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|Sorcery||Blood Sorcery||Evocative Sorcery||Ritual Sorcery|
Evocative sorcery is direct and flashy. Evokers focus on getting the most out of each spell, and always being able to focus mystic power when they need it. This means they tire more easily than blood mages, but most Evokers consider that to be a non-issue as long as the energy is spent in better ways.
Evokers who apply their effects creatively can get much better results than those who don’t. Instead of smashing an opponent with an overwhelming wave of force, it’s good to look at alternatives, like carefully targeting a crumbling wall or building next to the opponent and letting it fall on him.
Inner Fire (20 points)
Spells: The first level of Evocation allows the sorcerer to learn and cast spells of the first circle.
Casting spells above the first circle is possible for an Evoker, but the energy cost is magnified, and the Evoker may pass out before he can complete the spell. The Evoker can learn higher level spells but requires a powerful magical item for each casting, such as might be created in a particularly strong Domain. These items are consumed with every casting.
Energy Spike: The signature ability of the Evoker is a simple blast of energy. Most Evokers can call forth two types of energy, pure magic, and energy based on their Essence. All Evokers learn to cast spells that generate forces or objects more efficiently, and are not as tired by them. Those spells tend to pack slightly more punch then when cast by a Blood Mage as well.
Mage Hand: Evokers learn a very efficient version of telekinisis that allows them to manipulate objects at a distance. The amount lifted isn’t huge, but fine manipulations are possible. If the Evoker could do it with two hands, it can be done by this spell. Lifting is based on the Evoker’s Wisdom, an Exceptional Wisdom lets the Evoker lift about ten pounds or so.
Aura of Light (30 points)
Conduit (40 points)