Evocation wizards have the advantage of automatically missing their allies, allowing them to blast away with powerful spells like Fireball and Counter. They can also avoid learning basic spells like Fireball and get them at a discount. Sixth-level spells add powerful options like Chain Lightning, Sunbeam, and Wall of Ice, while seventh-level Evocation Wizards should consider Delayed Blast Fireball, Forcecage, Prismatic Spray, and more.
The School of Conjuration – DND 5th Edition offers a wide range of spells that are consistently useful, easy to manage for both players and DMs, and generally effective in various situations. Wizards can learn Necromancy, Divination, Evocation, etc., and can add an Intelligence modifier to one damage roll of any wizard evocation spell. Conjuration spells involve the transportation of objects and creatures from one location to another, summoning creatures or objects to other places.
Evocation spells can be used in conjunction with Conjuration, such as Call Lightning, Flame Blade, and Fire Storm. However, conjuration spells are not restricted to only Wizard spells, as they can be chosen from any class as long as it’s from the chosen school. Evokers are masters of destructive magic, capable of pushing their spells beyond normal limits and even shaping them to avoid negative effects.
The only useful spells are divination and evocation, with spells being cast exactly the same regardless of the wizard’s class. Acid splash and create bonfire are both conjuration spells, not evocation, which seems to be a common misconception.
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Do wizards know all cantrips?
At 1st level, you know three cantrips from the wizard spell list and learn additional cantrips at higher levels. You have a spellbook with six 1st-level wizard spells, except for your fixed cantrips. The Wizard table shows the number of spell slots you have to cast 1st level and higher spells. To cast a spell, you must expend a slot of the spell’s level or higher. All expended spell slots are regained after a long rest.
Can chronurgy wizards use graviturgy spells?
The rules text does not explicitly limit Dunamancy spells to wizards of either Chonurgy Magic or Graviturgy Magic subclasses. The categorization is thematic, allowing Chronurgy Magic Wizards to learn and cast Graviturgy spells. Toll the Dead is a better comparison to Chill Touch, as it has double the range, does d8 or d12 damage, and targets Wisdom saves that aren’t as consistently high. While the spell is not a bad concept, it’s not reliable and not effective when used. To improve its effectiveness, try raising the damage die to d6s, extending the range to 50 or 60 ft., or changing the saving throw to a Strength save.
Can all wizards do wandless magic?
Wandless magic is the practice of performing magic without a wand, which can be challenging for beginners and can have unpredictable results. Witches and wizards accustomed to using wands can only reliably perform wandless magic if they possess great skill. However, in regions where wands were not used, wandless magic was considered the norm and using one was optional. Wands were used by witches and wizards to channel their magic, making their spells more accurate and potent.
Only the most powerful and disciplined wizards could perform wandless magic reliably. The wand was a European invention, and some cultures did not traditionally rely on such tools for magic. Native Americans had pre-European practices that did not require a wand, and African witches and wizards only adopted the wand in the 20th century.
What class gets the most cantrips?
The sorcerer has a higher initial allotment of four cantrips than any other class.
What’s the difference between Evocation and conjuration?
Evocation is the act of summoning a supernatural agent, such as a spirit or demon, in the Western mystery tradition. Conjuration, on the other hand, refers to summoning spirits or using magical spells to cast spells. Necromancy is the practice of conjuring ghosts or spirits of the dead for divination purposes. Similar practices exist in many religions and magical traditions, using mind-altering substances and word formulas. Conjuration is typically a magical act of invoking spirits or using incantations or charms to cast spells.
In some magical traditions, such as Neopagan witchcraft, hoodoo, Hermeticism, or ceremonial magic, conjuration may specifically refer to calling or invoking deities or other spirits, or more generally to the casting of magic spells using various techniques.
What can a Conjuration wizard do?
The School of Conjuration wizard is a versatile subclass in D and D 5e that combines utility with a tactical focus in combat. They create useful objects or teleport their allies to help them overcome obstacles, and in combat, they summon allied creatures to fight alongside the party. The Conjuration Savant feature makes Conjuration spells cheaper and easier to learn, saving gold. Minor Conjuration allows wizards to create magical copies of non-magical items, which can be used for various purposes.
Benign Transportation allows wizards to teleport themselves 30 feet with no spell slot cost or swap places with a willing creature, freeing allies from danger, helping less mobile characters bypass obstacles, or leaving a flanking enemy face-to-face with the party barbarian. This ability is more reliable than many wizard subclass features, making it an excellent choice for players seeking utility in various situations.
What is the best Cantrips for Evocation wizards?
