From Encyclopedia Arelithica
Jump to: navigation , search

Evocation and Company

This lesson was requested by evocation restricted innatist Zandro Spellstalker. It has been transcribed to text for easier consumption.

The text will cover using evocation spells in the presence of allies and how to best maintain safety of yourself and your company. It is always important to ensure that all mages use their magic as they intend to with the least amount of accidents or unforeseen consequences. Especially innatists.

Please keep in mind that this text will only be covering spells in popular use during AR 174 on the isle of Arelith. In the future, depending on trends, this guide may not be comprehensive.

I will not be going over each spell individually. Those spells not present in the text have been excluded because they did not meet the criteria of the request.

'Summons'

While not entirely accurate, I will be using the term 'summons' for the following spells for lack of a simpler (and more easily understood) term.

Shelgarn's Persistent Blade is an elementary spell that can be of great use with or without company. It can be used to distract or draw the attention of less intelligent and less organized enemies. However it does not have much power to act on its own and should not be used in a way that one might a elemental summon.

Users need to practise manipulating the blade while also casting or preparing to cast other spells in order to maximize the benefit of this spell.

Mordenkainen's Sword is in the similar vein as the Persistent Blade however it is stronger and more costly to cast. Even with the added strength, one should not assume it can handle strong foes without significant added assistance.

Casting Staples

In every school there are spells considered 'must haves' for their practitioners. Some of the following are staples in evocation that are best in the presence of company.

Magic Missile: While this is an elementary spell, it is particularly helpful because it focuses on a single target and reaches its potential rather early in one's study.

It is important, for any caster, to not attract the attention of foes that they cannot immediately handle so spells that can focus on a single target (preferably a target already engaged by summons or allies) are vital. It is up to the user to decide at which point in combat it is best to scale up to more potent magic missile type spells, depending on the number of foes.

There will be many foes that have varies natural or temporary immunities to elemental attacks which will make Magic Missile all the more useful.

Darkness: This spell is best paired with Ultravision which, evocation restricted casters, can find in potion form. Without reliable access to Illusion magic, Darkness is the next best spell to offer a caster flexibility. It can be used to partially obscure a user during casting or facilitate an escape. If properly warded, this spell can be a significant boon to group however if cast recklessly you can end up blinding your allies.

Use with diligence.

Wall of Fire/Ice: These spells are an important staple of the evocation school but they can be tricky to use. Even an engaged enemy might go after the caster once injured by the spell which makes deciding on placement important. Thankfully, if the user maintains appropriate concentration, they will not damage their allies with the Wall.

Additionally, foes do not need to stay in the Wall consistently. The caster or allies can force enemies to cross the Wall repeatedly for added damage. It is important to consider terrain when using this spell.

In a pinch, it can be paired with Darkness. A caster can create an arrow formation before them of Wall of Fire/Ice, obscure themselves in Darkness then attack the enemy. Most foes of average or lower intelligence will attempt to rush the Darkness to attack the caster, only to be driven back by the Wall.

Please keep in mind that this technique may result in injury as the foes will grow ever more persistent to kill the caster then even darkness or flames won't hold them back.

Darkbolt: This is a spell that all dedicated Evokers should have prepared. It can target a single foe multiple times and has the potential to daze. The only downside is that it has a lesser effect on undead.

Bigby's Hand: This category is actual a series of spells. The most useful among them being; Grasping Hand, Clenched Fist and Crushing Hand. That is not to say that the others do not have their uses however based on cost versus result, I would consider these to be superior. Especially when the Hand's in the lower circles have results that can basically be achieved by the higher circle and with higher chance of success.

Additional Spells

These are spells that might be assistive and do not harm allies but do not necessarily qualify as staples.

Scorching Ray: This is an excellent fire based spell that focuses on a single target. The range is not terribly impressive but when spells like Wall of Fire (or Firebrand) cannot be used, it becomes very helpful.

Firebrand: While this is a wonderful spell, it is best used against weaker foes or those susceptible to fire because it will hit multiple targets at once which can leave the user vulnerable.

Sound Lance: Another great spell that can be quite potent but is best used on weaker foes or with many allies because it injures multiple targets. It works well against tight groups.

Sunburst: This spell is strictly for undead. Its range is large meaning that any undead that do not perish from it will undoubtedly seek out the user. Be cautious when casting.

Gust of Wind: While this spell may knock down foes and allies (which can be devastating in the heat of battle), it won't outright harm them. However it is essential in clearing away the Cloud category of spells; even the strongest ones. It is always good to have handy in order to clear a path for your allies.

Final Notes

For Evokers, offense will be the best defense however this does not mean that you cannot counter spells. Many popular attack spells reside in the evocation school which allows even an Evoker to provide their allies with some defense through spell countering.

[Signed: Loomwarden of Azuth and High Magus Datura Willowgrave of the Earthkin Arcanum]