Evocation Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. The evocation school of magic included spells that manipulated energy or tapped an unseen source of power in order to produce the desired end. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
A spell is a one-time magical effect. Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.
Evocation Spells
Level 2
Level 3
Level 4
Abyssal Chains
Evocation
Blade of the Sun
Evocation
Chaos Hammer
Evocation
Controlled Fireball
Evocation
Level 5
Level 6
Level 7
Pathfinder Evocation Spells
Quick Search of All Evocation Spells
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Spells |
Description |
Level |
Abyssal Chains |
This spell creates abyssal chains that begin that damage and bind your enemies.nThe chains deal 1d8 points of bludgeoning damage per caster level to the primary target, and entangle it for the number of rounds equal to caster level. After they strike, the chains continue their way to a number of secondary targets equal to your caster level. The secondary chains each strike one target and deal as much damage as the primary one and entangle the targets.nEach target can attempt a Reflex saving throw for half damage and to ignore the entangling effect. Secondary targets must be within 30 feet of the primary target, and no target can be struck more than once. | 4 |
Abyssal Storm |
You create a devastating storm of abyssal energies, which deals 1d6 electricity and 1d6 unholy damage per caster level to every creature in 40 feet radius around you. | 5 |
Arbitrament |
Any chaotic evil, chaotic good, lawful evil, or lawful good creatures within the area of this spell suffer ill effects. | 7 |
Archon's Aura |
You gain a powerful aura, similar to an archon's aura of menace. Amu hostile creature within a 20-foot radius of you must succeed at a Will save to resist the effects of this aura. If the creature fails, it takes a -2 penalty on attack rolls and saving throws and to Armor Class for the duration of this spell, or until it successfully hits you with an attack. A creature that has resisted or broken the effect cannot be affected again by this particular casting of archon's aura. | 3 |
Arrow of Law |
You fire a shimmering arrow of pure of pure order from your holy symbol at any one target in range of law takes 1d8 points of damage oer two caster levels ( maximum 5d8). A chaotic outside instead takes 1d6) and is dazed for 1 point of damage per caster level. (maximum 10d6) and is dazed for 1 round. A successful will save reduves the damage to half and negates the daze effect. This spelll deals only half damage to creatures that are neither chaotic nor lawful, and they are not dazed. The arrow has no efect on lawful creatures. | 2 |
Battering Blast |
You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature. You must succeed on a ranged touch attack to strike your target. On a successful hit, you deal 1d6 points of force damage per two caster levels (maximum 5d6). For every 5 caster levels you possess beyond 5th, you gain an additional ball of force. | 3 |
Blade Barrier |
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage. | 6 |
Blade of the Sun |
You create a 60 feet long line of holy energy, dealing 1d8 holy damage per two caster levels to all targets on the line. | 4 |
Blasphemy |
Any nonevil creature within the area of a blasphemy spell suffers ill effects. | 7 |
Brilliant Inspiration |
You open a link between your mind and the subject's mind, giving advice and encouragement for as long as the spell is in effect. Each time the subject of the spell makes an attack roll, ability check, or skill check, it rolls two d20s and takes the better result. If any roll is a natural 20, the spell's effect ends — your brilliant advice is spent. | 6 |
Burning Arc |
Burn target for 1d6 fire damage per level (up to 10d6). Burn one more enemy within 15ft for every 3 levels for half damage (rounded down). Reflex halves damages for any target | 2 |
Burning Entanglement |
This spell functions as entangle, except it sets the foliage on fire. A creature that begins its turn entangled by the spell takes 4d6 points of fire damage (a successful Reflex save halves this damage), and a creature that begins its turn in the area but is not entangled takes 2d6 points of fire damage (a successful Reflex save negates this damage). Smoke rising from the vines partially obscures visibility. Attacks made in the smoke or against anything in the smoke must contend with concealment (20% miss chance). When the spell's duration expires, the vines burn away entirely. | 3 |
Burning Hands |
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4) | 1 |
Call Lightning (Spell) |
Inmediately upon completion of the spell, and once per round thereafter, you may call ddown a 6 foot wide, 30 foot long, vertical bolt of lightning that deals 3d6 points of the electricity damage. | 3 |
Call Lightning Storm |
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage at long range, and you may call a maximum of 15 bolts. | 5 |
Caustic Eruption |
Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6) unless the acid is neutralized, dispelled, or washed away. | 7 |
Chain Lightning |
1d6/level damage and 1 secondary bolt/level. | 6 |
Chaos Hammer |
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10 d6 to lawful outsiders ) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect. | 4 |
Cleanse |
This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. | 5 |
Cold Ice Strike |
You create a shredding flurry of ice slivers, which blast from your hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6). | 6 |
Cone of Cold |