The School of Evocation is a powerful wizard subclass in Dungeons and Dragons, focusing on raw damage and unleashing magical power as pure elemental energy. This subclass allows for the creation of powerful spells, such as cantrips, luring, frostbite, Ray of Frost, and shocking grasp, which can pull creatures up to 10 feet in a straight line. Building a School of Evocation wizard requires important decisions starting at level one, and it is crucial to prioritize magic usage over anything else. This guide aims to help maximize magical potential.
What do evocation wizards do?
You study magic that creates powerful effects like cold, flame, thunder, lightning, and acid. Some evokers use their power in military forces, protecting the weak, or as bandits, adventurers, or tyrants. Starting at 2nd level, you can become an Evocation Savant, halving the cost and time required to copy a spell into your spellbook. Additionally, you can create pockets of relative safety within the effects of your evocation spells by choosing creatures equal to 1 + the spell’s level. These creatures automatically succeed on saving throws against the spell and take no damage if they normally take half damage on a successful save.
Does empowered Evocation affect Cantrips?
The “Empowered Evocation” effect can be applied to any Evocation spell with a damage roll, including cantrips. The INT modifier is applied only once, not per die. To illustrate, a wizard at the 10th level would roll 2d10+INT mod for a Fire Bolt and 8d6+INT mod for a Fireball.
What wizard cantrip does the most damage?
Firebolt is a powerful cantrip that deals 1d10 fire damage to targets and increases with leveling. It also burns flammable objects, providing utility in campfires and barricades. Toll the Dead, at base, requires a Wisdom saving throw and deals damage in d8s. However, it deals d12s instead if the wizard targets an enemy that has taken damage. Toll the Dead is one of the highest-damaging cantrips in D and D, allowing the wizard to apply it at a reasonable range and deal necrotic damage, a rare type that only a few enemies resist. With a range of spells, wizards can use other options to deal with enemies with resistance to necrotic damage.
Can any wizard use Dunamancy spells?
The objective of dunamancy spells is to facilitate accessibility to two specific wizard subclasses in the immediate future. However, there is also the possibility of implementing these spells for other spellcasting classes, with the intention of earning or rewarding them.
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The best thing about pumped up magic missiles is that by having a low cost, powerful spell that only take one action to cast and that upcast fairly well, a new player will often start to seek out more “fun” spells and take risk regarding what do they cast because even if they “lose a turn”, the impact isn’t this big at the end of the day. That’s how I discovered hypnotic pattern, web and sunbeam. I tought they sounded cool and decided to try them out between two magic missiles.
I know its often considered a really bad spell but when im playing evoker, i really like to run it with Gust of Wind on the early levels, because of the wording of Sculpt Spells it means that the wind simply circles around your friends and doesn’t push them even after the initial saving throw, Web is usually better but if I got the space, and I know Im going into a cramped space like a building or a dungeon, I always pick it
“Suck my kobold”… I think that might be my new favorite saying! 🤣 Glad to see I was playing Evoker exactly right with my last one though. “Sometimes you need to cast wall of force” and so I did, both defensively to create a funnelling trap to limit the enemies that came at our party, and also offensively to trap others in a NEARLY sealed box so that I could then lob spells at them with impunity. Once in a while using overchannel more than once is worth the dmg gamble though, just gotta be certain you can take that 65(5th lvl spell) average necrotic hit afterwards is all and have handy healing.
So, I picked Evocation Wizard for my first foray into DnD. I was a Forest Gnome. Level 1. His backstory was that he was thrown out of his university of magic after he caused an explosion there. At first, I played this for comedy. After a few games, I was thinking about where to take his character. At the time, War Mage seemed pretty appealing due to the so-called balance between offensive and defensive magic. It seemed more “survivable.” But then I saw “Sculpt Spells” and completely 180’d myself into becoming an Evocation wizard. Now, given I was playing a Pyromaniac nicknamed “Boomy,” it SEEMS obvious why Evocation would be appealing…but that was the last thing on my mind when I picked Boomy’s traits. He was a Gnome with regrets. He regrets the fact he blew up a building. He may have been obsessed with fire and explosions, but he was largely a pacifist throughout the entirety of his journey. At one point he legit GRIEVED over the fact that he couldn’t talk an enemy down and had been forced to kill him. So when I saw “sculpt spells,” I didn’t see just a neat trick that let me play more fast and loose with my magic… I saw a character learning how to control his magic in such a way that it would never hurt an innocent, or someone who didn’t deserve it. It would be his way of protecting his friends not JUST from his magic, but from the creatures he was defending them against. And I also saw within the limitations one extremely important character trait: based on his abilities at the time, if Boomy had to choose 1 person in our group of friends who would HAVE to eat the Fireball the Spell Sculpting couldn’t reach…it would be himself.
