps a bit weak but not too much so)

Meteor Shower
Evocation
Level: Drd 9, Sor/Wiz 9
Components: S, V
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./ level)
Effect: A hail of meteors falling from the sky
Duration: 1d4+2 rounds
Saving Throw: None or Reflex Partial
Spell Resistance: No

While this spell is in effect, one small meteorite/level rains down from the sky each round. You may direct each meteorite towards a target of your choice. Make one ranged attack against each selected target for all meteorites directed at them and if successful, the attack deals 1d8 bludgeoning damage/meteorite. On the final round of this spell, a single giant meteor falls on a 10-foot radius of your choice within range, dealing 1d8 bludgeoning damage/level to creatures in the area, knocking them prone, and creating an earthquake effect within 100 feet of the site. Any larger or smaller creatures in the area where the meteor falls are also trapped as if in the bury zone of a cave-in (taking additional damage as appropriate) until the five-ton meteor is moved off of them or a path around the meteor is dug (taking twice as much time to dig the creature out). A successful reflex save halves the damage and prevents being buried and knocked prone.

Notes:A two-stage spell that I designed to show what a true meteor swarm might look like. Perhaps a bit too wordy, though.


Second Sun
Evocation [Fire, Light]
Level: Clr 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 hour
Range: See Text
Effect: Create a sun in the sky
Duration: 12 hours
Saving Throw: None
Spell Resistance: No

You create a globe of light and heat so bright, hot, and far from the surface that it acts very much as the sun. Though this sun lacks actual mass and gravity, its light and heat are considered identical to that of the sun for all purposes and remains in the sky above the caster for the spell’s duration. This ability has no additional effect when the actual sun would be out. Unlike most light effects, second sun does not interact with [darkness] effects.
Focus: A perfect diamond prism worth 5,000 gp

Notes:As far as 9th level spells go, creating a temporary sun seems to be pretty much on par as far as scope (though unfortunately not as far as power).

Ruination
Evocation
Level: Drd 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft./level)
Targets: All structures and unattended objects within range.
Duration: Concentration (maximum of 1 round/level)
Saving Throw: Fortitude Half (object)
Spell Resistance: No

Forcing destructive energies through everything within range, you deal 3d10 damage to all structures and unattended objects within range of this spell each round, ignoring all hardness those objects possess. Magical objects may make a fortitude save each round to halve this damage.

Notes:Destroying a large area of a city with a single spell again seems about on par with what a spell of this level should do. While it takes a while to work, I wanted the process to be interrupt-able if it was being used by enemies and this thing still deals enough damage to level almost everything around.

Force Tools
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One object made of force
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

You create a single solid object formed of force taking up no more than 1 cubic foot/level. The object is of moderate quality and retains no special properties of a substance it is normally made from. The object possesses 10 hardness and 5 hit points/level. Armor or shields made in this way apply their AC bonus against incorporeal touch attacks. Melee weapons, thrown weapons, and ammunition made in this way deal damage as a force effect, always damaging incorporeal creatures, harming ethereal creatures, and ignoring damage reduction. Alchemic items, magic items, and special substances can’t be duplicated using this spell.

Notes:Just a simple spell for creating simple tools. Pretty versatile as far as 1st level spells go but probably not too powerful. Creating force daggers and handing them out so party members can stab creatures with damage reduction is probably pretty nice in the early game, though.

Realms of Chaos
2011-11-17, 07:45 PM
Supercharge Arcana
Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No

The next spell you cast within the next round is overcharged with arcane energy, automatically succeeding on any spell penetration check required. Such an affected spell can even affect creatures with spell immunity such as golems.

Notes:While this ability may seem odd, Evocation does have a couple spells revolving around manipulating magic such as contingency or evoke magic from Lords of Madness. Beyond Assay Spell Resistance or True Casting, this thing just lets you send a single spell through to its destination. If you’re willing to spend an extra 6th level spell to bet it through, you probably deserve it.

