As title says I’m playing a Tiefling evocation Wizard, but tbh I don’t really know what I’m doing 😭 but I was hoping for some help on what spells to pick, I’m completely new here and don’t fully understand what makes an Evocation wizard different, I just need help on Cantrips and spells. I’m starting at 7th level (I’m joining a party who is already in the middle of a big campaign)
The Evoker Wizard gets abilities that boost their damage dealing with spells. Here's the basic breakdown:
Potent Cantrip: Half damage with cantrips if you miss or the enemy makes their save
Sculpt Spells: No friendly fire on Evocation spells, so you can nuke all the monsters you like without hurting your friends
Empowered Evocation: Add your Intelligence modifier to 1 damage roll for each spell (for AOE spells like Fireball, it's a single damage roll so every enemy affected takes the extra damage)
Overchannel: Automatic max damage on a level 1-5 spell once per long rest (or take damage to do it again). For a level 5 Fireball, that's a flat 60 damage to everyone hit
With my cantrips, I typically like to take two that do damage; one of them that requires an attack roll, and one of them that requires a saving throw. I like them to be different damage types in case I run into resistances. As a Tiefling, you may already have firebolt if using the 2024 rules. So, for a save cantrip, two stand out to me. Toll the Dead does solid damage, and Mind Sliver reduces the enemy's next saving throw. I tend to prefer mind sliver, personally. It's psychic damage and saving throws are a big deal. Helping the enemy to fail them is good. For the rest of my cantrips, I tend to favor utility cantrips. Minor Illusion I get a lot of use out of, and I get some niche use out of Prestidigitation. I also like Mending a lot, but it's very very niche. As you level, you'll use your damage cantrips less and less, because you simply have better spells to cast.
For spells, what evocation is designed to do best, is damage, particularly area effect damage. You will find though, as you level, much as you use your cantrips less, you'll use your lower level spell slots less for damage, and you'll swap to more utility and survivability in those lower level spells. First level Damage spells like magic missile will still be relevant because they auto-hit. More often though, you'll find yourself casting things like shield to boost your AC to block an attack, or silvery barbs as an interrupt to enemy abilities. Second level, shatter has been my go-to for area effect damage, but I am also very fond of keeping Misty Step prepared to get out of jail, quickly, Mirror Image to help soak attacks, and Blur. Third level spells start to really give you some hard choices. For an evoker, fireball and lightning bolt are iconic, almost must pick spells. Fireball is more generally useful, but Lightning Bolt can be very amazing if you're good at getting enemies to line up for you. Hypnotic Pattern is a great control spell. Haste and Fly are great in various situations.
What my recommendation would be as a new player is to focus on spells that do two things at first. Damage, and defense. Control is more powerful, but also a bit more tricky for newer players. Dead players do no damage, so defense is king. Damage is fun and impactful, and doesn't present you with as much decision paralysis. Pick spells to keep yourself on your feet, work on positioning yourself to not get hit, and blast the biggest numbers of things you can hit with your fireballs and shatters.
As you get more comfy, then you can branch out into other high impact spells.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
also, I need to clear up I think a misunderstanding on my part, do my cantrips need to be evocation spells or can it be any cantrips? Like, mage hand and others for example
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
also, I need to clear up I think a misunderstanding on my part, do my cantrips need to be evocation spells or can it be any cantrips? Like, mage hand and others for example
In general, you probably will not want more than 2, maybe 3, damage dealing cantrips. Any more than that, and you will find that you have a couple that you pretty much never cast. You are better off grabbing a couple of utility spells. Some of the best ones:
Mage Hand - Infinitely useful for manipulating the environment at range, or for handling dangerous materials
Prestidigitation - Your basic catch-all utility spell, allowing you to produce a variety of small magical effects
Minor Illusion - 5' x 5' illusions that you can cast at will. Great for the creative player.
Message - Stealth communication, great for sneaking or social situations
Light - Light up that dark dungeon, great when not everyone in the party has Darkvision
Elementalism - A variety of effects using the basic elements, another one that is great for a creative player
Hope all this information helps. In the end, pick the spells that sound good to you and have fun!
A comment on "Dead players do no damage, so defense is king.", dead enemies do no damage either, taking out an enemy that does 10-15 damage a round is effectively "healing" the party 10-15 per round also. Defence and Offense need to be prioritised by the situation of each encounter. You're an evoker, so if in doubt flame something.
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As title says I’m playing a Tiefling evocation Wizard, but tbh I don’t really know what I’m doing 😭 but I was hoping for some help on what spells to pick, I’m completely new here and don’t fully understand what makes an Evocation wizard different, I just need help on Cantrips and spells. I’m starting at 7th level (I’m joining a party who is already in the middle of a big campaign)
Any help would be appreciated.
