Evocation

Evocation serves as the primary weapon of many arcanists. This school focuses on channeling mana into reality in its basic raw form. It allows a caster to create blasts of energy that can slam into a foe with the force of a berserker’s axe or generate a ball of searing energy that explodes in a burst hundreds of feet wide. A lone evoker can defeat an entire mob of warriors, though the volatile nature of magic makes it likely that the energy destroys him along with his foes.

Improved Elemental Magic Missiles

Mastery: 1–10
Descriptors: Varies
Mana: See below
Casting Time: One standard action
Range: Determined by mana and mastery
Target: Varies
Duration: Instantaneous
Saving Throw: Reflex half (unless otherwise stated)
Spell Resistance: Yes
Targeted Spell

For each mastery in Improved Magic Missiles you must pick one of the elemental descriptors and add it to the Spell and remove the name Magic and replace with the chosen elemental type.

Example Mastery 1 Fire missile, Mastery 5 Electric Missile.

Element Type Effect
Arcane add Crits are x(1+mastery level)
Acid Minus Mastery Level from Armor
Cold Weakens target to melee damage add +mastery level damage to all melee attacks on target
Earth take an additional 1d6 +mastery level Damage
Electricity Jumps to nearest enemy with in mastery level squares and repeats attack until a missed attack is rolled.
Fire applies blast effect, damage hits all creatures with in mastery level squares cubed.
Force Successful attacks Knock target prone and moves them away from the caster mastery level squares.
Sonic Stuns Target, potentially knocking them unconscious, target saves against opposed DC, Arcanist adds plus mastery level to DC roll, if failed target is unconscious.
Water applies the blast effect, damage hits all creatures in mastery level squares cubed.

Mana Cost: Mana cost equals Mastery Level *.5 rounded up. You can also choose to over charge the spell by paying additional mana, but your total mana cost can not be greater than the mastery level.

ie a Mastery 1 costs 1 mana, so you can not over charge it, but at mastery 2 you can spend 2 mana.

Damage: Damage Equals Mana*d4+Int with elemental bonuses.

Moderate Disaster: You become the target of the spell, but you may save for half damage.

Major Disaster: As a moderate disaster, except no saving throws.

EVOCATION METHOD: ELDRITCH BLAST

Mastery: 1–10
Descriptors: Varies
Mana: See below
Casting Time: One standard action
Range: Determined by mana and mastery
Target: Varies
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Targeted Spell

You create a bolt of energy or a similar attack that harms your foes. The eldritch blast method provides a variety of options, from an attack that covers an area to a lone dart of power that slams into a foe. Your mastery in this school determines the effects you can create. The aspects below refer to the table on the next page.

Damage: Evocation damage is handled differently than damage caused by other schools. After all, the real talent for a spellcaster lies in shaping and sculpting power. Since evocation damage arises merely from grabbing mana and flinging it into a spell construct, even an apprentice can attempt a devastating spell. However, remember that an increase in mana makes a spell more difficult to control.

For every point of mana you spend on an evocation spell’s damage, your spell inflicts 1d6 points of damage. You can spend up to your mastery rating in mana for damage. However, channeling raw, destructive energy is risky. When determining the channeling DC for this spell, double the mana you spent for damage.

To determine the mana cost of this spell, note the minimum mastery need- ed for each element of your evocation (target or effect and energy type). The spell’s cost in mana equals the mastery level needed for the most powerful effect you select + half the mastery levels for all other associated facets. In addition, add the mana you spent for damage. You never halve this cost, nor do you halve one of the spell’s mastery costs if the mana spent on damage is the greatest expenditure.

You cannot choose an option with a mastery greater than your current evocation mastery rating.

Eldritch Blast

Evocation Mastery Target/Effect
1 Normal Attack
2 Ray
3 Ray
4 Ray (2 targets)
5 Ray (2 Targets)
6 Cone (15 feet)
7 Cone (30 Feet)
8 Spread (20 feet)
9 Spread (40 feet)
10 Unerring

The evocation mastery table above describes the following spell parameters:

Target/Effect This factor determines the spell’s area of effect or the creatures it can target. Consult “Casting Spells” for more information on rays, spreads, and so forth.

Unerring: An unerring spell automatically hits a single target for full damage, no saving throw allowed. You must still have line of effect to the target. (you still have to roll as if it is a non-combat spell)

Energy Type: This is a torrent of raw Magical Energy, for the purposes of Weakness and resistances it has the “Darkness” and “Fire” energy types.

Moderate Disaster: You become the sole target of the spell, but you may save for half damage.

Major Disaster: As a moderate disaster, except you gain no saving throw.

Spell Book

Evocation

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