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6). | 5 |
Controlled Fireball |
Like fireball except that it deals minimum damage to allies. | 4 |
Dictum |
Any nonlawful creature within the area of a dictum spell suffers ill effects. | 7 |
Divine Favor |
Calling upon the strength and wisdom of a deity, you gsin s +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The damage bonus doesn't apply to spell damage. | 1 |
Divine Power |
Calling upon the diving power of your patron, you imbue yourself with strength and skill in combat. You gain a+1 luck bonus on attack rolls, weapon damage rolls, Strength checks, and Strength- based skill | 4 |
Dragon's Breath |
Deals 1d6 points of energy damage per caster level (maximum of 12d6) to creatures in affected area. Reflex save for half damage. Effect (60-foot line or 30-foot cone) and energy type (acid, electricity, fire or cold) depend on the type of dragon. | 4 |
Ear-Piercing Scream |
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. | 1 |
Elemental Assessor |
Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds. | 5 |
Faerie Fire |
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a –20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. | 1 |
Fire Snake |
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. | 5 |
Fire Storm |
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. All enemy creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round after that until the flames are extinguished by making a successful Reflex save. | 8 |
Fireball |
Deal 1d6 fire damage per level (up to 10d6) to all targets | 3 |
Flame Strike |
A flame strike evokes a vertical column of divine fire. The spell deals 1d6 points of damage per caster level (maximum 15d6). | 5 |
Flames of the Abyss |
You conjure abyssal energies to empower your attacks. The next two attacks, plus one additional attack per 5 caster levels above 7 (one at CL 12, two at CL 17) deal additional 1d6 unholy damage per 2 caster levels. Alternatively, you can use on of the charges to make a range touch attack as a standard action, dealing the same amount of damage. | 2 |
Flare |
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is for 1 minute unless it makes a successful save | 0 |
Flare Burst |
This spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point. | 1 |
Force Punch |
Your successful melee touch attack deals 1d4 points of force damage per level maximum (10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. | 3 |
Freezing Nothingness |
You trap the target in solid ice. If the creature fails its save, it is paralyzed, if the target makes its save, it gains the entangled condition and cannot cast spells. Whether or not the target saves, it takes 2d6 cold damage and 2d6 divine each round it is paralyzed or entangled in the ice. A creature can break the ice with a successful Strength check each round after receiving the effect (DC 15 + your caster level). | 6 |
Frigid Touch |
[Cold] 4d6 cold damage and target staggered for 1 round on a touch attack. Target is staggered for 10 rounds on crit | 2 |
Glitterdust |
All affected creatures suffer -40 to stealth checks and blinded (will negates). Not affected by spell resistance | 2 |
Hellfire Ray |
A blast of hellfire deals 1d6 damage per caster level (maximum 15d6) to the target (half fire damage half unholy damage.) If a creature is killed by this damage it must make a Will save or be damned to Hell. | 6 |
Holy Smite |
Deals 1d8 points per 2 caster levels (5d8 max) causing target to become blinded for 1 round | 4 |
Holy Sword |
This spell allows you to channel holy power into the weapon in your primary hand. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). | 4 |
Holy Whisper |
ou whisper a single word in the primordial language of good that is anathema to the minions of evil and strengthens the resolve of good creatures. Evil creatures within the burst must make a Fortitude saving throw or become sickened for 1 round/level. Evil outsiders with the evil subtype, evil- aligned dragons, and undead in the burst also take 2d8 points of damage if they fail their saves. Good- aligned creatures in the burst gain a +2 sacred bonus on attack and damage rolls for 1 round. | 3 |
Holy Word |
Any nongood creature within the area of a holy word spell suffers ill effects. | 7 |
Ice Storm |
Deals 3d6 points of bludgeoning and 2d6 points of cold damage once to creatures in the area. –4 penalty to Perception skill and difficult terrain in area for the remaining duration. | 4 |
Icy Prison |
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level). | 5 |
Icy Prison, Mass |
You trap the target in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of cold damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level). | 9 |
Jolting Portent |
The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Wisdom. If the target fails the saving throw, it takes 4d6 + your Wisdom modifier electricity damage. It takes no damage on a successful saving throw. | 7 |
Ki Shout |
With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and negates the stun. | 7 |
Light |
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched | 0 |
Lightning Bolt |
Deal 1d6 electricity damage per level (up to 10d6) to all targets | 3 |
Magic Missile |
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher |
1 |
Molten Orb |
Initial target takes 2d6 fire damage, every other creature in aoe takes 1d6 (reflex halves). Each then take 1d6 fire damage next 1d3 rounds | 2 |
Order's Wrath |
The spell deals 1d8 points of damage per two caster levels 9maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10 d6, to chaotic outsiders) and causes themt o be dazed for 1 round. A succsessful Will save reduces the dmage to half and negates the daze effect. | 4 |
