Evocation Spells in Solasta: Crown of the Magister is one of the groupings of magical spells that are featured in the game. The evocation school of magic included spells that manipulated energy or tapped an unseen source of power in order to produce the desired end. In effect, they created something out of nothing. Many of these spells produced spectacular effects, and evocation spells could deal large amounts of damage. Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of all the Evocation Spells that are found in the game.

 

 

Solasta Evocation Spells

 

 

 

 

 

 

Evocation Spells Comparison Table

 

Quick Search of All Evocation Spells

Click the header to sort the table.

Name Requirements Spell Effect
Dancing Lights

WizardHigh Elf,

Fighter (Spellblade), Rogue (Shadowcaster)

Create dancing lights that move at your command.
Fire Bolt

WizardHigh Elf,

ClericFighter (Spellblade)

Launch a firebolt.
Ray of Frost

WizardHigh Elf,

Fighter (Spellblade)

Launch a freezing ray at an enemy to damage and slow them.
Sacred Flame Cleric Strike an enemy with radiant damage.
Burning Hands

WizardCleric

Fighter (Spellblade)

Spray a cone of fire in front of you.
Magic Missile

Wizard

Fighter (Spellblade)

Strike one or more enemies with projectiles that can't miss.
Thunderwave

WizardCleric

Fighter (Spellblade)

Emit a wave of force that causes damage and pushes creatures and objects away.
Entangle

Lv. 2 Wizard (Greenmage)

Slows down those who walk through the area.
Cure Wounds

Cleric, Lv. 2 Ranger

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Heal an ally by touch.
Divine Favor

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Gain additional radiant damage for a limited time.
Guiding Bolt Cleric Launch a radiant attack against an enemy and make them easy to hit.
Healing Word Cleric Heal an ally you can see.
Acid Arrow

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Launch an acid arrow.
Darkness

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Create an area of magical darkness.
Flaming Sphere

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Summons a movable, burning sphere.
Scorching Ray

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Fling rays of fire at one or more enemies.
Find Traps

Cleric

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Spot mechanical and magical traps, but not natural hazards.
Branding Smite

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Your next hit causes additional radiant damage and your target becomes luminous.
Prayer of Healing Cleric Heal multiple allies at the same time.
Spiritual Weapon Cleric Summon a weapon that fights for you.
Shatter Wizard Triggers a sudden noise that causes Thunder Damage in a 2-cell radius
Fireball

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Launch a fireball that explodes from a point of your choosing.
Lightning Bolt

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches.
Daylight

Cleric

Lv. 5 Wizard (Greenmage)

Summon a globe of bright light.
Wind Wall

Lv. 5 Wizard (Greenmage)

Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases.
Mass Healing Word Cleric Instantly heals up to six allies you can see.
Fire Shield

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks.
Ice Storm

Cleric

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain.
Wall of Fire

Cleric

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Create a burning wall that injures creatures in or next to it.
Cone of Cold

Lv.9 Wizard

Inflicts massive cold damage in the cone of effect.
Flame Strike Lv.9 Cleric Conjrues a burning column of fire and radiance affecting all creatures inside.
Mass Cure Wounds Lv.9 Cleric Heals up to 6 creatures.



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