Destructive Evocation

Greetings, eager learners of the arcane arts. Today, we delve into the exhilarating realm of Destructive Evocation, a school of magic that harnesses the raw forces of energy to wreak havoc upon your foes. In this article, we will explore the destructive power of evocation spells, known for their explosive potential and devastating effects on both the battlefield and beyond.

Destructive Evocation, dear students, is the art of bending and channeling the fundamental elements of the universe to produce cataclysmic effects. These spells can unleash torrents of fire, lightning, ice, or even pure arcane energy upon your adversaries, reducing obstacles to smoldering ruins and adversaries to ash.

You shall discover spells that can set entire armies ablaze, obliterate fortifications, or deliver pinpoint precision strikes to individual targets. These spells embody the relentless power of magic, transforming even the meekest sorcerer into an unstoppable force of destruction. Now, let us delve into this awe-inspiring world of magic. 

Burning Hands: 1st-level

Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous

Imagine yourself in a time of need, your hands held together with thumbs touching and fingers outstretched. From your fingertips, a searing blaze bursts forth, forming a fiery cone that stretches 15 feet ahead. In its wake, it leaves naught but destruction.

Every soul within this fiery path must muster their agility, for a trial of Dexterity awaits them. Should they fail to evade the fiery onslaught, they shall suffer greatly, for 3d6 flames shall lick at their very being. Those quick enough to dance away from danger shall still feel the burn, though it shall be but half as fierce.

And beware, for ‘Burning Hands’ does not discriminate. Any objects of a flammable nature, not safely donned or carried, shall meet a fiery end when caught in its wrath.

But, as with many spells, there exists a path to greater power. If one wields the magic of a higher-level spell, the flames shall grow stronger, adding an extra 1d6 to their fiery fury for each level beyond the first.


Guiding Bolt: 1st-level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round

Picture this: In a moment of dire need, you summon forth a radiant burst, a dazzling bolt of light that streaks through the air with unerring accuracy. With a mere thought, you command this bolt to strike a target within your reach, and it obeys with a graceful dance of illumination.

But before this bolt reaches its destination, you must first test your mystical aim. You see, it is a ranged spell attack, and the fates shall decide if it finds its mark. Should the mystical energy strike true, your chosen target shall suffer the wrath of 4d6 radiant damage, their very essence scorched by the brilliance of this divine force.

And there’s more! The true magic of ‘Guiding Bolt’ lies in the gift of guidance it grants. Until the end of your next turn, a halo of radiant light surrounds the struck target, revealing them in mystical dim light. Any who dare to strike them in this illuminated state shall find advantage in their attacks.

But beware, dear listeners, for no magic is without its secrets. ‘Guiding Bolt’ holds the promise of greater power as well. With a higher-level spell, you can augment its damage, adding an extra 1d6 for each level beyond the first, unleashing even greater radiance upon your foes.


Magic Missile: 1st-level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

With a wave of your hand and a mere whisper, you conjure three shimmering darts of pure magical force, akin to gleaming stars in the night sky. These darts are no ordinary missiles; they strike unerringly, guided by your will alone.

Now, these darts, they possess a curious potency. Each one, when it finds its mark, delivers a sting of forceful magic, dealing 1d4 + 1 force damage. And here’s the beauty of it all: the darts are swift and true, striking with uncanny precision, and they do so all at once! You can direct these magical darts to assail a single creature, focusing your power, or you can choose to spread their impact among multiple foes.

But, my dear listeners, there’s more to the story. ‘Magic Missile’ holds a secret that the wise spellcaster knows well. Should you cast it with a higher-level spell slot, it rewards your mastery with an extra dart for each slot level above the first, allowing you to rain down even more of these arcane projectiles upon your adversaries.


Scorching Ray: 2nd-level

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

In this enchanting incantation, you conjure not one, not two, but three rays of searing fire, like the burning arrows of a celestial archer. These fiery darts are yours to command, and you can choose to hurl them at a single foe or disperse them among several targets, as your heart desires.

Now, the magic within these rays is nothing short of remarkable. With each hurl, you make a ranged spell attack, aiming true at your chosen quarry. Should your aim be unwavering and your magic strong, each ray shall strike its mark, and the target shall suffer the wrath of the flames. Two-six-sided dice, or 2d6, shall determine the extent of their fiery punishment.

But, my curious friends, there is more to uncover. If you possess the knowledge and power to cast this spell with a higher-level slot, a wondrous gift awaits you. For every slot level beyond the second, an additional ray joins your arsenal. Imagine, the potential to unleash even more blazing devastation upon your adversaries!