Poison Breath |
You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell. | 7 |
Polar Ray |
Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain. | 8 |
Prismatic Spray |
This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects. | 7 |
Profane Nimbus |
You are surrounded by a nimbus of shadow. Any good creature striking you with unarmed strikes, natural weapons, or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). | 5 |
Rainbow Arrows |
Azata creates a rainbow arrow that jumps from target to target up to one time per 4 caster levels, dealing 1d12 per 2 caster levels damage with one energy randomly chosen between acid, cold, electricity, fire, or sound. | 7 |
Ray of Frost |
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage. | 0 |
Resounding Blow |
On a successful melee attack, your weapon resounds. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. | 5 |
Sacred Nimbus |
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a fireball, lightning bolt, shout, volcanic storm, or ice storm spell. Spells that deal damage have normal effects unless an affected creature succeeds at a Will save. Each disbelieving creature takes only one-fifth damage from the attack. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation's level (5th) rather than the spell's normal level. | 5 |
Scorching Ray |
Fire up to 3 rays of 4d6 fire damage (1 +1 every 3 LVLs beyond 3rd, up to 11th LVL). Each ray requires ranged touch to hit | 2 |
Searing Light |
Focusing divine power like a ray of the sun, you protect a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of divine damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of diving damage per caster level (maximum 10d6). A construct creature takes only 1d6 points of damage per two caster levels (maximum 5d6). | 3 |
Shield of Dawn |
Any creature that strikes yo uwith a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | 4 |
Shocking Grasp |
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6) | 1 |
Shout |
You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | 4 |
Shout, Greater |
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell. | 8 |
Sirocco |
Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. | 6 |
Sound Burst |
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. | 2 |
Stormbolts |
When you cast this spell, lightning spills forth from your body in all directions. The bolts do not harm natural vegetation or creatures in the area you wish to exclude from damage. Any other creatures within the area take 1d8 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Saving Throw halves the damage and negates the stun effect. | 8 |
Sudden Squall |
Azata creates a 15-feet cone of wind dealing 3d6 + her caster level sonic damage to all enemies inside it. Every affected enemy has to pass a Fortitude saving throw or become disoriented and unable to cast any spells for 1d3 rounds. | 5 |
Sunbeam (Spell) |
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. Each time you evoke a beam, the spell's duration is reduced by three rounds. Each creature in the beam is blinded (permanently) and takes 4d6 points of damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage with a successful Reflex save. | 7 |
Sunburst |
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.Sunburst dispels any darkness spells of lower than 9th level within its area. |
8 |
Supernova |
You create a raging supernova for the number of rounds equal to your caster levels. Each affected target must succeed on a Fortitude saving throw or become blinded for caster level rounds. Each round all targets in the area are dealt 2d6+Caster level fire and Divine damage (Reflex half). | 5 |
Thundering Drums |
You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone. | 3 |
Unholy Blight |
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature ( or 1d6 per caster level, maximum 10d7, to a good outsider and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sicked effect. The effects cannot be negated by remove disease or heal, but remove curse is effective. | 4 |
Voice of Renewal |
Azata invokes voices of a renewal. This spell damages all enemies within 30 feet area by 1d6 + 1 sonic damage per caster level, while channeling positive energy that cures allies for 1d6 points of damage +1 point per caster level. | 2 |
Volcanic Storm |
Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once, when the spell is cast. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a –4 penalty on Perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the rock and ash disappear, leaving no aftereffects (other than the damage dealt). |
4 |
Wall of Light |
You create a wall of light, which deals 1d6 points of holy damage per caster level to any evil creature going through it. It grants any good or neutral creature gains an ability to deal 2d6 additional holy damage with their next attack. If a good or neutral creature charges through the wall, it instead deals 1d6 holy damage per caster level with their next attack. |
7 |
Word of Chaos |
Any nonchaotic creature within the area of a word of chaos spell suffers ill effects. |
7 |
Winds of Vengeance |
You surround yourself with a buffeting shroud of supernatural, tornado-force winds. These winds grant you a fly speed of 60 feet with perfect maneuverability. Neither your armor nor your load affects this fly speed. The winds shield you from any other wind effects, and form a shell of breathable air around you, allowing you to fly and breathe underwater or in outer space. |
9 |