Evocation Subschools (Pathfinder Alternate Class Feature)

From D&D Wiki

Jump to: navigation, search

Elementalist Subschool[edit]

Elementalists focus their magical abilities on one of the four major energy types, allowing them to wield that energy far more effectively, at the cost of a certain amount of versatility.

Class: Any class with the Evocation arcane school.

Replaces: The following abilities replace the intense spells and force missile class abilities of the evocation school.

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.


Source A Necromancer’s Almanac 2012 from Necromancers of the Northwest




Hellfire Subschool[edit]

This school focuses on using the fires of the Nine Hells against your foes.

Class: Any class with the Evocation arcane school.

Replaces: These powers replace the force missile and elemental wall powers of the evocation school.

Hellfire (Su): When you cast an evocation spell that deals fire damage, you may change half of the damage dealt to unholy damage. The spell gains the evil descriptor in addition to any other types it has. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Aura of the Ninth Layer (Su): At 8th level, you may emit an aura that enhances infernal magic and holds the magic of good at bay. Within the aura, the caster level of any spell with the evil descriptor is increased by +2. Casting a spell with the good descriptor within the aura requires a Concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function, and the spell or spell slot is used up. Otherwise, the spell functions normally. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.


Source Wayfinder 11




Shaper Subschool[edit]

Shapers specialize in fine and precise control over the energies that they wield, allowing them to create fireballs and lightning bolts with pin-point accuracy, avoiding collateral damage, or to turn even a simple shocking grasp into a searing line of energy.

Class: Any class with the Evocation arcane school.

Replaces: The following abilities replace the intense spells and elemental wall abilities of the evocation school.

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. You may use this ability a number of times per day equal to 3 + your Intelligence modifier.

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.

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). If an attack is required, you make a single attack roll and apply the result to the AC of each creature in the area. In addition to any saving throw normally offered by the spell, all creatures in the area of the line are entitled to a Reflex save (at the same DC) to negate the effects of the spell. You may use this ability a number of times per day equal to 3 + your Intelligence modifier.


Source A Necromancer’s Almanac 2012 from Necromancers of the Northwest




Touch Specialist Subschool[edit]

Touch specialists gain better control over spells that they can channel through their fingertips, whether that is in the form of more accurate rays and bolts, or in sacrificing range in order to make a spell far more potent by delivering it by hand.

Class: Any class with the Evocation arcane school.

Replaces: The following powers replace the force missile and elemental wall abilities of the universalist school.

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.


Source A Necromancer’s Almanac 2012 from Necromancers of the Northwest




Vulnerability Subschool[edit]

Class: Any class with the Evocation arcane school.

Replaces: The following school power replaces the elemental wall power of the evocation school.

Irresistible Evocation (Su): At 8th level, whenever you cast an evocation spell which deals acid, cold, electricity, or fire damage, you may choose to have half of the damage dealt by untyped damage. Additionally, you gain a +2 bonus on caster level checks to overcome spell resistance with such spells.

Wrath Subschool[edit]

[Necromancers of the Northwest: Archetypes of Sin VII—Wrath 5]

Some wizards study the school of evocation less because of an interest in manipulating energy, and more because of the school’s metaphysical connection with the sin of pride.

Class: Any class with the Evocation arcane school.

Replaces: The following school powers replace all of the normal powers of the evocation school.

Lash Out (Sp): Whenever you cast a spell that deals hit point damage, if your current hit points are less than 1/2 your maximum hit points, add your wizard level to the damage inflicted by the spell. This bonus applies only once per spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, as long as your current hit points are less than 1/2 your maximum hit points, the saving throw DCs of spells you cast that deal hit point damage are increased by +2.

Vicious Bolt (Sp): As a standard action, you can unleash a ray of pure, unadulterated hatred at a single creature within 60 feet. You must succeed on a ranged touch attack to hit the target. If the attack hits, it deals an amount of damage equal to 2d6 + your wizard level. Whether the attack hits or misses, you suffer 1d6 points of damage each time you use this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Wreath of Vengeance (Su): Beginning at 8th level, as a swift action, you can wreathe yourself in a coruscating aura of red-black energy, which punishes those who harm you. Whenever you are damaged, the creature damaging you suffers an amount of damage equal to half what you suffered. This damage is not subject to resistance or immunity. You can use this ability for a total number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.


Source Advanced Arcana I from Necromancers of the Northwest



Back to Main PagePathfinder HomebrewCharacter OptionsAlternate Class Features

Home of user-generated,
homebrew pages!


Advertisements: