Grieving target can take no actions and is denied its Dex bonus. Hand provides cover, pushes, or grapples. Cyclone deals damage and can pick up creatures. You can sense whether a particular creature is within 20 miles of your location. Turns fire into blinding light or thick smoke. Cures 1d8 damage + 1/level, affects 1 subject/level. Calms creatures, negating emotion effects. Grants +2 (or higher) enhancement to natural armor. Bestow regenerative abilities on a willing living creature. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Antipaladin   You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. I wanted to opt for evocation, as I like throwing out 12d6 damage :p, and summoning. Grant the target a dodge bonus to its AC against attacks from larger creatures. Target becomes resistant to the effects of energy drain and blood drain attacks made by undead creatures. Scorching rays cause 4d6 fire damage, then move on to new targets. Caster Level: A spell's power often depends on caster level, which is defined as the caster's class level for the purposes of casting a particular spell. Each time you take the feat, it applies to a new school of magic. Turns centipedes, scorpions, or spiders into giant vermin. Sense the presence and attributes of mindscapes. Rolling ball of fire deals 3d6 fire damage. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.. Special: You can gain this feat multiple times.Its effects do not stack. Outlines subject and produces light as a sunrod. Inflict a curse of the roiling sea upon the target, making it permanently sickened. Converts the surface of the ground into molten glass. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Harden the air around the target into jagged invisible blades. Kills, paralyzes, weakens, or dazes nonevil subjects. Target perfectly memorizes one page of information. Summons elemental creature to fight for you. Dissipate charges from one technological object. | Fudge SRD Compels the target to look only at you for the duration of the spell. Peaceful feelings harm those attempting violence. A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. 1d6/level damage, 1 secondary bolt/level. Free yourself from enchantments and paralysis effects. Cause a spirit inhabiting a creature or an object to go dormant. Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Steal 1d4 uses of mythic power from a mythic target. Infect a subject with a highly contagious disease. Paralyzes one subject, which exudes stench that makes those nearby. Grapple incorporeal creatures and deal damage equal to 1d8 + Wis modifier. Empowers or extends the effects of any potion or elixir. 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures. Target's feathers thicken and fluff up to ward against winter's chill. Occultist   Evocation   You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round. Sets trigger condition for another spell. A rushing stream of fire sprays from your outstretched hand, dealing fire damage to every creature in the area. Your ability to smite evil also entangles your foe. The target takes damage whenever its summoned creature does. Opponents can't attack you, and you can't attack. Treat enemies as favored for 1 round/level. Teleports you and select creatures to predetermined location. Target doesn't provoke attacks of opportunity with unarmed strikes. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or … Creature moves at half speed, takes penalties, and has trouble casting spells. | GumshoeSRD Affected creatures automatically donate hp to stabilize fallen ally. Infuse psychic energy and ownership history into an item. Target gains a +2 insight bonus and is considered trained in one single ranked skill. Opponents cannot attack a pathetic creature. Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. Locks a weapon in place on the target's body. Harms and sickens good creatures (1d8 damage/2 levels). Areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. Inflict 1d6 fire damage to creature by looking at it. Creates a magical well of retribution that a caster can unleash with blinding speed. Gain a +2 circumstance bonus on grapples and Escape Artist checks, and a bonus to CMD against grapples, and reduce falling damage by 20 feet. Makes one 5-ft.-square or one object sticky. Grant others a bonus against your favored enemies. Creates new sounds or changes existing ones into new sounds. Target takes 1d6 nonlethal damage; you gain an. You blast your enemies with blinding rays of sunlight. I recently (being yesterday), made a universalist wizard. Destroy a magic item if another creature tries to use it or copy it. Creates undead skeletons and zombies out of corpses. Huge wave damages and sweeps up all in its path. Spiritualist   Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls. Animal gains advanced creature simple template. You gain +1/level insight bonus on single attack roll, check, or save. Give your familiar the shape of another animal. Temporarily mitigates the fragile quality in targeted weapon or armor. As monstrous physique III, with more abilities. Cures 4d8 damage + 1/level for many creatures. Plants in a forested area become helpful instead of hindering you and your allies. Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. Ray deals 1d8/two levels damage (more against undead). Causes the target to ignite in a violent burst of flame. Fascinates a single creature for 1 round. Allows the use of lay on hands while falling unconscious. 7th Level   Gain skill bonuses when interacting with the target. The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. You may strike multiple opponents with a single attack. You take the form of a Diminutive or Huge animal, or Small or Medium magical beast. Targeted creature may not positively influence anyone. | 5th Edition SRD Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round. Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world. Incorporeal creatures stay 10 ft. away from you. Evocation Source Core Rulebook pg. You look exactly like a tree for 1 hour/level. Animals can't perceive one subject/level. Causes fire to burst up, dealing 2d6 fire damage. Deals 4d8 damage + 1/level, affects 1 subject/level. Take the damage and effects for another creature. Create an expanding glow that heals allies within it of 5 hp of damage. Project your soul into an object, animating it. Attackers' weapons stick to your gluey blood. Immunizes subject against poison, detoxifies venom in or on subject. Increases strength of a paladin's aura of courage. They are often found in the company of armies or as part of a military unit, as their skills are invaluable on the battlefield. Created pillar heals 2d8 + 1/level (max +20). Alter the target's attitude or give bonuses to those interacting with the target. Touched object deals increasing sonic damage each round. Compels a subject to follow stated course of action. Your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. Targeted creature's attacks target a random square instead of the intended target. Removes burden of misdeeds from subject and reverses magical alignment change. Know approximate distance from where you cast this spell. Coat an area in ice, dealing 1d6 + 1 cold damage to creatures in the area. One creature of 5 HD or less flees for 1d4 rounds. Sonic wall deflects and damages creatures. Send or receive a Tiny or smaller animal via teleportation. Touch deals 1d3 Con damage 1/round for 6 rounds. Undead don't attack you while under your command. Metamagic is mid-end game tool, and mostly to boost spells … A shortbow may double as a club, or a longbow as a quarterstaff. Prevent the target from communicating and cause it to act randomly. Makes metal so hot it damages those who touch it. Inflicts 1d6 nonlethal damage 1 round/level. Subject is invisible for 1 min./level or until it attacks. Cures 5d8 damage + 1/level and restores life to recently slain creatures. +4 bonus against attacks by chaotic creatures. Changes appearance of 1 person per 2 levels. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. Cures 3d8 damage + 1/level, affects 1 subject/level. Transmutation   Earth or water moves you across distances and damages things not of the natural world. Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. Shadowy duplicate starts a bardic performance. Creates passage through wood or stone wall. Brings dead subject back in a random body. Ammunition in the targeted firearm is prone to misfire. You gain +20 bonus on Bluff checks, and your lies can escape magical discernment. Subjects within cone flee for 1 round/level. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Punishing Winds: A cyclone inhibits fight and traps creatures. Lend your shield's protection to another. Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear. Targets are able to breathe water, freely. Grants a creature proficiency in a single weapon for short period of time. Burning tar harms target and penalizes its Dex. This bonus damage is not increased by Empower Spell or similar effects. Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This wall deals acid, cold, electricity, or fire damage, determined when you create it. Reflect 1d4+6 spell levels back at caster. Ammunition in the targeted firearm deafens opponents. Converts 1 pound of metal into ammunition. Calls forth several fiery projectiles ready to be flung at opponents. Object or location attracts certain creatures. 210 You radiate the unearthly grace of a nereid. You gain an additional +1 on attack rolls or to AC due to battlefield positioning. Immediately after those lists is a complete list of all spells with full descriptions of those spells … Direct a summoned monster as if you had summoned it. Grant bonuses and temporary hit points that spread from creature to creature. 