Evocable spells
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Evocable spells are spells that have a different effect when EVOKEd versus being cast.
Spells Using Evoke
Below is a list of evocable spells. For additional details, be sure to check on the individual spell pages.
- With 20 ranks of Spiritual Lore, Summoning, evoking will cast a bolt version of the spell costing 9 mana.
- Evoking Light (205) will cast Darkness.
- With 25 ranks of Spiritual Lore, Blessings a group version is cast when evoked. This version has a 60 second duration and a 180 second cooldown, applied to each target of the spell. The EVOKE version of the spell is exempt from spell-removal mechanics.
- With 35 ranks of Spiritual Lore, Blessings a group version is cast when evoked. This version has a 60 second duration and a 180 second cooldown, applied to each target of the spell. The EVOKE version of the spell is exempt from spell-removal mechanics.
- Evoking uses the empowered version of the spell if the caster has stored holy magic. This will cause all damage over time (DoT) rounds of the spell to trigger.
- Evoking increases the maximum number of targets but makes the spell non-player friendly unless the player is converted to the same pantheon as the caster.
- With 20 ranks of Elemental Lore, Air, evoking will cast a bolt version of the spell.
- With 50 ranks of Elemental Lore, Air, evoking will cast a group version of the spell.
- Evoking casts a group-friendly version of the spell that will hit more targets based on Elemental Mana Control skill (# of targets = [5 + (Elemental Mana Control Skill ÷ 50)]). It can also be used with specific elements based on lore training or attunement (see spell page for full details).
- Evoking casts a less damaging version of the spell for 15 mana intended to disable a target. Successful hits will apply roundtime to the target during cycles.
- EVOKE at a container to attempt to grab a random item from inside.
- With 20 ranks of Sorcerous Lore, Necromancy, evoking will cast a bolt version of the spell.
- A self-cast version for warmages that grants +10 enhancive weapon skill bonus.
- With 20 ranks of Elemental Lore, Fire, evoking converts this spell to Minor Steam (1707).
- With 30 ranks of Elemental Lore, Water, evoking converts this spell to Major Acid (1710).
- Evoking gives the caster 5 or more (based on Elemental Lore, Earth) self-cast charges of Tremors. STOMP to spend a charge to cause a single round of Tremors. Each STOMP costs up to 5 mana, decreasing with Elemental Mana Control.
- With 50 ranks of Elemental Lore, Air, evoking will cast a group version with a two-minute duration for each member.
- Evoking casts a self-cast only version.
- Evoking casts a self-cast only version.
- Evoking casts a self-cast only version.
- EVOKE {target} to cast the bolt version.