Energy Trap
Evocation [See Text]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Round
Range: Close (25 feet + 5 ft./2 levels)
Area: 10-foot area burst centered on one five-foot cube.
Duration: Until Expended (D)
Saving Throw: Reflex Half or Fortitude Half: See Text
Spell Resistance: Yes

Upon casting this spell, you choose acid, cold, electricity, fire, or sonic. You set an invisible trap that activates under one of the following conditions chosen as you cast the spell, dealing 1d6 damage/level of the chosen energy damage (maximum 20d6) to all creatures and unattended objects within range (or half with a successful Reflex save).
Temporal Trigger: You may choose to set a purposeful delay on the trap as you cast this spell, setting any amount of time until the trap explodes. This timer can’t be changed later.
Presence Trigger: You may choose to set this trap so that it triggers the next time a creature of tiny or larger size steps into the chosen cube. Invisibility does not fool this trigger but Incorporeal creatures do not trigger this trap and casual manipulation of the cube’s contents (such as what is needed to perform a search or disable device check) likewise do not set off the trap.
Command Word: You set a command word as you set the trap. At any time, any creature aware of this command word can declare it as a standard action while within 100 feet of the energy trap to set it off. If you can’t be heard (such as if you are in a silence effect), you can’t set off the trap in this way.
When casting this spell, you can choose to have it target fortitude saves instead of reflex saves, though doing so reduces the Save DC by -2 and reduces the damage by -1 per dice of damage dealt (minimum 1 damage/dice). This spell gains the descriptor appropriate for the type of energy damage dealt.

Notes:Kind of abjuration-ish but I wanted to create a nice and versatile replacement for the old delayed blast fireball and this thing seems to do the job right.

Evoke Caster
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Willing Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You channel your magic through the body of your target, allowing them to cast a spell using your magic. The target immediately gains a standard action that they can only use to cast an arcane spell of 4th level or lower or a divine spell of 3rd level or lower. Doing so does not expend a prepared spell or a spell slot from the targeted caster.

Notes:Yup, this is the rough evocation equivalent of Wish with the exception that you need another conscious and willing spellcaster to use it. This is another spell that uses evocation to create a surge of magical energy, in case the reasoning behind it being an evocation spell was unclear.

Greater Evoke Caster
Evocation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Target: One Willing Caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions much as Evoke Caster except that an arcane spell of up to 7th level or a divine spell of up to 6th level can be cast in this way.


Bornum’s Town Wall
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 Hour
Range: 1 mile
Area: Cylinder centered on you with radius up to 1 mile and height up to 50 feet.
Duration: 1 Day/Level (D)
Saving Throw: None
Spell Resistance: No

This spell forms a barrier of force around the area, digging down into the ground as far as it reaches up into the sky. Though air and water can pass through this barrier, airborne or waterborne toxins cannot. Similarly, creatures formed of air and water can’t pass through the barrier and all other substances can’t pass directly through it. If one or more structures within the area of this spell towers above or descends below the vertical limits of this spell, holes in the barrier just large enough to allow these structures to stand are formed. Within the bounds of this area, the temperature is controlled and harsh weather is negated much as if by a tiny hut spell. Though hurricane-force winds pierce the barrier as though it weren’t there, they do not eliminate the barrier. At the caster’s option at the time of casting, the barrier may be opaque or transparent. The caster and any number of targets he indicates as he casts the spell can form a hole in the barrier up to 10 feet in diameter or close a gap of up to the same size as a full-round action. Bornum’s Town Wall can only be damaged by means that would damage a wall of force.

Notes:Tiny Hut + Resilient Sphere + huge range = awesome barrier. Like second sun, though, this is more a spell of scope than it is a spell of power.

Burst of Darkness
Evocation [Darkness]
Level: Asn 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 Immediate Action
Range: 10 feet.
Area: 10-foot radius centered on you.
Duration: 1 Round
Saving Throw: None
Spell Resistance: No

You immediately create an area of darkness around yourself, giving all attacks made against those in the area a 20% miss chance. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by Burst of Darknesss. Burst of Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Notes:Lastly, we have a final defensive evocation. It always seemed odd that this spell hadn’t been done yet but I guess there you go.

Note on Sonic Damage: You guys may notice that in the many energy spells above, I put sonic damage on the exact same level as fire damage and cold damage despite the fact that sonic damage is widely deemed the most powerful form of energy damage. There is a reason for this, though I can't say that it's a good one.

