SYSTEM REFERENCE DOCUMENT 3.5
Evocation Spells
Description of Evocation School
Blade Barrier
Touch attack deals 1d8 +1/two levels damage.
Blacklight
20-ft. radius of supernatural darkness you can see through.
Blasphemy
Kills, paralyzes, weakens, or dazes nonevil subjects.
Bolt of Glory
Ray deals positive energy damage, more against undead and evil outsiders.
Burning Hands
1d4/level fire damage (max 5d4).
Call Lightning
Calls down lightning bolts (3d6 per bolt) from sky.
Call Lightning Storm
As
Call Lightning
, but 5d6 damage per bolt.
Chain Lightning
1d6/level damage; 1 secondary bolt/level each deals half damage.
Chaos Hammer
Damages and staggers lawful creatures.
Clenched Fist
Large hand provides cover, pushes, or attacks your foes.
Cone Of Cold
1d6/level cold damage.
Consecrate
Fills area with positive energy, making undead weaker.
Contingency
Sets trigger condition for another spell.
Continual Flame
Makes a permanent, heatless torch.
Crown of Glory
Caster gains +4 Cha and enthralls subjects.
Crushing Hand
Large hand provides cover, pushes, or crushes your foes.
Dancing Lights
Creates torches or other lights.
Darkness
20-ft. radius of supernatural shadow.
Daylight
60-ft. radius of bright light.
Deeper Darkness
Object sheds supernatural shadow in 60-ft. radius.
Delayed Blast Fireball
1d6/level fire damage; you can postpone blast for 5 rounds.
Desecrate
Fills area with negative energy, making undead stronger.
Dictum
Kills, paralyzes, slows, or deafens nonlawful subjects.
Divine Favor
You gain +1 per three levels on attack and damage rolls.
Divine Power
You gain attack bonus, +6 to Str, and 1 hp/level.
Earthquake
Intense tremor shakes 80-ft.-radius.
Faerie Fire
Outlines subjects with light, canceling
Blur
, concealment, and the like.
Fireball
1d6 damage per level, 20-ft. radius.
Fire Shield
Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Storm
Deals 1d6/level fire damage.
Flame Blade
Touch attack deals 1d8 +1/two levels damage.
Flame Strike
Smite foes with divine fire (1d6/level damage).
Flaming Sphere
Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Flare
Dazzles one creature (-1 on attack rolls).
Floating Disk
Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Forcecage
Cube or cage of force imprisons all inside.
Forceful Hand
Hand pushes creatures away.
Freezing Sphere
Freezes water or deals cold damage.
Grasping Hand
Hand provides cover, pushes, or grapples.
Gust Of Wind
Blows away or knocks down smaller creatures.
Hallow
Designates location as holy.
Helping Hand
Ghostly hand leads subject to you.
Holy Smite
Damages and blinds evil creatures.
Holy Sword
Weapon becomes +5, deals +2d6 damage against evil.
Holy Word
Kills, paralyzes, slows, or deafens nongood subjects.
Ice Storm
Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue With Spell Ability
Transfer spells to subject.
Implosion
Kills one creature/round.
Interposing Hand
Hand provides cover against one opponent.
Invisibility Purge
Dispels invisibility within 5 ft./level.
Light
Object shines like a torch.
Lightning Bolt
Electricity deals 1d6/level damage.
Mage's Sword
Floating magic blade strikes opponents.
Magic Missile
1d4+1 damage; +1 missile per two levels above 1st (max 5).
Meteor Swarm
Four exploding spheres each deal 6d6 fire damage.
Miracle
Requests a deity's intercession.
Order's Wrath
Damages and dazes chaotic creatures.
Polar Ray
Ranged touch attack deals 1d6/level cold damage.
Prismatic Spray
Rays hit subjects with variety of effects.
Produce Flame
1d6 damage +1/level, touch or thrown.
Ray Of Frost
Ray deals 1d3 cold damage.
Resilient Sphere
Force globe protects but traps one subject.
Scorching Ray
Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Searing Light
Ray deals 1d8/two levels damage, more against undead.
Sending
Delivers short message anywhere, instantly.
Shatter
Sonic vibration damages objects or crystalline creatures.
Shocking Grasp
Touch delivers 1d6/level electricity damage (max 5d6).
Shout, Greater
Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Shout
Deafens all within cone and deals 5d6 sonic damage.
Sound Burst
Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon
Magic weapon attacks on its own.
Sunbeam
Beam blinds and deals 4d6 damage.
Sunburst
Blinds all within 10 ft., deals 6d6 damage.
Sympathetic Vibration
Deals 2d10 damage/round to freestanding structure.
Telekinetic Sphere
As
Resilient Sphere
, but you move sphere telekinetically.
Tiny Hut
Creates shelter for ten creatures.
Unhallow
Designates location as unholy.
Unholy Blight
Damages and sickens good creatures.
Wall Of Fire
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall Of Force
Wall is immune to damage.
Wall Of Ice
Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Whirlwind
Cyclone deals damage and can pick up creatures.
Wind Wall
Deflects arrows, smaller creatures, and gases.
Word Of Chaos
Kills, confuses, stuns, or deafens nonchaotic subjects.
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