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<blockquote data-quote="Felon" data-source="post: 3651686" data-attributes="member: 8158"><p>Heh. You forgot scorching ray. It's probably more ubiquitous than magic missile or fireball these days.</p><p></p><p>For my evoker, here are my staple spells: </p><p></p><p><strong>Channeled Pyroburst</strong> (PHB II)--4th-level spell that has a variable casting time. Cast as a swift action, it does 1d4/level to a single target. Cast as a full-round action, it does 1d8/level to a 15 foot radius. Can be cast as a standard action, but doing so is kind of a waste as you might as well cast a fireball at that point.</p><p></p><p><strong>Combust</strong> (Spell Comp)--2nd-level. Reach out and touch someone, and they take 1d8/level fire damage and have to make a Reflex save to avoid catching fire. Empower this bad boy.</p><p></p><p><strong>Electric Loop</strong> (Spell Comp)--2nd-level spell that chains between adjacent targets. They not only take 1d6/2 levels, but if they fail the Reflex save for half damage, they then have to make a Will save to avoid being stunned for a round.</p><p></p><p><strong>Electric Vengeance</strong> (PHBII)--2nd-level. Someone reaches out and touches you? Make'em pay the price with no-save electricity damage.</p><p></p><p><strong>Energy Spheres</strong> (Spell Comp)--4th-level spell that creates five spheres, one for each energy type (fire, cold, acid, electricity, sonic). They can be directed to attack one or more targets at close range, or they can be used defensively to absorb some energy damage directed at the caster. The spheres can't be directed in the round they're created, but they hang around for 1 round/level. A single casting can carry you through an entire fight. It has the downside of doing fixed damage, rather than rolling dice, so you can't empower or maximize it. It has the advantage of having all five energy descriptors, so it's got a wonderful reciprocal relationship with reserve feats. </p><p></p><p><strong>Fire Shield, Mass</strong> (Spell Comp)--When the party gets sick of you stealing their glory with blasting, cast this super-sweet buff. Sadly, as a 5th-level spell, that's one less firebrand you can cast.</p><p></p><p><strong>Firebrand</strong> (Spell Comp)--A 5th-level cornerstone of the blaster's arsenal. Forget that crummy cone of cold, this sucker will restore the respect that evokers have lost over the years. Blow up everyone in sight that you don't care for. And I do mean everyone. The definitive blasting spell.</p><p></p><p><strong>Manyjaws</strong> (Spell Comp)--3rd-level spell summons one jaw made of force per caster level. The jaws hang around and attack whomever you send them after. Similar to energy spheres, you can split them up and send them against different targets as a standard action. Each does 1d6/level. and they hang around 3 rounds. Requires concentration. If you empower it, you get a lot of bang for your buck.</p><p></p><p><strong>Wingbind</strong> (Spell Comp)--4th-level spell that entangles a creature and prevents flight (which sucks for the target if it's already flying). Made of force, so it can't be burst. I'll take it over resilient sphere.</p></blockquote><p></p>
[QUOTE="Felon, post: 3651686, member: 8158"] Heh. You forgot scorching ray. It's probably more ubiquitous than magic missile or fireball these days. For my evoker, here are my staple spells: [B]Channeled Pyroburst[/B] (PHB II)--4th-level spell that has a variable casting time. Cast as a swift action, it does 1d4/level to a single target. Cast as a full-round action, it does 1d8/level to a 15 foot radius. Can be cast as a standard action, but doing so is kind of a waste as you might as well cast a fireball at that point. [B]Combust[/B] (Spell Comp)--2nd-level. Reach out and touch someone, and they take 1d8/level fire damage and have to make a Reflex save to avoid catching fire. Empower this bad boy. [B]Electric Loop[/B] (Spell Comp)--2nd-level spell that chains between adjacent targets. They not only take 1d6/2 levels, but if they fail the Reflex save for half damage, they then have to make a Will save to avoid being stunned for a round. [B]Electric Vengeance[/B] (PHBII)--2nd-level. Someone reaches out and touches you? Make'em pay the price with no-save electricity damage. [B]Energy Spheres[/B] (Spell Comp)--4th-level spell that creates five spheres, one for each energy type (fire, cold, acid, electricity, sonic). They can be directed to attack one or more targets at close range, or they can be used defensively to absorb some energy damage directed at the caster. The spheres can't be directed in the round they're created, but they hang around for 1 round/level. A single casting can carry you through an entire fight. It has the downside of doing fixed damage, rather than rolling dice, so you can't empower or maximize it. It has the advantage of having all five energy descriptors, so it's got a wonderful reciprocal relationship with reserve feats. [B]Fire Shield, Mass[/B] (Spell Comp)--When the party gets sick of you stealing their glory with blasting, cast this super-sweet buff. Sadly, as a 5th-level spell, that's one less firebrand you can cast. [B]Firebrand[/B] (Spell Comp)--A 5th-level cornerstone of the blaster's arsenal. Forget that crummy cone of cold, this sucker will restore the respect that evokers have lost over the years. Blow up everyone in sight that you don't care for. And I do mean everyone. The definitive blasting spell. [B]Manyjaws[/B] (Spell Comp)--3rd-level spell summons one jaw made of force per caster level. The jaws hang around and attack whomever you send them after. Similar to energy spheres, you can split them up and send them against different targets as a standard action. Each does 1d6/level. and they hang around 3 rounds. Requires concentration. If you empower it, you get a lot of bang for your buck. [B]Wingbind[/B] (Spell Comp)--4th-level spell that entangles a creature and prevents flight (which sucks for the target if it's already flying). Made of force, so it can't be burst. I'll take it over resilient sphere. [/QUOTE]
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