Mainly, I get the impression reading through D&D source material that sonic damage is supposed to be just another form of energy damage. The five forms of energy damage aren't set up in the rules as belonging to the three "tiers" of energy (cold+fire, acid+electricity, sonic) that we know today and many sources don't differentiate at all between sonic and fire damage. Using energy substitution to make everything deal sonic damage has no penalty, orb of sound doesn't have a higher spell level than the other orbs, and sonic immunity and fire immunity are equally costed in magic items.

Bending backwards to put a mechanical disadvantage to sonic damage like the original psionic powers because so few monsters happen to be immune to the energy type seems a bit insane, akin to making bicycle tires specifically designed to fit around battered and bent bicycle wheels and not new and unbroken wheels. As such, I'm just treating it like another form of energy. If this is the gaming equivalent to burying my head in the sand, feel free call me an ostrich.


Last-minute Edit: Also, here is a basic list of evocations (including pre-existing ones with altered spell levels) based on the list from Frank Trollman, incorporating the above spells and some from other sources to (hopefully) give a decent core for evocation.

Evocation Cantrips
Dancing Lights
Light

Evocation 1st level spells
Magic Missile
Floating Disk
Gust of Wind
Sending
Persistent Blade (SC)
Energy Missile*
Energy Touch *
Force Minion I*
Force Tools*
Burst of Darkness*

Evocation 2nd Level spells
Continual Flame
Darkness
Daylight
Shatter
Energy Backlash*
Energy Cone*
Energy Line*
Force Minion II*
Blast Barrier*
Launch*

Evocation 3rd Level Spells:
Ice Storm
Tiny Hut
Wind Wall
Blacklight (SC)
Chain Missiles (SC)
Great Thunderclap (SC)
Ray of the Python (PHB II)
Fluttering Lights*
Force Minion III*
Energy Sphere*
Wall of Energy*
Break*

Evocation 4th Level Spells
Interposing Hand
Resilient Sphere
Energy Spheres (SC)
Force Missiles (SC)
Wingbind (SC)
Greater Energy Missile*
Greater Energy Touch*
Force Minion IV*
Energy Barrage*
Battlemage’s Retort*

Evocation 5th Level Spells
Forceful Hand
Mage Sword
Sunburst
Wall of Force
Greater Energy Line*
Greater Energy Cone*
Force Minion V*
Energy Trap*
Evoke Caster*

Evocation 6th Level Spells
Contingency
Grasping Hand
Greater Energy Sphere*
Greater Fluttering Lights*
Force Minion VI*
Gravity Well*
Supercharge Arcana*

Evocation 7th Level Spells
Clenched Fist
Fore Cage
Prismatic Spray
Ruination*
Superior Energy Missile*
Superior Energy Touch*
Force Minion VII*
Force Manta*

Evocation 8th Level Spells
Crushing Hand
Telekinetic Sphere
Greater Evoke Caster*
Bornum’s Town Wall*
Force Minion VIII*
Superior Energy Line*
Superior Energy Cone*

Evocation 9th Level Spells
Evoke Magic (LoM)
Reality Maestrom (SC)
Meteor Shower*
Second Sun*
Force Minion IX*
Superior Energy Sphere*
Lucent Masquerade*

bloodtide
2011-11-17, 09:28 PM
Well, I like all the original spells, but I have a problem with all the 'any energy spells'. They just feel wrong...like they are not even spells.

To make every spell say 'this does whatever energy you want' is too much. Would you also change all the feats/class abilities and such to say 'effects any energy type as you feel like'?

Why even have energy types, if a spell can be of any energy type. Why not just have all evocation spells do 'energy' damage?

And I can see it having a huge negative game impact. So many spell caster players already take too long to simply cast a spell or act during a game. It would only get worse as they outright demand to know the energy type of every single thing in the world, so that they could always have the perfect effect.

Realms of Chaos
2011-11-17, 09:58 PM
Well, I like all the original spells, but I have a problem with all the 'any energy spells'. They just feel wrong...like they are not even spells.

To make every spell say 'this does whatever energy you want' is too much. Would you also change all the feats/class abilities and such to say 'effects any energy type as you feel like'?

Why even have energy types, if a spell can be of any energy type. Why not just have all evocation spells do 'energy' damage?