The Evoker Wizard gets abilities that boost their damage dealing with spells. Here's the basic breakdown:
Potent Cantrip: Half damage with cantrips if you miss or the enemy makes their save
Sculpt Spells: No friendly fire on Evocation spells, so you can nuke all the monsters you like without hurting your friends
Empowered Evocation: Add your Intelligence modifier to 1 damage roll for each spell (for AOE spells like Fireball, it's a single damage roll so every enemy affected takes the extra damage)
Overchannel: Automatic max damage on a level 1-5 spell once per long rest (or take damage to do it again). For a level 5 Fireball, that's a flat 60 damage to everyone hit
For cantrips, here are a few recommendations: Fire Bolt and Toll the Dead for flat damage, Mind Sliver or Ray of Frost for a little debuffing, Acid Splash for AOE minion sweeping. For utility spells, Minor Illusion, Prestidigitation, and Light are all useful. Blade Ward is decent for defensive purposes.
Some of the other damage spells that you should take a look at: Fireball, Lightning Bolt, Cone of Cold, Wall of Fire, Cloudkill, Sickening Radiance, and Synaptic Static.
At higher levels, there are some great spells like Sunbeam, Meteor Swarm, Finger of Death, and Disintegrate
You are king among men
With my cantrips, I typically like to take two that do damage; one of them that requires an attack roll, and one of them that requires a saving throw. I like them to be different damage types in case I run into resistances. As a Tiefling, you may already have firebolt if using the 2024 rules. So, for a save cantrip, two stand out to me. Toll the Dead does solid damage, and Mind Sliver reduces the enemy's next saving throw. I tend to prefer mind sliver, personally. It's psychic damage and saving throws are a big deal. Helping the enemy to fail them is good. For the rest of my cantrips, I tend to favor utility cantrips. Minor Illusion I get a lot of use out of, and I get some niche use out of Prestidigitation. I also like Mending a lot, but it's very very niche. As you level, you'll use your damage cantrips less and less, because you simply have better spells to cast.
For spells, what evocation is designed to do best, is damage, particularly area effect damage. You will find though, as you level, much as you use your cantrips less, you'll use your lower level spell slots less for damage, and you'll swap to more utility and survivability in those lower level spells. First level Damage spells like magic missile will still be relevant because they auto-hit. More often though, you'll find yourself casting things like shield to boost your AC to block an attack, or silvery barbs as an interrupt to enemy abilities. Second level, shatter has been my go-to for area effect damage, but I am also very fond of keeping Misty Step prepared to get out of jail, quickly, Mirror Image to help soak attacks, and Blur. Third level spells start to really give you some hard choices. For an evoker, fireball and lightning bolt are iconic, almost must pick spells. Fireball is more generally useful, but Lightning Bolt can be very amazing if you're good at getting enemies to line up for you. Hypnotic Pattern is a great control spell. Haste and Fly are great in various situations.
What my recommendation would be as a new player is to focus on spells that do two things at first. Damage, and defense. Control is more powerful, but also a bit more tricky for newer players. Dead players do no damage, so defense is king. Damage is fun and impactful, and doesn't present you with as much decision paralysis. Pick spells to keep yourself on your feet, work on positioning yourself to not get hit, and blast the biggest numbers of things you can hit with your fireballs and shatters.
As you get more comfy, then you can branch out into other high impact spells.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
🙏 thank you so much
also, I need to clear up I think a misunderstanding on my part, do my cantrips need to be evocation spells or can it be any cantrips? Like, mage hand and others for example
Nope you can take any cantrips you want.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Thank you so much 🙏
In general, you probably will not want more than 2, maybe 3, damage dealing cantrips. Any more than that, and you will find that you have a couple that you pretty much never cast. You are better off grabbing a couple of utility spells. Some of the best ones:
Mage Hand - Infinitely useful for manipulating the environment at range, or for handling dangerous materials
Prestidigitation - Your basic catch-all utility spell, allowing you to produce a variety of small magical effects
Minor Illusion - 5' x 5' illusions that you can cast at will. Great for the creative player.
Message - Stealth communication, great for sneaking or social situations
Light - Light up that dark dungeon, great when not everyone in the party has Darkvision
Elementalism - A variety of effects using the basic elements, another one that is great for a creative player
Hope all this information helps. In the end, pick the spells that sound good to you and have fun!
A comment on "Dead players do no damage, so defense is king.", dead enemies do no damage either, taking out an enemy that does 10-15 damage a round is effectively "healing" the party 10-15 per round also. Defence and Offense need to be prioritised by the situation of each encounter. You're an evoker, so if in doubt flame something.
Life's hard - get a helmet!