Spiritual Weapon: 2nd-level

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute

In the realm of magic, you have the power to conjure a spectral weapon of your choosing, and it shall float beside you, eager to serve your will. This spectral marvel shall remain with you until your journey’s end or until you call upon it anew with the magic words.

Now, picture this: when you first weave this enchantment, you can strike at a foe within five feet of your newfound phantom weapon. The force behind your attack is akin to 1d8, and you add the strength of your spellcasting ability to this formidable might.

But here’s the intriguing part – as a bonus action, on your own turn, you may command your spectral weapon to move, up to 20 feet, and strike again at a foe within its reach. Imagine the tactics, my dear adventurers, imagine the strategy!

And as the sages say, ‘Knowledge is power.’ If you’ve grown in wisdom and power, and you cast this spell using a higher-level spell slot, the damage shall increase further. For every two levels beyond the second, you shall add another 1d8 to the spectral weapon’s ferocious force. So, in the hands of a skilled caster, the spiritual weapon can become a true force to be reckoned with.


Fireball: 3rd-level

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

With a mere point of your finger, a brilliant streak of light darts forth, landing where your heart desires within its range. And there, it erupts into a roaring inferno of flame! But beware, for this fiery tempest spares no one within its grasp.

Every creature within a 20-foot radius must summon their agility, for a nimble dance of avoidance is their only hope. They must make a Dexterity saving throw, and those who falter in this trial face the full fury of the blaze, a searing 8d6 fire damage. Yet, those who deftly evade shall find themselves scorched but standing, their wounds halved in the fiery onslaught.

But, my dear adventurers, take heed. This fire does not yield to mere obstacles, for it will wrap around corners, sparing none from its heat. Any flammable object within its reach, not held or worn, shall be devoured by the flames.

And as the wisest among us know, power can grow with time and knowledge. If you harness this spell with a 4th-level spell slot or higher, the flames shall surge even more, adding an additional 1d6 to their scorching fury for each level beyond the third. So, remember well the fiery might of the ‘Fireball’ and use it wisely, for it can both vanquish your foes and ignite the world around you.


Vitriolic Sphere: 4th-level

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous

A spell that wields the very essence of emerald acid!

Imagine this: with but a pointed finger, you choose a spot within your reach, and there, a radiant sphere of emerald acid, a foot in diameter, streaks towards it and bursts into a 20-foot-radius storm of bubbling, sizzling destruction. Now, any creature caught within this malevolent maelstrom faces a harrowing trial of agility.

Each of them, dear readers, must summon their inner nimbleness and attempt a Dexterity saving throw. Those who fail shall bear the full brunt of this acidic onslaught, a devastating 10d4 acid damage! But, the cruelty of this magic doesn’t end there, for even at the end of their following turn, they shall suffer another 5d4 acid damage. Those who succeed, however, are not spared entirely; they shall only endure half the initial wrath and escape the secondary punishment.

And remember this: the power of knowledge can amplify the potency of spells. Should you wield ‘Acid Splash’ with a 5th-level spell slot or higher, the initial damage shall swell, adding an extra 2d4 acid damage for every level beyond the fourth. So, take heed of the corrosive power you hold and wield it wisely.


Wall of Fire: 4th-level

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

Gather ’round, and I shall share with you the secrets of ‘Wall of Fire,’ a spell of fiery might and formidable defense!

With a wave of your hand and a powerful incantation, you create a blazing wall on any solid surface within your reach. The wall can take one of two forms – a straight barrier, stretching up to 60 feet in length, 20 feet in height, and 1 foot in thickness, or a ringed enclosure, up to 20 feet in diameter, 20 feet high, and 1 foot thick. This wall of flame is no mere illusion; it’s tangible and obscures vision, persisting for as long as you maintain your concentration.

Now, when this fiery wall first emerges, all creatures within its vicinity must prove their agility. They must attempt a Dexterity saving throw, and the consequences vary. Those who fail this fiery trial suffer 5d8 fire damage, while those nimble enough to succeed endure only half of this searing punishment.

But that’s not all, dear listeners! You have the power to choose one side of the wall to be particularly perilous. Any creature that dares to approach within 10 feet of this chosen side shall face 5d8 fire damage, whether they start their turn near it or venture inside. The opposite side, however, remains devoid of danger.

And here’s the real marvel: with more potent spellcasting, you can enhance the destructive force of this wall. By casting ‘Wall of Fire’ using a 5th-level spell slot or higher, the damage escalates, adding an extra 1d8 fire damage for each level beyond the fourth. So, remember these fiery arts, for they may one day save your life!


Flame Strike: 5th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous

You, a faithful servant of the divine, raise your arms and beseech the heavens for aid. In response, a towering column of divine fire descends from above, crashing into a location you designate. Within a 10-foot radius and stretching up to 40 feet high, a mighty conflagration erupts, and all creatures caught within must prove their agility.