One of my favourite characters in Pathfinder was a metamagic-focused sorcerer: the fighter and paladin would rush in, aggro the enemies, and my boy would launch fireballs from the sky and exclude the party from the spell’s damage. The firstbevoker feature would allow me to re-create that, and i love it.
I can’t recommend falling into the trap that is trying to take advantage of Potent Cantrip and Empowered Evocation at the same time. As it stands, there are currently three evocation cantrips that force saving throws: Frostbite, Lightning Lure and Thunderclap… Two of which require you to be within spitting distance of your target (or pull them into melee range with you), and the third is Frostbite, which is on the low end of damage for cantrips. I think even accounting for “save for half” firebolt will be doing more damage on average than frostbite.
7:28 funny thing is, in my campaign, the warlock and my wizard use a strategy on larger creatures where we web them up then burn them, as our DM rules that due to their size they are in contact with several 5 foot squares of web, therefore receiving multiple 2d4s based on appropriate dimensions (DM’s discretion of course). We did an additional 18d4 fire damage to a hill giant once with this on top of the roughly 30 fire damage from fireball.
Unless I’m missing something at 6:34 you mention that Overchannel works on every instance of damage, it seems like RAI this is not what’s supposed to happen. Crawford had said: “Overchannel. By RAW, it works as long as the spell lasts. Not exactly the intent (works only on the first turn), but it’s functional. #DnD” So your milage may vary with that interpretation when the RAI says otherwise. Though it is functional at the end of the day, so DMs may be fine with it.
Warning! about the level 14 feature: Technically The Great Kobold is right about the fact that RAW this feature works for DOT spells BUT!!! The Crawford has stated that the intention of the spell was to be for the first round only and therefore for a home game I would consult your DM on the ruling if planning to build around this, have fun with DOTs in Adventure League Play though.
my go to multiclass for evocation wizard is a 3 level dip into assassin rogue this gives me expertise bonus action stealth a simple way to prock advantage and if I manage to hit with a spell round one it’s a crit ready to be maximised and with scorching ray having multiple spell attacks it’s the perfect choice for this (of course good alternate wizard subclasses would be war/chronurgy and scribes, war/chronurgy for higher initiative (you should also be taking the alert feat) with war being a little more defensive at lower levels and chronurgy being chronurgy wizard, scribes wizard is a good set just for the sole purpose of being able to swap around your damage types among other things as time goes on) (leaving this here in case anyone askes why assassinate works on spell attacks the only prerequisite for assassinate is that it needs to be a attack targeting someone who hasn’t acted not weapon attack just attack allowing us to benefit off it)
Theurgist Wizard. Choose Tempest Cleric Template. Choose Elemental Adept: Electric/Thunder Choose Metamagic Adept. Choose Transmute Spell and Hastened Spell metamagic features. In low level combat: Cast FIREBALL. Spend one metamagic point to change the damage type from fire to electric. Spend your website Arcana for the effect of Tempest Cleric. Enemy takes 48 damage. Have to succeed in DEX save to take only 24 damage. No dice roll for the damage because of website Arcana. No resistance because of Elemental Adept. In late levels: Same process, but cast METEOR SHOWER instead of FIREBALL. Change one of the damage to thunder. Conjure the 4 attacks 20d6(fire or concussive damage)+120 electrical damage EACH HIT OF THE SPELL. The enemy will have to deal with 80D6+480 DAMAGE, making a DEX save to take only half of the damage… I dunno about you… But I think that, whatever the target is, it will probably die or be destroyed.
Why is the careful spell metamagic a worse version of sculpt spells? It lets creatures you choose auto save against your spell, but they still take half damage. If I’m a draconic sorcerer because I want those metamagic options, if I’m all about spells like fireball I’m taking 2 levels into wizard specifically just to get the sculpt spells ability.
What sucks is that Evocation Wizards aren’t the best blasters in the game. This subclass needs some more damage buffs. This is what I’d do for the Evoker Wizard: Sculpt Spell is decent for avoiding friendly fire, but level 2 needs more! Add your INT MOD damage bonus to all Evocation spells damage when you hit or target fails their save. Meaning that the Level 6 & 10 class features were combined into the level 2, opening slots. Level 6, further increase your Evocation spells damage by your proficiency modifier. Level 10 gets Widen Spell (+50% area of effect) and Empower Spell (+50% damage on hit or failed save), usable a number of times equal to your proficiency bonus per long rest. Level 14 gets the Maximized Spell already given (maximum spell damage), but increase its total usage to a number of times equal to your proficiency bonus per long rest.
