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Sorcerer and Warlock Spells: Evocation Evocation is the conjuration and control of elemental and natural forces. # Evocation Level 1 Evocation Level 2 Evocation Level 3 Evocation Level 4 Evocation Level 5 1 Otiluke's Fungal Eruption – D2d6T R60 – Sickly mould spore cloud erupts from point, filling 10' radius. Creatures inside save or choke, cannot act except half movement. Once outside cloud, become normal in d4 rounds. Salazar's Woeful Web  – D48T R10 – Cre ates sticky mass of strands. Human-sized can break out in 2d4 turns. Str 19+ breaks out in 4 rounds. Strands are flammable, those stuck get d6 dmg per round for 2 rounds, then free. Invocation of Fire  R240 – Sends glowing bead to visible point, bursts into fireball, d6 dmg / lvl in 20' radius, save halves. Explosion is funnelled by environment. Otiluke's Fungal Blast   – D1R/lvl R240 – F orms cluster of fungal spores. Can be triggered by caster from second round to explode, or explodes when spell ends. D6 damage in 20' radius, plus save or die from choking in d6 rounds. Dweomer of Tree Striding  – RT – Caster can enter a tree and travel via others within 600'. Must be living, same kind and large enough for caster. May stay in a tree for 1 round/lvl. Caster dies if tree dies. 2 Call to the Animal Companions – R10 –  Attracts 2HD of normal animals as obedient companions. Casting time 6 turns. Otiluke's Fetid Cloud R30 – Creates 20' cubed bank of fog, all inside helpless with nausea, when leaving, save or also sick for d4+1 rounds after leaving. Disperses very slowly with wind. Mantle of the Four Winds – D1R/lvl RT – Wraps target in 2' of winds. Attacks and damage to and from target are -2. Saves are +2. Falls lose 1 dmg per die of damage. Prevents casting, normal speech and carrying flames. Call to the Sylvan Beings  – R120+10/lvl – Requires outdoors. Max casting time 2 turns. If i n area, can summon d8 small, d4 normal, or 1 large. Creatures may save to ignore. If asked to fight, make reaction roll. Salazar's Command of the Wind D10R/lvl – Changes wind strength in 40' radius/lvl. Calm air centred on caster of 40' diameter. 1 step change on wind chart per 3 levels (Still, light breeze, heavy breeze, wind, gale) 3 Furious Ray of the Solstice – D1r+1/3 levels R40 – Jet of flame or ice cold from fingers, d8+1 damage to one target with successful attack roll. May make new roll each round, may choose new victims. The Phoenix Ritual   R20 – Can burn any non-living item into ash form, casting time = fire time. Collect ashes, then later can cast again to restore item in d6 rounds. With black fire which can burn for d4 / round. Osric's Vegetal Expansion  – R160 – Normal existing vegetation 20' square per level becomes heavily overgrown permanently. Movement drops to 15'. Iskaal's Icy Storm  D1R R10/lvl – Big hailstones in 40' diameter area, 3d10 dmg in area. Or can make a sleet storm 80' diameter, halves movement and 3/6 chance of falling. Salazar's Abysmal Plague – D1day R480 – 60' diameter locust swarm, outdoors only. 2HD or less creatures flee. Caster can move swarm 20'/rnd, must concentrate (damage prevents this). 4 Salazar's Scorching Hands – D1R – 3' long c one of fire from caster hands, in 120' degree arc. Fire damage 1 per level, no save. Invocation of Fog D4R+1/lvl R10 – 40' high, 20' long and wide bank of fog travels from caster. It looks like Otiluke's Grim Miasma but only blocks sight to 2'. Travels away at 10' per round. The Storm God's Spear – R180 – Bolt of lightning 60 ' long, 5' wide. D6 electric damage per level to all in path (save halves), melts soft metals, shatters and pierces sensible barriers. Wall of Midwinter   D12T R120 - Ice wall in any form, 1200 cubic feet. Can be dispelled. Cannot appear on objects, must rest on a solid surface. Blocks 4HD or less; over 4HD can break through with d6 damage, or 2d6 to fire creatures. Iskaal's Earthly Excavation  – D1R/lvl R30  – Moves /digs earth in 5' cub e (125 cubic feet) per round. Dirt moved to edge of excavation. Vertical tunnels may collapse (soil 1/6, mud 2/6 sand 3/6). Hole appearing next to creature causes save or fall in. 5 Salazar's Shocking Grasp  – RT – Caste r's active touch deals electric damage d8+1/lvl, instant single use. Conjuration of Water   R10 – Up to 1' cubed per level. Casting takes 1 turn. Sign of Magickal Liberation (aka Dispel Magic) – R120 – Spell effects in 20' cube negated. If dispeller lvl is < magic's causer, 5% chance per lvl difference of failure. Summoning of Spring  – R160 – Normal ex isting vegetation 20' square per level (in any shape) becomes heavily overgrown permanently. Movement drops to 10' for human-size, 20' for large. Plant beings unaffected. Iskaal's Freezing Curse  – Extreme cold fro m caster hand, cone 5'/lvl long. D4+1 cold dmg per level. 