Evokers use magical energy to create specific effects by bringing forth arcane forces that the caster shapes into constructs of energy or constructs of matter. They also use the natural magical forces of the planes. Invocation spells call on the intervention of powerful extra dimensional beings.

Evokers are the most serious-minded, intense, and determined wizards. Most are single-mindedly devoted to the mastery of their craft. Invokers of good alignment devote themselves to using their skills to promote goodness and eliminate evil, willing to sacrifice their lives if necessary. For evil-aligned invokers, the magic of invocation is the key to their ascendancy; to them, good is weakness and evil is strength. Because specialists of this school are men and women of extreme philosophies, invokers of neutral alignment are rare.

Invokers are natural leaders: fearless, inspiring, and authoritative. Their courage on the battlefield is without peer, and they perform as aggressors alongside the most able fighters. Since they are introspective, soft-spoken, and emotionally distant, invokers seldom establish strong personal relationships.

Invokers will live anywhere they can maintain their privacy. Common people willingly leave them alone, fearing their power and even regarding them as dangerous, and invokers do little to dispel this reputation. They shun material possessions, needing only enough funds to finance their research. They primarily earn money as teachers, though they will occasionally sign on as members of adventuring parties in order to find treasure


SPELLS: A Wizard casts arcane spells, though abjuration magic is inherently different from the wizard’s requiring a unique spell list. Like a wizard though, a Wizard is limited to a certain number of spells of each spell level per day. The Arcane Spells Per Day Table shows the number of spells per day an Wizard may cast. A Wizard must prepare spells before casting them, by studying spells from a spell book. While studying, the Wizard decides which spells to prepare. Spell memorization and descriptions are in the Magic section of the Players’ Handbook.

BONUS SPELLS: With a high intelligence score, a Wizard gains bonus spells. If the character has an intelligence of 13-15, they receive an extra 1st-level spell. If the intelligence score is 16 or 17, they receive an extra 2nd-level spell and if 18 or 19, they receive an extra 3rd level spell. The bonus spells accrue only if the Wizard is at a high enough level to cast that spell level. Bonus spells are cumulative.

For example, a 4th-level Wizard with an 18 intelligence receives four 0-level spells, four 1st-level spells, and three 2nd-level spells. No bonus 3rd-level spell is acquired until the Wizard reaches 5th-level

Energy Affinity: Evokers choose an energy type. This choice is made upon character creation and cannot be altered thereafter. Any time the character casts an evocation spell with the chosen energy type, they casts the spell as if their level were one higher (affecting duration, damage, and any other factor influenced by level).

Energy Substitution: An evoker of 5th-level or higher can substitute energy of one type for another. When casting a spell that has an energy descriptor, the evoker can change the energy descriptor and the spell’s effects to energy of a different type. The evoker must declar s/he is using this ability before casting the spell. The evoker can use this ability once per day for every five levels attained.


SECOND ATTRIBUTE: Constitution 14+



WEAPONS: Club, dagger, dart, staff




SECOND OPPOSED SCHOOL (choose one): Conjuration or Illusion




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