And I can see it having a huge negative game impact. So many spell caster players already take too long to simply cast a spell or act during a game. It would only get worse as they outright demand to know the energy type of every single thing in the world, so that they could always have the perfect effect.

Okay, let's tackle this more or less in order.

Evocation spells are the meat and potatos of being a blaster (or at least they should be in theory). Right now, we run into the frequent problem that we end up with between 2 and 5 spells that do almost the exact same thing except that they deal different types of energy damage (take the orb spells, for example). This spell actually cuts down on this extra clutter and makes it so that a wrong choice doesn't leave the caster totally useless for the duration of an encounter.

I would not change the text of feats or class features to affect any form of energy, seeing as they allow for actual focus with certain types of energy while they still have the plan b of using their spells in other ways (changing evocation in this way merely takes away the chance of a caster cornering themselves into uselessness through bad luck or bad choices).

Seeing as many casters do carry spells of multiple damage kinds, spontaneous casters can use energy substitution to achieve the exact same results of these "bad" spells, and that the basic design already exists (albeit without acid damage :smallconfused:) in a good many psionic powers, the problems you are complaining about (demanding to know everything's resistances so that you can get around them) already exist within the game. Seeing as I've never heard any prior complaint about these powers, I'm skeptical to claims about them ruining the game.

As for characters demanding to know everything's resistances, that is what knowledge skills are for. If they fail their check, they have to experiment for a couple of shots until they get it right. Things only get bad if your players metagame the weaknesses of creatures (memorizing everyone's resistances and "just happening" not to use those energies).

Saidoro
2011-11-17, 10:39 PM
Well, the energy thing is pretty new. I suppose it works well for sorcerers, they only know about as many non-cantrip spells as a psion does and they could probably be argued as having the same need for versatility. What I'd be more worried about is wizards. By giving them the freedom to chose their energy type when they cast the spell you're giving them a sort of flexibility they aren't normally supposed to have. It might be better to have prepared casters chose their energy type when they prepare the spell instead of when they cast so as to not chip away even further at one of the few advantages spontaneous casters had.


Superior Energy Touch
Lastly, you may make any number of melee touch attack using this spell each round while this spell lasts.
So if they're surrounded by 8 enemies they can touch all of them? Or can they just touch as many as they can with a full attack? You might want to change this to "Can make this attack as an attack action at will while the effect lasts or something like that if you meant the latter.

Greater Energy Sphere
Level: Drd 7, Sor/Wiz 6
Casting Time: 1 Swift Action
I have to say, the swift action scares me. I'm not that good an optimizer but I do know that abilities letting you take more actions than normal tend to be really powerful. Also this isn't even as high a level as you'd get by quickening the normal energy sphere.


Blast Barrier
Goody-goody, more stuff to make melee useless.:smallfrown: I suppose it's really not any worse than many other spells in that regard but it still makes me kind of sad.


Break
So, does this insta-gib undead and constructs? They'd still get saving throws but I think RAW says this could target them as it currently stands.


Launch
:smallbiggrin:I am going to have so very much fun with this spell if I can get my GM to approve it. That being said, wouldn't it make more sense to have them take damage based on how far they have left to travel when they hit things rather than how far they've already traveled?


Force Manta
Level: Sor/Wiz 7
Duration: 1 minute/level
This could quite easily be bumped down a few levels. At the very least you could make it last longer to be competitive with phantom steed.


Second Sun
Honestly, I think I'd rather have something that lets you make a (comparatively) small sun a (comparatively) small distance overhead and lets you huck it at people, but that might be stepping on meteor shower's toes a bit.


Ruination
I was about to say something then I reread this and realized it didn't work on creatures. Carry on.


Evoke Caster
This is really powerful. Like, every sorcerer ever is picking this for the shear versatility powerful. Taking this spell is a non-choice for people with limited spell lists, it's just something you do because it's going to be one of the best spells ever for people who can't normally learn every spell ever made.


Also, these should all be on the warmage list too. Other than that they all look pretty good, and I'll definitely be requesting them next time I want to play a blaster.

legomaster00156
2011-11-17, 11:27 PM
I like how none of these spells have damage caps. :smallbiggrin: (Really, the only spells a lack of a damage cap makes sense on are 9th-level spells, since those are apparently MEANT to be hilariously broken.)

