Game Rules
Evoker
The magic school of Arcane.
Spells
Quick Match
Lights a torch. This spell cannot cause damage to a living thing.
Flare
Target suffers -3 on their next attack roll. This will also light up a dark room for 1 minute per intelligence.
Ray of Frost
Ray deals 1d4 cold damage + intelligence and slows the target by 2 for 1 round. Can freeze objects with touch.
Burning Hands
1d6 fire damage + intelligence with touch. Can ignite objects.
Arcane Missile
1d4 damage + intelligence channeled. Missiles track target. Damage increases by 1 each round the spell is channeled.
Shocking Grasp
Touch delivers 1d6 storm damage + intelligence. If multiple targets are standing in water, they are also damaged for the same amount.
Continual Light
Makes a permanent, heat-less light that surrounds you. This lasts for one hour per intelligence.
Scorching Ray
Ranged attack deals 1d10 fire damage + intelligence.
Daylight
60-ft. radius of supernatural light. Lasts for one round or one minute.
Fireblast
1d6 damage + intelligence to a 2 square radius.
Lightning Bolt
1d6 storm damage + intelligence. Temporarily reduces target's wisdom by 1. This effect will stack if used multiple times.
Fire Shield
Creatures attacking target take 1d4 fire damage. This shield will last for rounds equal to half your intelligence. Storm spells can disrupt the shield. This can only be used once per day.
Ice Storm
Hail rains from the sky dealing 2d4 ice damage + intelligence in 5 square radius. All affected targets have their movement reduced by 3 for 1 round.
Spell Dissolve
Creates a shield that can dissolve one incoming spell. Can only be used once per target.
Wall of Fire
Deals 2d6 fire damage + intelligence out to 10 squares. Passing through wall deals 1d4 fire damage. Wall stays up for rounds equal to half intelligence, or indefinitely if evoker channels this spell.
Ice Floor
Ice covers the floor in a 10 square radius. Movement is severely hindered causing all targets to move in a straight line until they come in contact with a stopping force.
Cone of Cold
1d10 storm damage + intelligence in 5 square line.
Chain Lightning
1d6 storm damage + intelligence to three targets that are nearby each other.
Delayed Blast Fireball
2d6 fire damage + intelligence. This will hit all targets within a 2 square radius. You can postpone blast for up to 5 rounds.
Spell Reflect
Creates a shield that can reflect a spell back at its caster. Spellcaster can perform a successful wisdom check to resist their reflected spell. This can only be used once per target.
Mage's Sword
Floating magic blade attacks opponents for damage equal to half your intelligence. Lasts 1d6 rounds. Only one sword can be summoned at a time. This can only be used once per combat session.
Polar Ray
Ranged attack deals 2d6 storm damage + intelligence and drains the target of 1d20 Dexterity. Can only be used once per day.
Sunburst
Blinds all in the area, and deals 1d6 fire damage + intelligence. Targets are stunned for 1 round. Can only be used once per day.
Meteor Swarm
Fire rains from the sky hitting all targets in an eight square radius causing 3d6 fire damage + intelligence. This cannot be used underground. This can cause significant damage to buildings. Can only be used once per day.