6 Divination of Weather   – D2hrs/lvl – Predicts general weather in 5 mile radius. Blessing of the Deep Ones - D1day R30 – Reverse allows water creatures to breathe air. Mantle of Midwinter   RT – Immune to all fires until max 12dmg/lvl is received. Sigil of Stone Shaping  – RT – Resha pes 3' cubed +1'/lvl. No fine detail. Sigil of Earthen Alchemy (reversible) – R160 – Turns rock to mud, volume 20' cubed per lvl. 7 Mantle of Midsummer  – D6T R30 – Immune to natural cold, +2 Saves vs magic/breath cold. Each dice of dmg is also -1 (min 1) The Pyrotechnic Alchemy  – R120 – T urns a fire into either blinding fireworks (blindness in 120' area) or choking smoke (obscures beyond 20', 1 rnd/lvl, fills area 100xfire size. Dweomer of Bestial Holding  – D2R/lvl R80 – Paralyses normal and giant animals, total 400lbs per lvl. 4 or more victims can save to negate. 3 save at -1, 2 save at -2, single target saves -3. Call to the Wild – R40/lvl  – Summons d8 no rmal or giant animals, max 4HD/animal, if in range. Animals help and fight for short/medium term. Osric's Vegetal Ward  D1T/lvl – Invisible barrier plant creatures, animated plants or plant-based missiles. 20' diameter from caster. 8 Osric's Rune of Entangling  – D1T R80 – Plants grab creatures in 40' diameter area. Saves allows half movement. Command of Wood Warping  – R10/lvl – V olume is 15 square inches per level (around 4 arrows). Blessing of the Green Man  – D6T+1T/lvl – Ca ster and gear becomes small living tree, shrub or large dead trunk. Can observ e as normal. Damage negates. Salazar's Fiery Trap  RT – Traps an item, fiery explosion when opened by any except caster. 5' radius, d4 fire dmg +1/lvl, save halves. Item immune. Rune of the Watery Bridge  – R1/lvl D2R/lvl –  Allows walking over water barrier , 10'+3'/lvl long, 1'lvl wide. 9 Command the Spirit of Flame D1R/lvl R5'/lvl – Caster can control size of non- magic fire, from torch to 3' diameter. This affects light output, not actual heat. Dimming halves fuel use, Brightening doubles fuel use. Fire cannot be put out unless caster allows. Osric's Rune of Stumbling – D1T/lvl RT – Enchants max 10' long stick or rope. Creatures walking on it trip to ground, Save negates. 2/10 chance to notice it's unusual. If known, may Save twice. If running and fall on hard surface, d6 dmg and d4 rnds stun (1 rnd stun on soft surface) Rune of the Blasting Storm – D1R – Severe blast of air from caster , 10' wide, 10'+10/lvl long. Small beings blow back d6x10' , human- sized can't move toward caster, large beings halve movement. Puts out naked flames, lanterns etc put out 1 in 4. Conjuration of the Secret Fire  – R60 – Immobile opaque violet fire wall appears as long as caster concentrates . Covers 1200 square feet in any shape. Blocks 4HD or less; over 4HD can pass with d6 damage, or 2d6 to Undead or cold creatures. Wall cannot appear on objects. Otiluke's Grim Miasma  – D6T – Bank of poison fog 30' diameter moves and grows from caster at 20' per round, along ground. Fog sinks to lowest levels. Cannot penetrate liquids. 4HD or less save or die each round, 1 hp dmg per round. 5HD or more need no save but 1 dmg per round. Holding breath doesn't help, poison immunity helps. 10 Iskaal's Chill Vapour   D2d4R+1/lvl R30 – Opaque cool fog 20' cubed per level. Blocks sight beyond 2'. Strong wind can dissipate it in d4 rounds. Otiluke's Fungal Growth  – R60 – Livid diverse patch of fungus erupts in 10' diameter. Contains d4 monstrous fungi (roll each: 1 Shrieker (mv 9 AC 13 hp 12 xp Call to the Stinging Ones  – D1R/lvl R30 – Engulfs victim. Dmg 2/rnd, victim may only try to get rid of them. May be moved, taking 1 rnd to disengage; move Flaming Shield of the Solstice – D2R+1/lvl – Caster wreathed in wispy flames. Melee attacks affect caster normally, but damage also bounces back double to Iskaal's Barrier of Stone – R60 – Stone wall in any form, 1000 cubic feet. Can be dispelled. Cannot appear on objects, must rest on a solid surface.