I had a 5th level evocation wizard tag along with my party for specifically an unbalanced encounter in a level 2 dungeon. (Decent into Avernus’s Master of Souls encounter if you are familiar with DiA) just because the monster also has fireball, and all in one motion the wizard counterspelled the other’s fireball and cast her own in a small enclosed space. I described how the flames bent around the other two players as the entire room burst into flame. It didn’t end the encounter, but made it manageable for level 2s.
If your DM allows you to create spells, try this on on your EVO wizzard. Be warned, i used it on my high level, 18 con, TOUGH evoker. It’s totally fucking nuts high level, but your healer will fucking hate you. But it can come in cluch if you need to double TP or something (or burst a boss). Probably not optimal, but i loved this spell. Antonius’s Life Tap: Necromancy1 Casting Time:1 bounus action Range: Self Target:Self Components: V S Duration: NA Description: “The lifeblood of magic is life itself. Only those can reach the pinnacle, that are willing to spill their own blood” ~ Antonius Agewynn ( my kinda crazy evoker) You sacrifice your own life force and energy, in order to gain magical power in return. When you cast this spell, choose a spell of higher level than 1st that you can cast. You cast that spell during this spell’s time period (assuming it’s casting time is one action), depending on the level of the spell you are casting, you will take an amount of necrotic damage in return (cannot be reduced by any means). 10 hp for a level 2nd level slot. 25 hp for a level 3nd level slot. 45 hp for a level 4nd level slot. 70 hp for a level 5nd level slot. 100 hp for a level 6nd level slot. 135 hp for a level 7nd level slot. 175 hp for a level 8nd level slot. 220 hp for a level 9nd level slot. You cannot cast this spell if you have less or equal HP than required for a spell that you wish to cast. PS: at level 20, with 20 con & Tough you’ll have 2 hp left for the 9th level one 🙂
Your articles are great, and I find your assessments of class/subclass abilities to be more logical and thorough than most others who write/present on 5E content (e.g., Treantmonk, RPGBOT). I have two comments on the article. First, while by RAW overchannel should work with damage over time spells like wall of fire, Jeremy Crawford tweeted that this was not intended. Some DMs (like mine, sadly) may side with RAI instead of RAW. Second, the evoker is a master of spread damage when mobs are grouped regardless of the positioning of party members. The efficacy of its abilities is limited by the degree to which a DM elects to throw clustered mobs at the party. Additionally, I would not consider the evoker the best subclass for single target damage, at least not sustained. In my opinion, that honor should go to the bladesinger. For instance, if an evoker expended his (her) high-level slots on magic missile, then he could do an expected DPR of 93.5 at 9th level, 85 at 8th level, 76.5 at 7th level, etc. to a single target. The shield spell would be a potential concern. Conversely, if a bladesinger used shapechange to become a marilith, then he (she) could do an expected 88.3 DPR each round for a single 9th-level spell (assuming proficiency bonus of +6, +4 to hit based on strength, and a 0.55 probability to hit). If the bladesinger had access to magical longswords (say +1), this would rise to 92.5 DPR,. In dim light or darkness, the expected DPR using shadow blade coupled with booming blade (ignoring the damage on move component) would be even greater.
I notice that you are still showing Square fireballs. Unfortunately, I discovered a while ago that circles are not actually squares in 5e. Page 51 of the DMG, in the section on playing on a grid (which is not flagged as an optional rule), it says “if an area of effect is circular, and covers at least half a square, it affects that square.” This would trump the general rule about non-euclidean distances. Very easy to miss though, as it is a throwaway line in a different book.
2:30 Fire ball is radius, not square The only arguments in favor of a radious being the same as a square are equilivent to argueing that prestidigitation can cause a nukular explosion becuse you can heat up a none liveing object so you heat up the atoms Your mixing in dnd and real world logic together in such a way to adhere to to the exploit you want when it doesnt work that way in either version if you go to xnathars guide pg 86, they set up examples for templates for area effects, for circles it is VERY CLEARLY not a square for radiul effects With this example of fire ball, you should be missing 3 of those targets due to fireball being a RADIOUS EFFECT and not a SQUARE EFFECT I know you made a article on this already, and cited someone else who agrees with you, and i disagree with your logic and your citations logic for the exact reasons im mentioning in this very comment If fireball is a square, then prestidigitation creates a nukular explosion and the peasent railgun works