School of Evocation
You focus your study on magic that creates powerful
elemental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces,
serving as artillery to blast enemy armies from afar.
Others use their spectacular power to protect the weak,
while some seek their own gain as bandits, adventurers,
or aspiring tyrants.
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an evocation spell
into your spellbook is halved.
Beginning at 2nd level, you can create pockets of
relative safety within the effects o f your evocation spells.
When you cast an evocation spell that affects other
creatures that you can see, you can choose a number
of them equal to 1 + the spell’s level. The chosen
creatures automatically succeed on their saving throws
against the spell, and they take no damage if they would
normally take half damage on a successful save.
Starting at 6th level, your damaging cantrips affect
even creatures that avoid the brunt o f the effect. When
a creature succeeds on a saving throw against your
cantrip, the creature takes half the cantrip’s damage (if
any) but suffers no additional effect from the cantrip.
Beginning at 10th level, you can add your Intelligence
modifier to the damage roll of any wizard evocation
spell you cast.
Starting at 14th level, you can increase the power of
your simpler spells. When you cast a wizard spell of
5th level or lower that deals damage, you can deal
maximum damage with that spell.
The first time you do so, you suffer no adverse effect.
If you use this feature again before you finish a long
rest, you take 2d12 necrotic damage for each level of
the spell, immediately after you cast it. Each time you
use this feature again before finishing a long rest, the
necrotic damage per spell level increases by 1d12. This
damage ignores resistance and immunity.