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Sorcerer and Warlock Spells: Evocation

Evocation is the conjuration and control of elemental and natural forces.

# Evocation Level 1 Evocation Level 2 Evocation Level 3 Evocation Level 4 Evocation Level 5

1 Otiluke's FungalEruption – D2d6T R60 –

Sickly mould spore clouderupts from point, filling 10'radius. Creatures inside save

or choke, cannot act excepthalf movement. Once outsidecloud, become normal in d4rounds.

Salazar's Woeful Web 

 – D48T R10 – Creates stickymass of strands. Human-sizedcan break out in 2d4 turns. Str 19+ breaks out in 4 rounds.

Strands are flammable, thosestuck get d6 dmg per round for 2 rounds, then free.

Invocation of Fire  –

R240 – Sends glowing bead tovisible point, bursts into fireball,d6 dmg / lvl in 20' radius, savehalves. Explosion is funnelled

by environment.

Otiluke's Fungal Blast  – D1R/lvl R240 – Forms cluster of fungal spores. Can betriggered by caster fromsecond round to explode, or 

explodes when spell ends. D6damage in 20' radius, plussave or die from choking in d6rounds.

Dweomer of TreeStriding  – RT – Caster can

enter a tree and travel viaothers within 600'. Must beliving, same kind and large

enough for caster. May stay ina tree for 1 round/lvl. Caster dies if tree dies.

2 Call to the AnimalCompanions – R10 –

 Attracts 2HD of normal animalsas obedient companions.Casting time 6 turns.

Otiluke's Fetid Cloud –

R30 – Creates 20' cubed bankof fog, all inside helpless withnausea, when leaving, save or also sick for d4+1 rounds after leaving. Disperses very slowlywith wind.

Mantle of the Four Winds – D1R/lvl RT – Wraps

target in 2' of winds. Attacksand damage to and from targetare -2. Saves are +2. Falls lose1 dmg per die of damage.Prevents casting, normalspeech and carrying flames.

Call to the SylvanBeings  – R120+10/lvl –

Requires outdoors. Maxcasting time 2 turns. If in area,can summon d8 small, d4normal, or 1 large. Creaturesmay save to ignore. If asked tofight, make reaction roll.

Salazar's Command of the Wind  – D10R/lvl –

Changes wind strength in 40'radius/lvl. Calm air centred oncaster of 40' diameter. 1 stepchange on wind chart per 3levels (Still, light breeze, heavybreeze, wind, gale)

3 Furious Ray of theSolstice – D1r+1/3 levels

R40 – Jet of flame or ice coldfrom fingers, d8+1 damage to

one target with successfulattack roll. May make new rolleach round, may choose newvictims.