Every creature present must make a Dexterity saving throw, for the divine fire shows no mercy. Those who falter in their agility suffer the twin wrath of fire and radiant energy. They endure 4d6 fire damage and 4d6 radiant damage, but those who nimbly evade this celestial retribution suffer only half of this punishment.

But here’s the truly wondrous part: as you grow in power and devotion, so too does the potency of ‘Flame Strike.’ When casting it with a 6th-level spell slot or higher, you can choose to increase either the fire or the radiant damage (whichever suits your divine purpose) by an additional 1d6 for each level beyond the fifth. So, whether you wield the power of fire or radiant energy, ‘Flame Strike’ is a formidable testament to the divine might.


Chain Lightning: 6th-level

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous

You, a wielder of the arcane, conjuring a mighty bolt of lightning. With a flick of your hand, this bolt streaks toward a target of your choosing, one you can see within your magical grasp. But the spectacle doesn’t stop there! This bolt, once it strikes its initial target, doesn’t fizzle away; no, it splits into three smaller bolts that leap towards up to three more targets, each no farther than 30 feet from the first.

Now, the hapless souls in the path of these lightning bolts must muster their agility, for they face a Dexterity saving throw. Those who fail to dodge the wrath of the storm suffer a shocking fate. The full fury of 10d8 lightning damage courses through them. But, fear not, for those who nimbly evade the worst of it are only singed by half that amount.

But here’s where the tale takes an exciting twist: as your mastery of the arcane deepens, so too does the potency of ‘Chain Lightning.’ When cast with a 7th-level spell slot or higher, each additional bolt that leaps from the first target to another is yet another weapon in your arsenal, ready to deliver its electrifying judgment. So, as you rise in power, remember that ‘Chain Lightning’ can strike down your foes with even greater ferocity!


Sunbeam: 6th-level

Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute

Imagine yourself, a wielder of the arcane, standing boldly with your hand outstretched. From that very hand, a beam of dazzling light erupts, forming a radiant line that stretches forth for 60 feet and spans 5 feet in width. Now, as this radiant lance pierces through the air, every creature caught within its luminous path faces a crucial test of their fortitude.

Each of these creatures must muster their inner strength and make a Constitution saving throw. Those who fail this test are struck by the full force of the light, suffering the wrath of 6d8 radiant damage. But, there’s more to this brilliance than just damage, my friends, for those who fail are also blinded until the caster’s next turn.

However, not all in the path of ‘Sunbeam’ need fear its blinding radiance. Those who succeed in their saving throw fare better, taking only half the radiant damage and retaining their sight.

Now, here’s where the magic truly shines! The caster holds a radiant mote in their hand throughout the spell’s duration. This tiny sun sheds brilliant light, illuminating a 30-foot radius with daylight, and casting dim light for an additional 30 feet. A boon for adventurers delving into the darkest depths.

But remember, my dear listeners, not all creatures are equally affected by this spell. The undead and oozes, creatures of the shadowy depths, have a harder time resisting the blinding brilliance and must face this challenge with disadvantage on their saving throws.

So, with ‘Sunbeam,’ you wield both light and power, illuminating your path and banishing darkness from your presence. A spell of radiant might, indeed


Wall of Ice: 6th-level

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece of quartz)
Duration: Concentration, up to 10 minutes

Gather ’round, my eager learners, for I shall recount the enchanting tale of ‘Wall of Ice,’ a spell that shapes the very frozen essence of winter into a formidable barrier.

Imagine yourself, a master of the mystical arts, standing before a solid surface within your reach. With a mere flick of your hand, you beckon forth the power of ice and conjure a wall of frost to defend against the fiercest of adversaries. Now, this wall can take on different forms, my dear pupils, as befits your needs. It might manifest as a protective hemisphere or a spherical barrier with a radius of up to 10 feet. Alternatively, you can fashion it into a flat surface, comprising ten 10-foot-square panels, each seamlessly connected to the next.

This icy rampart, whatever its form, stands at a thickness of one foot and shall endure as long as your concentration allows.

But here comes the twist! Should this wall materialize in a space occupied by a creature, they are gently pushed to one side, although not without a challenge. The wall’s appearance triggers a Dexterity saving throw for the poor soul caught within. Failing the save results in them suffering the frosty bite of 10d6 cold damage. However, a nimble dodge that passes the saving throw lessens the pain to half.

