Evokers conjure energies from the Elemental Plane to cast powerful magics.
At Level 1, when you cast a spell, you can expend an additional available cast of the spell to empower an aspect of the spell. You can strengthen its Power, Form, or Influence.
Power: You add an additional damage dice to the spell cast.
Form: You can choose to increase the area of a spell by up to 10 feet if it has an area. You can choose to increase the range of a ranged spell by up to 30 feet. You can cast a Self spell for 1 less AP.
Influence: The spell cast gains a +2 bonus to its Accuracy or Spell Save DC.
At Level 5, if you are maintaining two continuous spells, the Upkeep AP cost of one of the spells is reduced by 1 AP.
If you cast the same spell twice on the same turn, the second cast of the spell gains a +1 to its Accuracy and Spell DC.
At Level 9, your Spells gain a +1 bonus to their critical range.
At Level 13, when you use Higher Casting, you gain an additional benefit depending on if you chose to empower the spell’s Power, Form or Influence.
Power: You add your Intelligence bonus as additional damage to the spell cast.
Form: You can choose to cast a Self spell on a willing target that you touch.
Influence: You can magically perform the Help action a single time for 1 AP, and from up to 30 feet away, until the start of your next turn.
At Level 17, you gain access to a spell that all Evokers strive to master; an enigmatic magic that is a testament to Ruin itself, known as Primal Evocation.