The Phoenix Ritual  –R20 – Can burn any non-livingitem into ash form, casting time= fire time. Collect ashes, thenlater can cast again to restoreitem in d6 rounds. With blackfire which can burn for d4 /round.

Osric's VegetalExpansion  – R160 –

Normal existing vegetation 20'square per level becomes

heavily overgrownpermanently. Movement dropsto 15'.

Iskaal's Icy Storm  –D1R R10/lvl – Big hailstones in40' diameter area, 3d10 dmg inarea. Or can make a sleetstorm 80' diameter, halvesmovement and 3/6 chance of falling.

Salazar's AbysmalPlague – D1day R480 – 60'

diameter locust swarm,outdoors only. 2HD or less

creatures flee. Caster canmove swarm 20'/rnd, mustconcentrate (damage preventsthis).

4 Salazar's ScorchingHands – D1R – 3' long cone

of fire from caster hands, in120' degree arc. Fire damage 1per level, no save.

Invocation of Fog –

D4R+1/lvl R10 – 40' high, 20'long and wide bank of fogtravels from caster. It looks likeOtiluke's Grim Miasma but onlyblocks sight to 2'. Travels awayat 10' per round.

The Storm God'sSpear – R180 – Bolt of 

lightning 60' long, 5' wide. D6electric damage per level to allin path (save halves), meltssoft metals, shatters andpierces sensible barriers.

Wall of Midwinter   –D12T R120 - Ice wall in anyform, 1200 cubic feet. Can bedispelled. Cannot appear onobjects, must rest on a solidsurface. Blocks 4HD or less;over 4HD can break throughwith d6 damage, or 2d6 to firecreatures.

Iskaal's EarthlyExcavation  – D1R/lvl R30

 – Moves /digs earth in 5' cube(125 cubic feet) per round. Dirtmoved to edge of excavation.Vertical tunnels may collapse(soil 1/6, mud 2/6 sand 3/6).Hole appearing next to creaturecauses save or fall in.

5 Salazar's ShockingGrasp  – RT – Caster's active

touch deals electric damage

d8+1/lvl, instant single use.

Conjuration of Water   –R10 – Up to 1' cubed per level.Casting takes 1 turn.

Sign of MagickalLiberation (aka Dispel Magic) – R120 – Spell

effects in 20' cube negated. If dispeller lvl is < magic's causer,5% chance per lvl difference of failure.

Summoning of Spring  – R160 – Normal existingvegetation 20' square per level(in any shape) becomes

heavily overgrownpermanently. Movement dropsto 10' for human-size, 20' for large. Plant beings unaffected.

Iskaal's FreezingCurse  – Extreme cold from

caster hand, cone 5'/lvl long.

D4+1 cold dmg per level.

6 Divination of Weather   – D2hrs/lvl – Predicts generalweather in 5 mile radius.

Blessing of the DeepOnes - D1day R30 –

Reverse allows water creaturesto breathe air.

Mantle of Midwinter   –RT – Immune to all fires untilmax 12dmg/lvl is received.

Sigil of Stone Shaping – RT – Reshapes 3' cubed+1'/lvl. No fine detail.

Sigil of EarthenAlchemy (reversible) –

R160 – Turns rock to mud,volume 20' cubed per lvl.

7 Mantle of Midsummer  – D6T R30 – Immune to naturalcold, +2 Saves vs magic/breathcold. Each dice of dmg is also-1 (min 1)

The PyrotechnicAlchemy  – R120 – Turns a

fire into either blindingfireworks (blindness in 120'area) or choking smoke(obscures beyond 20', 1 rnd/lvl,fills area 100xfire size.

Dweomer of BestialHolding  – D2R/lvl R80 –

Paralyses normal and giantanimals, total 400lbs per lvl. 4or more victims can save tonegate. 3 save at -1, 2 save at-2, single target saves -3.

Call to the Wild  – R40/lvl

 – Summons d8 normal or giantanimals, max 4HD/animal, if inrange. Animals help and fightfor short/medium term.

