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Evocation Spells By Level List

Evocation Spells By Level List

Check out the best spells in the well-loved blasting Evocation school of magic in 5e DnD below.

Cantrip

Eldritch Blast

This is a Warlock’s bread and butter. Considering the small number of spells you can cast per day, even assuming your party takes short rests frequently, most spell-oriented Warlocks (not Hexblades) prefer to rely on Eldritch Blast in combat and save their precious spells for social or utility spells.

Numerous Eldritch Invocations modify your Eldritch Blast, and a combination with hex can be just as powerful as a weapon-user. 

Level 1

Faerie Fire

This is a fantastic way to give your allies advantage on their attacks and expose any foes who might be trying to stay hidden and invisible. 

Guiding Bolt

This spell is excellent because it does a fair amount of radiant damage and gives someone else advantage on their next attack against your foe.

This way, support casters like Druids and Clerics can deal damage without feeling selfish about using their turn to do something other than assist their party members. 

Healing Word

This is a convenient healing spell that works on a bonus action. You can heal someone and still cast a cantrip on the same turn. 

Level 2

Darkness

There is a fantastic strategy with this spell if you’re someone who consistently makes attack rolls or spell attack rolls and you access the Eldritch Invocation Devil’s Sight.

When you’re unseen by enemies, you have advantage on attack rolls. If you’re a Rogue, that’s an automatic Sneak Attack. Even if you aren’t, casting Darkness on something you’re wearing lets you stay obscured and fire off arrows or magic with advantage.

If you aren’t a Warlock, you’ll need to spend a feat on getting Devil’s Sight, but it’s absolutely worth it. If you have the feat Elven Accuracy, you’re unstoppable. 

Level 3

Fireball

Fireball is a fantastic way to solve overcrowding in a battle. It has a 150-foot range and causes a fair amount of damage at 3rd level. If you can drop this at the beginning of a fight before you rush in, you can likely take out most of your foes or severely damage them before they ever draw their weapons. 

Sending

Is this one of the best Evocation spells? Well, that depends. If you’re going through a dungeon crawl or otherwise aren’t frequently interacting with NPCs, no sending isn’t for you.

However, if you need to communicate or update NPCs regularly, this spell is a must-have. Just remember that you only get 25 words per casting so don’t be a chatterbox!

Level 4

Widogast’s Web of Fire

Named after the Wizard Caleb Widogast from Critical Role Campaign 2, this spell lets you split up your damage among multiple enemies or consolidate it all.

Having the choice makes a big difference if you’re fighting a crowd. Plus, since you can direct your flames, you can avoid hitting your allies in melee. 

Level 5

Holy Weapon

Holy Weapon is an iconic spell for the Paladin since it allows you to add radiant damage to all of your strikes, which scales with Divine Smite and makes your weapon shed light in an enormous radius.

This spell is an excellent way to overcome resistance to non-magical weapons or pile on the damage. You can end the spell and cause more damage, along with potential blindness, but unless you desperately need to do something else with your concentration, you shouldn’t purposefully end the spell. 

Wrath of Nature

As long as you’re in a forest or similarly overgrown area, this is a fantastic spell.

Unfortunately, most DMs aren’t kind enough to tell you about the site ahead of time, and higher-level parties tend to move around a lot during a single session. However, it is fascinating to think of all the ways your trees, rocks, and grass can trip up your enemies. 

Level 6

Chain Lightning

Sometimes, you want to zap a few people near each other without accidentally torching your melee allies. You could ask them to get out of the way of your area-of-effect spell, but with Chain Lightning, you can singe your enemies without hitting anyone else. 

Sunbeam

Sunbeam may seem underwhelming at first, but Sorcerers have a unique opportunity to capitalize on its ongoing effects.

After the initial casting, as long as you maintain concentration, you can use your actions on subsequent turns to fire off additional beams. Since that doesn’t count as casting a new spell, you could use the Metamagic Quicken Spell to cast other spells as bonus actions while also attempting to blind enemies. 

Level 7

Forcecage

This spell has no saving throw. That’s right: you can just cast this and watch the chaos unfold. You trap one or more creatures in an area they cannot leave unless they magically teleport.

Even then, it requires a successful Charisma saving throw. It isn’t a concentration spell either so you can combine this with something devastating like Delayed Blast Fireball or Sickening Radiance

Prismatic Spray

This is a funny spell because you get to roll different damage effects for every target.

One guy might get burned to a crisp while the person standing next to him gets dissolved in acid. This can be a bit challenging if you’re facing enemies that are resistant or immune to one or more of your options since you might roll those ones. 

Level 8

Dark Star

There are a few interesting points about this spell. For one thing, you have a radius of up to 40 feet, meaning that you can actually make it whatever size would be most convenient.

Within your radius is magical darkness, difficult terrain, a deafening roar, and no one can cast spells with verbal components inside. Not to mention the fact that anyone who starts their turn in there can take up to 8d10 force damage. 

Maddening Darkness

If you’ve been enjoying Hunger of Hadar, you’ll love this spell. You create a large area of magical darkness (that you can see through) with the bonus that light from spells like Dawn can’t illuminate the space.

Anyone who starts their turn in the darkness must succeed on a Wisdom saving throw or take a decent amount of psychic damage.

Level 9

Meteor Swarm

Meteor Swarm is a fun time. There are no two ways about it. Each meteor has a 40-foot-radius of damage and you’re summoning four of them.

A single meteor does 20d6 fire and 20d6 bludgeoning damage for everyone who doesn’t succeed on their Dexterity saving throws. Even if they do, unless they have the Evasion feature, they’ll still be taking an average of 120 points of damage.

Evocation Spells 5e Complete List

Here is a list of the Evocation Spells in 5e. Make sure to check out our guides on Cleric Spells 5e and Paladin Spells 5e too.

Cantrip

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

  • Dark Star
  • Earthquake
  • Maddening Darkness
  • Sunburst
  • Telepathy

9th Level

Evocation Spells in DnD 5e