Saidoro
2011-11-17, 11:59 PM
Why would they need damage caps? The effect imposed by Grease or Charm Person or Glitterdust doesn't become less significant as you gain levels it's just that the save DC stops being as relevant. Why should damage spells arbitrarily work differently from almost every other spell ever printed?

legomaster00156
2011-11-18, 12:04 AM
Because 30d4 damage with no save and made of any energy type is insane for a first-level spell, even for a blaster who's GOOD at blasting.

Fako
2011-11-18, 12:09 AM
Because 30d4 damage with no save and made of any energy type is insane for a first-level spell, even for a blaster who's GOOD at blasting.

That it is. However, consider that he's basing these off of psionics (which have no damage caps).

Now, I'm not saying that they shouldn't have damage caps, but that might be the reason for the oversight.

These spells are all wonderful, and I know that Launch is going to see some play in my games (initially in trap form :smallbiggrin:), but it doesn't seem right to have your 1st level slot be able to keep up with your 5th level slots in terms of damage output - psionics have a scaling cost system to keep them in line as the powers grow. Personally, I feel that the current caps are a bit too low, but that there should still be a cap of some sort (maybe have the 1st level spells max at CL 7 instead of the norm of CL 5?)

Realms of Chaos
2011-11-18, 01:51 PM
Well, the energy thing is pretty new. I suppose it works well for sorcerers, they only know about as many non-cantrip spells as a psion does and they could probably be argued as having the same need for versatility. What I'd be more worried about is wizards. By giving them the freedom to chose their energy type when they cast the spell you're giving them a sort of flexibility they aren't normally supposed to have. It might be better to have prepared casters chose their energy type when they prepare the spell instead of when they cast so as to not chip away even further at one of the few advantages spontaneous casters had.

Putting aside ways like alacritous cognition and uncanny forethought that prepared casters already have to remain versatile, this argument kind of confuses me. First you point out how spontaneous casters are getting a huge boost in power from having versatility within 1 spell known. Then you point out that prepared casters get a boost in power from having versatility within 1 spell prepared and say that I'm hurting spontaneous casters. Isn't everyone getting a boost here?

Okay, this might be a bit harsh. I almost made the same edit when I was readying these spells for posting, myself. Still, I can't find any logical reason why these spells should be changed. I'm not trying to be overly stubborn but I'd feel better if someone could throw something more concrete than "it feels strange" seeing as, yeah, it's a new thing for spells in general and feeling different may come part and parcel with that fact.


So if they're surrounded by 8 enemies they can touch all of them? Or can they just touch as many as they can with a full attack? You might want to change this to "Can make this attack as an attack action at will while the effect lasts or something like that if you meant the latter.

I feel uncomfortable using the term "attack action" seeing as it was only used once or twice within the actual PHB (at least that I can see) but I have cleaned up the language a bit. Nice catch.


I have to say, the swift action scares me. I'm not that good an optimizer but I do know that abilities letting you take more actions than normal tend to be really powerful. Also this isn't even as high a level as you'd get by quickening the normal energy sphere.

I could joke that you're in luck if your party uses this instead of spamming celerity to get any spell of choice but that again would look a bit odd. The truth is, blasting is already a pretty terrible option by 6th level. There are just better ways to deal with enemies by this point. The swift action allows for the conveniance of casting fly, taking into the air, and launching down death from above in one round. Without this general type of utility, I'd worry that a 6th level spell would be better used elsewhere (and it probably is even now).


Goody-goody, more stuff to make melee useless.:smallfrown: I suppose it's really not any worse than many other spells in that regard but it still makes me kind of sad.

It kind of makes me sad as well, to be honest. I built these spells not so much from the perspective that all classes should be even (getting rid of these types of spells altogether) but that all schools of magic should be roughly even (except maybe divination). As evocation is THE combat school, not having a defensive ability like this is kind of odd.

If it is of any consolation, no monsters have this ability as an SLA and no creatures or statblocks put out there by Wizards have this as spell known/prepared. The only times you'd ever deal with this spell, realistically, are when your party is using it or when a spellcaster who'd otherwise have some other foolproof defense is using it.


So, does this insta-gib undead and constructs? They'd still get saving throws but I think RAW says this could target them as it currently stands.