Yet, my pupils, the ‘Wall of Ice‘ is no invulnerable fortress. It stands as an object with its own vulnerabilities. It has a modest Armor Class of 12 and a health pool of 30 hit points for each 10-foot section. Interestingly, this icy sentinel harbors an aversion to fire, as it is vulnerable to its fiery embrace. Reducing a 10-foot section of the wall to 0 hit points shatters it into oblivion, leaving behind a chilling reminder—a sheet of frigid air in the space the wall once occupied.

Now, here’s the kicker. Should a daring soul venture through this frosty remnant for the first time on a turn, they must muster their fortitude and make a Constitution saving throw. Failing this test, they shall experience the sting of 5d6 cold damage. But those who succeed shall endure only half that icy punishment.

But wait, there’s more! As you grow in your mastery of the arcane, so does the potency of this spell. When you cast ‘Wall of Ice’ using a spell slot of 7th level or higher, the icy wall’s appearance packs an additional punch, dealing an extra 2d6 damage. And if that wasn’t enough, the damage inflicted by passing through the frigid air also gets a boost, adding 1d6 for each slot level above 6th.

So, dear students, with ‘Wall of Ice,’ you wield a mighty tool of defense, an embodiment of winter’s might, and a testament to your command over the elements.


Crown of Stars: 7th-level

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

Seven brilliant motes, like stars in the night sky, grace your presence and dance gracefully around your head. These celestial wonders shall remain in your company until your magical incantation comes to an end. With but a mere thought, you can call upon these radiant motes to serve your bidding. A mere bonus action, and one of these stars streaks like a comet toward a target, be it a creature or an object, as long as it rests within 120 feet of your being.

Now, as the radiant mote takes flight, you must focus your will and make a ranged spell attack. If your aim proves true and the mote strikes its target, a dazzling display of 4d12 radiant damage shall befall them. Whether your attack finds its mark or misses the mark, the mote’s radiant power is expended. And bear in mind, my learners, the spectacle shall conclude prematurely if the very last mote is spent.

Ah, but there’s more to this celestial tale! When you find yourself blessed with four or more remaining motes, they become a beacon of brilliance, casting bright light in a 30-foot radius, with an additional 30 feet of dim light to their credit. However, should your motes dwindle to a mere one to three, they shall emit a softer, dim light within a 30-foot radius.

But wait, dear pupils, there’s a higher secret to unlock! When you channel your magical prowess to cast ‘Crown of Stars’ using a spell slot of 8th level or higher, the heavens themselves shall favor you with additional motes. For each slot level beyond 7th, two more motes join your celestial retinue.

So, my dedicated scholars, with ‘Crown of Stars,’ you become a celestial conductor, orchestrating the radiant might of the cosmos to illuminate your path and smite those who dare oppose your brilliance.


Meteor Swarm: 9th-level

Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous

You stand amidst the chaos of battle, with four distinct points in your field of vision. These are your chosen targets, the landing sites for blazing orbs of fire sent hurtling from above. Each point marks the center of a 40-foot-radius sphere of destruction.

Now, picture this celestial bombardment—four fiery spheres, each spreading their wrath around corners, forming blazing tempests of fire and fury. Any creature within these spheres must attempt a daring feat, a Dexterity saving throw. Failure to dodge the fiery onslaught results in a grievous toll: 20d6 fire damage and 20d6 bludgeoning damage, the very earth beneath quaking from the impact. Succeed, and the pain is halved, a reprieve from utter devastation.

And, dear seekers of knowledge, do not fear repetition, for a creature caught in the tumultuous intersection of multiple fiery bursts shall bear the brunt but once, escaping further harm.

But the spell’s wrath does not discriminate—it consumes objects in its path, incinerates the flammable, and leaves a wake of destruction in its fiery embrace.

So, young ones, remember this incantation well, for ‘Meteoric Swarm’ brings forth a celestial bombardment, scorching the earth and sky alike, and leaving naught but smoldering remnants in its wake.

Guidance on Using Destructive Evocation Spells

In your pursuit of mastering Destructive Evocation, it is paramount to approach this power with wisdom and responsibility. These spells hold immense destructive potential and can have far-reaching consequences.

  1. Aim with Precision: Exercise caution when casting destructive spells to avoid collateral damage. Target only those who threaten you or your allies.
  2. Environmental Awareness: Be mindful of your surroundings. Certain spells may ignite flammable materials, freeze water, or destroy terrain. Adapt your tactics accordingly.
  3. Restraint is Key: Avoid overusing destructive spells, as they can deplete your magical reserves quickly. Reserve them for critical moments or formidable foes.
  4. Continuous Study: Evocation is a complex school of magic. Dedicate time to study and practice, honing your control over the destructive forces at your disposal.

With these principles as your guide, you shall wield the formidable might of Destructive Evocation responsibly and effectively.

 

In pursuit of mastery,

Old Nan