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E-vocations

July 30th, 2012

Joshua Zaback

Best in Class Archive

            Hello everyone, and welcome to another exciting edition of Best in Class, where we bring you new and exciting class features and archetypes each week. While we’re at it, welcome to Evocation Week, our celebration of one of my personal favorite schools of magic: the one where you get to blow stuff up. To start off our celebration of Evocation Week, let’s talk about evokers. I have a slew of alternate subschools for wizards interested in pursuing the noble art of evocation. Enjoy.

 

 

New Subschool
Shaper

Replacement Powers

The following replace the intense spells and elemental wall school powers

            Reshape (Su): Whenever you cast an evocation spell with an area, you may choose to use one of the following areas rather than the type listed in the spell: a 60-foot line, a 30-foot cone, or a 15-foot radius burst. These changes in area do not affect the spell’s range, if any, nor the spell’s targets, if the spell has additional target information. At 20th level, these areas are all doubled, allowing you to choose from the following: 120-foot line, 10 feet wide; a 60-foot cone; or a 30-foot radius burst. You may use this ability a number of times per day equal to 3 + your Intelligence modifier.

            Blast Shape (Su): Beginning at 8th level, whenever you cast an evocation spell with a single target, you may choose to shape it into a line 5 feet wide, with a length equal to 5 feet per wizard level you possess.  The modified spell affects each creature (or object, if applicable), in the line (for example, a 10th-level wizard could cast shocking grasp, but have it affect all creatures in 50-foot line). In addition to any saving throw normally offered by the spell, all creatures caught in the line are entitled to a Reflex save to negate the effects of the spell. You may use this ability a number of times per day equal to 3 + your Intelligence modifier.

 

 

New Subschool
Elementalist

Replacement Powers

The following powers replace the intense spells and force missile class school powers.

            Devotee of Elements (Su): Choose an energy type from the following list: acid, cold, electricity, fire, or sonic. Whenever you cast an evocation spell which deals damage of the chosen energy type, you ignore an amount of energy resistance to that energy type equal to your wizard level. Choose another of the following energy types: acid, cold, electricity, fire, or sonic. Any evocation spell you cast which deals damage of that type is subject to a -10 penalty to damage (minimum 1). At 20th level, you can affect creatures with immunity to the first chosen energy type, dealing half the normal amount of damage to them instead.

            Elemental Blast (Su): Choose one of the following energy types: acid, cold, electricity, fire, or sonic. You may create an energy blast of the chosen type, which deals an amount of damage of the chosen type equal to 1d6 + your caster level. You may use this ability a number of times per day equal to 3 + your Intelligence modifier. When you reach 8th level, you must always choose the type of energy you choose for this ability when you use your elemental wall school power.

 

 

New Subschool
Spell Fighter

Replacement Powers

These powers replace the force missile and elemental wall school powers.

            Spell Accuracy (Su): You gain increased accuracy with your spells. Whenever you cast an evocation spell which requires a melee or ranged touch attack, you add your Intelligence modifier as a bonus on the attack roll. Additionally, once per day, you may choose to have any touch attack you make with an evocation spell automatically hit the target. An attack made to automatically hit in this way cannot result in a critical threat.

            Touch Spell Conversion (Su): Beginning at 8th level, you may cast certain spells as touch spells. You may choose to cast an evocation spell you have prepared that has a range other than touch as though it had a range of touch. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. If you do, you must succeed on a melee touch attack in order to affect the spell’s target, and the target suffers an -5 penalty on any saving throws made to resist or negate the spell’s effects. If the original spell is able to target more than a single creature (such as with an area affect), it instead only affects a single creature touched.