To the extent of my knowledge, undead and constructs are never counted as objects for the purposes of spells. A golem’s inanimate body or a corpse, perhaps, but not an animated creature. I’m kind of surprised that you’d ask about constructs seeing as it specifically states that constructs (other than animate objects, which it has the ability to insta-gib) can’t be targeted.


:smallbiggrin:I am going to have so very much fun with this spell if I can get my GM to approve it. That being said, wouldn't it make more sense to have them take damage based on how far they have left to travel when they hit things rather than how far they've already traveled?

I admit that it might make sense but I actually like it as it is as it inspires people to launch enemies up into the air towards high ceilings instead of just crushing them against the nearest surface.



This could quite easily be bumped down a few levels. At the very least you could make it last longer to be competitive with phantom steed.

Now lasts 1 hour/level



Honestly, I think I'd rather have something that lets you make a (comparatively) small sun a (comparatively) small distance overhead and lets you huck it at people, but that might be stepping on meteor shower's toes a bit.

As stated, it’s more about scope than about actual power. Not quite sure how you’d actually use it but it seemed like something evocation should have.


This is really powerful. Like, every sorcerer ever is picking this for the shear versatility powerful. Taking this spell is a non-choice for people with limited spell lists, it's just something you do because it's going to be one of the best spells ever for people who can't normally learn every spell ever made.

This was at least partially by design. While many schools of magic have their own incredibly awesome “must-have” spells, evocation doesn’t seem to possess any (contingency comes close but can be imitated with a feat and so is less worthwhile). This is supposed to be a feat that makes setting evocation as a banned school for evocation somewhat more questionable.



Also, these should all be on the warmage list too. Other than that they all look pretty good, and I'll definitely be requesting them next time I want to play a blaster.

I’ll add them to warmage later on (or just create a new warmage list). Maybe not the force minion/fluttering lights lines, though. They seem less warmage-ish.


Because 30d4 damage with no save and made of any energy type is insane for a first-level spell, even for a blaster who's GOOD at blasting.

That it is. However, consider that he's basing these off of psionics (which have no damage caps).

Now, I'm not saying that they shouldn't have damage caps, but that might be the reason for the oversight.

These spells are all wonderful, and I know that Launch is going to see some play in my games (initially in trap form :smallbiggrin:), but it doesn't seem right to have your 1st level slot be able to keep up with your 5th level slots in terms of damage output - psionics have a scaling cost system to keep them in line as the powers grow. Personally, I feel that the current caps are a bit too low, but that there should still be a cap of some sort (maybe have the 1st level spells max at CL 7 instead of the norm of CL 5?)

To be quite clear, I removed the damage caps on all of these spells on purpose. Also, I have a reason for doing so that I believe to be pretty valid. While Fako talks about low level spells keeping up with high-level spells as if it were crazy, evocation is literally the only school of magic where this doesn’t already happen (at least as far as I can tell).

Take a look and you’ll find that some of the most “vital” spells in the game such as death ward, freedom of movement, true seeing, heal, animate dead, planeshift, commune, divine power, solid fog/acid fog, contact other plane, fly/overland flight, glibness, haste, improved invisibility and so forth are all 3rd – 6th level spells. Even when spellcasters gain access to 9th level spells, they might still rely on lower-leveled spells of other schools of magic regularly.

While spells of other schools are replaced with higher leveled spells as you gain more levels (replace animate dead with plague of undeath and improved invisibility with superior invisibility, for example), the lower leveled spells remain usable for long after evocations of that spell level have become totally worthless. A level 20 beguiler would find a lot more use for charm person or silent image, for example, than a level 20 warmage would find for magic missile (I have seen a high level enchanter use both with success so this isn’t hyperbole). Because damage basically deals with two states (living and dead) without any real intermediate (the ten point gap of “dying” doesn’t really matter after 3rd level), any evocation spell that can’t blast a good portion of a target’s hit points becomes totally worthless to at high levels.

In other words, it seems that even an Enchanter or Illusionist or Conjurer or Transmuter that runs out of high level spells should still be able to handle (or at least meaningfully contribute to) 1-2 more level-appropriate encounters even using "plan-b" spells. With evokers, where your 35 damage fireballs (on average) might be facing off against CR 20 creatures with up to 350+ hp, this is simply not the case. Why should this happen to evocation and not everyone else?