1 humanoid creature/level doubles in size. Restore up to 1 charge/level to a battery or technological item capable of being charged by a battery. Suppress disease, nausea, and the sickened condition. Inscribes a personal rune on an object or creature (visible or invisible). Weapon becomes good, evil, lawful, or chaotic. Advanced Class Guide   If subject doesn't attack you it receives a penalty. Arrows do damage as though one size category bigger. +2d4 bonus on failed attack roll or skill check. Exist comfortably in hot or cold regions. Cause a creature to take a –2 penalty to Int, Wis, or Cha and be staggered for 1 round. Reveals creatures, spells, or objects of selected alignment. Cold darkness paralyzes and deals damage. Target is compelled to avoid another creature. Lets you see all things as they really are. Touch attack slows target, 1d4 Dex damage. Triggered rune puts nearby creatures into catatonic slumber. Creatures bow before you as if you were divine. 4th Level   +4 Str and Dex, +2 bonus on trip attacks. Melee weapons damage as if one size bigger. Levitates the targeted creature up off the ground. Gives the target the ability to get out of trouble and relieves harmful effects and conditions. You can talk to plants and plant creatures. You launch a ball of webbing at a target, causes target to be affected as if by a. +2 enhancement bonus to Dex and Int, and are treated as if you possess any one feat for which you meet the prerequisites. Cast touch healing spells from a distance. The target's tail moves and acts more quickly, almost with a mind of its own. Causes living creatures within 5 ft. to fall asleep. When you divide the duration, you must divide it as evenly as possible among the targets. Subject gains bonus on saving throws equal to Cha modifier. Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision. Witch   Deals 1d8 damage + 1/level, affects 1 subject/level. Take the form and some of the powers of a Diminutive or Huge undead. Touch attack deals 1d8 + 1/two levels damage. Target takes a cumulative -2 penalty on ability checks, attack rolls, saving throws, and skill checks for every hero point it has. Imbues a projectile weapon to give its ammunition the ability to ricochet. You surround yourself with disturbing illusions. 1d6/level fire damage; you can postpone blast for up to 5 rounds. You surround yourself with a veil of positive energy, making it harder for evil outsiders to harm you. A big bummer for me in 5e, is the lack of summon x spells. You deal 12d10 damage, and the target must attempt a basic Fortitude save. Allies can hustle without penalty while you sing or chant. Technology Guide   Subject immediately accepts an offered item and uses it. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. One or more plants animate and fight for you. Targeted dispel transfers an effect to you. A single target is deafened until the condition is removed, and is confused for 1 round. Illusion Arrow deals damage as your unarmed strike. Pages in category "Evocation spells" The following 25 pages are in this category, out of 25 total. Send or receive a small object via teleportation. Flying balls of lightning deal 3d6 electricity damage each. Target's attitude worsens by two categories. If you want to get the most out of Ray spells, you'll want to go into the Arcane Trickster prestige class. Illusory hellscape makes creatures shaken. Target answers questions or suffers pain. Set the condition for triggering a target's readied standard, move, or swift action. Targeted ammunition exudes radiant energy. Gives subject SR 12 + your level vs. healing effects. Alter area's terrain and climate to a new one appropriate to planet or plane. Instill false psychic impressions into an object. Molten metal splash weapon deals 2d6 fire damage plus ongoing damage. DESCRIPTION You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. Gives you the ability to fly and attack with wind. Misleads divinations for 1 creature or object. Dazzles one creature (–1 on attack rolls). Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. Insects, spiders, and other vermin stay 10 ft. away. Gain enhancement bonus to existing natural armor bonus. The target's wings grow more powerful, increases fly speed by +10 feet and its maneuverability to improve by one category. Read surface thoughts to learn information about a subject. Blows away or knocks down smaller creatures. 1d4+1 damage; +1 missile per two levels above 1st (max 5). Swarms of centipedes attack at your command. Animate an animal sculpture to be your temporary familiar. An “F” or “M” appearing in the Comp. 