Osric's Vegetal Ward – 

D1T/lvl – Invisible barrier plantcreatures, animated plants or plant-based missiles. 20'diameter from caster.

8 Osric's Rune of Entangling  – D1T R80 –

Plants grab creatures in 40'diameter area. Saves allowshalf movement.

Command of WoodWarping  – R10/lvl – Volume

is 15 square inches per level(around 4 arrows).

Blessing of the GreenMan  – D6T+1T/lvl – Caster 

and gear becomes small livingtree, shrub or large dead trunk.Can observe as normal.Damage negates.

Salazar's Fiery Trap  –RT – Traps an item, fieryexplosion when opened by anyexcept caster. 5' radius, d4 firedmg +1/lvl, save halves. Itemimmune.

Rune of the WateryBridge  – R1/lvl D2R/lvl –

 Allows walking over water barrier, 10'+3'/lvl long, 1'lvlwide.

9 Command the Spirit of Flame – D1R/lvl R5'/lvl –

Caster can control size of non-magic fire, from torch to 3'diameter. This affects lightoutput, not actual heat.Dimming halves fuel use,Brightening doubles fuel use.Fire cannot be put out unlesscaster allows.

Osric's Rune of Stumbling – D1T/lvl RT –

Enchants max 10' long stick or rope. Creatures walking on ittrip to ground, Save negates.2/10 chance to notice it'sunusual. If known, may Savetwice. If running and fall onhard surface, d6 dmg and d4rnds stun (1 rnd stun on softsurface)

Rune of the BlastingStorm – D1R – Severe blast

of air from caster, 10' wide,10'+10/lvl long. Small beingsblow back d6x10' , human-sized can't move toward caster,large beings halve movement.Puts out naked flames,lanterns etc put out 1 in 4.

Conjuration of theSecret Fire  – R60 –

Immobile opaque violet fire wallappears as long as caster concentrates. Covers 1200square feet in any shape.Blocks 4HD or less; over 4HDcan pass with d6 damage, or 2d6 to Undead or coldcreatures. Wall cannot appear on objects.

Otiluke's Grim Miasma – D6T – Bank of poison fog 30'diameter moves and growsfrom caster at 20' per round,along ground. Fog sinks tolowest levels. Cannot penetrateliquids. 4HD or less save or dieeach round, 1 hp dmg per round. 5HD or more need nosave but 1 dmg per round.Holding breath doesn't help,

poison immunity helps.

10 Iskaal's Chill Vapour   –D2d4R+1/lvl R30 – Opaquecool fog 20' cubed per level.Blocks sight beyond 2'. Strongwind can dissipate it in d4rounds.

Otiluke's FungalGrowth  – R60 – Livid

diverse patch of fungus eruptsin 10' diameter. Contains d4monstrous fungi (roll each: 1Shrieker (mv 9 AC 13 hp 12 xp

Call to the StingingOnes  – D1R/lvl R30 –

Engulfs victim. Dmg 2/rnd,victim may only try to get rid of them. May be moved, taking 1rnd to disengage; move

Flaming Shield of theSolstice – D2R+1/lvl –

Caster wreathed in wispyflames. Melee attacks affectcaster normally, but damagealso bounces back double to

Iskaal's Barrier of Stone – R60 – Stone wall in

any form, 1000 cubic feet. Canbe dispelled. Cannot appear onobjects, must rest on a solidsurface.

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65 screams d3 rounds in 30' or 60' with lights) 2 Violet Fungi(mv10 AC13 hp 12 d4 tentacleattacks, save or rot to death in1 round unless cure diseaseused xp80) 3 Giant Death Cap(hp 8 30' save or approach andeat, then save or die in d6rounds xp38) 4 Giant Fly

 Agaric (hp 12 contains insectswarm, 5' save or beconfused, xp80)

180/60/rnd. attacker. Also choose: (1)Flames are warm, +2 saves vscold, half dmg saves becomeno dmg, cold attacks allowingno saves become save for half dmg. Failed saves vs fire dodouble dmg. (2) Flames arecool, reverse the effects listedin (1).