By eliminating the caps on all of these evocation spells, they remain useful at higher levels without overshadowing the superior damage of higher spell levels. Furthermore, keeping caps on spells from other schools like the orb spells helps to secure evocation damage as the best source of damage.

Energy missile, which seems to be the particular aim of attention, uses a standard action to deal damage just over what a rogue of that level would be expected to deal with a single successful sneak attack. The extreme 30d4 damage listed above would only be accessible at 30th level and would thus only be accessible to characters throwing around epic-level spells. If this fix has allowed for casters to pass into epic levels without their offensive spells becoming total trash at an exponential speed (*insert “no one plays at epic levels” joke here), I think that I’ve actually done a good thing.

Also, in case it wasn't sure from that revised evocation list at the end, this list was created to replace most or all single-element spells such as fireball and polar ray. As all of these spells are being replaced, I'm also redefining the damage curve for evocation spells at the same time. I'm not asking your party evoker to make the non-choice between energy sphere and fireball.

legomaster00156
2011-11-18, 03:22 PM
Energy missile, which seems to be the particular aim of attention, uses a standard action to deal damage just over what a rogue of that level would be expected to deal with a single successful sneak attack. The extreme 30d4 damage listed above would only be accessible at 30th level and would thus only be accessible to characters throwing around epic-level spells.

Funny, you seem to think that there aren't many, many, many easy ways to boost your caster level.

Realms of Chaos
2011-11-18, 04:41 PM
Funny, you seem to think that there aren't many, many, many easy ways to boost your caster level.

I didn't believe it at first glance but I went to a CharOp board and found that at least a +13 CL bonus (and that's not counting bonuses from spells and one-shot items) seems quite possible. My apologies for doubting you, though I didn't realize that you were bringing up the matter of CL boosts.

Originally, I wrote up a large borderline-diatribe here about how it shouldn't make too much of a difference in the big scheme of things (how the theoretical rogue could still out-damage this guy with equal optimizaiton and how it all evens out as having high caster level powers everything).

THEN I did the math and realized exactly where this conversation was going to lead me: Mailman Builds. I'd argue that an empowered, maximized, quickened energy ray wouldn't be a 1st level spell any more and then I'd notice all of those handy metamagic reducers lying around. I concede that these things do need caps and they have been put in.

The caps are still relatively high, though, and a dedicated mailman could still get off a maximized, empowered, twinned, repeating spell that basically kills anything automatically. I personally attribute this more to metamatic reduction cheese than anything else, however.

As mailman cheese can multiply the maximum damage of a spell by 6, I'd need to avoid spells capable of doing 50 or more damage normally if I wanted to avoid having evokers kill large groups of level-appropriate enemies in 1 round (thus making those spells worthless without mailman tactics for reasons written in the previous post).

Even with me being a bit of a dolt, however, the sarcasm seems like a bit much.

legomaster00156
2011-11-19, 07:25 PM
That is significantly more balanced. As for the sarcasm, as long as I exist on these forums, I'm afraid you'll have to get used to it. Sarcasm is my favorite way to communicate. :smalltongue:

Fizban
2011-11-20, 03:09 AM
These are some good spells. I don't fully agree with all of them, but in particular the evoke-illusion, force minion, force tools, launch, break, gravity well, sky manta, second sun, and town wall are great. The rest are all worth a read for the other mechanics they use besides choice of energy even if you don't like that. I don't see the Evoke Caster line being overpowered at all, assuming that they have to cast a spell that they know and/or have prepared, which is a pretty decent assumption since the spell mentions it not burning any of their own slots. It's basically a better version of other spells that let you restore power points/spell slots to someone else with reduced efficiency, since you can use this one in combat. It's completely useless without a partner that knows a whole toolkit of spells.

legomaster00156
2011-11-22, 12:19 PM
If the DM I am applying for approves, I will playtest these for you and get back to you on my findings. :smallsmile:

Edit: I pose the idea that every spell that circumvents a barred school (for example, the Force Minion series when you've barred Conjuration) takes up a spell slot higher than the one listed, and the opponent gains a +2 bonus to their saving throw (if any).