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Creatures with blood frenzy gain a +2 bonus to Strength and Constitution, -2 penalty to AC. Make a spell attack. Confuses enemies who come within a magical emanation centered on you. Create a whip made of poisonous centipedes. Subject is immune to one spell per 4 levels. Subject moves normally despite impediments to movement. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Siege gains +1 on targeting and damage rolls. Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit. Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. 6th Level   Light wind protects one target from clouds, gases, heat, and vapors. Forces a creature to return to its native plane. Every creature in the area is randomly struck by one or more beams, which have additional effects: Marked target is shunned by your religion. Transform the target's fins, flippers, or tail into legs and feet, allowing it to walk on land. +1 on damage rolls with each hit (max +5). Tread unsteadily on air, with limitations. Treat vermin as animals for Handle Animal and Ride checks. | d20 Anime SRD Creates text symbol that immobilizes reader. Targets are treated as mythic creatures for the duration of the spell. Targeted robot transforms into a magical construct instead of a technological one. Corporeal undead gains appearance of a living creature. Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. Deity answers one yes-or-no question/level. Then pick you choice - focus in rays or in non-rays. Check out our other SRD sites! Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. Roll twice and take the higher roll when using certain mental skills. Sends vision dealing 1d10 damage, fatigue. Converts the top layer of the ground into hot tar. Mesmerist   Target loses a 5th-level prepared spell or spell slot. Smited creature takes damage when it attacks. Druid   Four exploding spheres each deal 6d6 fire damage. Check All / Uncheck All, Abjuration   You take no falling damage, move 60 ft./round while falling. Object touched emanates bright light, granting. Enables you to speak to elementals and some creatures. No Spell Focus for Evocation wouldn't since the spell school is Illusion. Check All / Uncheck All. Conjures a Large, quasi-real, wolflike creature made of roiling black smoke. Transfer your paladin or antipaladin auras to another creature. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. Frees subjects from enchantments, transmutations, and curses. Plants die, living creatures catch diseases, or dead creatures rise as zombies. Read the target's mind to learn about its family. 1d6 damage/level (max 5d6) to restraints. You channel magic energy into your own aura, recharging your innate magic abilities. +2 AC against attacks of opportunity and increases speed. Target is compelled to plot against another. You are transformed into a single-minded force of destruction. Weapon exudes divine fury, granting a bonus on. You need Spell Focus for Illusion. Movement doesn't provoke attacks of opportunity. You are able to gain knowledge from the land itself. Creatures that pass through the wall are nauseated and might fall prone. Traps extraplanar creature of 6 HD or less until it performs a task. Deal 1d6 points of damage per level to one haunt or spirit creature and stagger it. Conjuration   Harms and dazes chaotic creatures (1d8 damage/2 levels). Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. Channels the force of an enemy's attack back into its weapon. The target becomes flexible regardless of its actual size and mass. Subscriptions Organized Play Pathfinder Society Mimics conjuration below 4th level, but only 20% real. Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). Aura grants +2 or higher deflection bonus. Creatures in area take 1d4 damage, may be slowed, Creatures in area take 1d8 damage, may also be slowed. My: A spell that can be increased with mythic power. Tendril of ectoplasm grapples a creature and tethers you to it. One subject obeys selected command for 1 round. Prevent the target from using its skill ranks, spells, feats, and abilities. Fills area with positive energy, weakening undead. Keeps eavesdroppers from overhearing you. 1d4 + 1/level floating eyes scout for you. The Shadow Evocation gets a two higher DC because it's level 5 while Fireball is only level 3. Permanent illusion, includes sight, sound, smell, and thermal effects. Last stand cures good creatures, hurts evil. Force globe protects but traps one subject. Targets take fire damage; orcs get +2 Strength. Fill an area with invisible shards that slow movement and damage creatures. Travel to Ethereal Plane with companions. One creature/level moves faster, +1 on attack rolls. Provides useful advice for specific proposed actions.

pathfinder evocation spells

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