System Reference Document 5.2.1
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Level 8 Wizard Spells
Spell School Special
Antimagic Field Abjuration C
Antipathy/Sympathy Enchantment —
Befuddlement Enchantment —
Clone Necromancy M
Control Weather Transmutation C
Demiplane Conjuration —
Dominate Monster Enchantment C
Incendiary Cloud Conjuration C
Maze Conjuration C
Mind Blank Abjuration —
Power Word Stun Enchantment —
Sunburst Evocation —
Level 9 Wizard Spells
Spell School Special
Astral Projection Necromancy M
Foresight Divination —
Gate Conjuration C, M
Imprisonment Abjuration M
Meteor Swarm Evocation —
Power Word Kill Enchantment —
Prismatic Wall Abjuration —
Shapechange Transmutation C, M
Time Stop Transmutation —
True Polymorph Transmutation C
Weird Illusion C
Wish Conjuration —
Wizard Subclass: Evoker
Create Explosive Elemental Effects
Your studies focus on magic that creates powerful 
elemental effects such as bitter cold, searing flame, 
rolling thunder, crackling lightning, and burning 
acid. Some Evokers find employment in military 
forces, serving as artillery to blast armies from 
afar. Others use their power to protect others, while 
some seek their own gain.
Level 3: Evocation Savant
Choose two Wizard spells from the Evocation 
school, each of which must be no higher than level 2, 
and add them to your spellbook for free.
 In addition, whenever you gain access to a new 
level of spell slots in this class, you can add one Wiz-
ard spell from the Evocation school to your spell -
book for free. The chosen spell must be of a level for 
which you have spell slots.
Level 3: Potent Cantrip
Your damaging cantrips affect even creatures that 
avoid the brunt of the effect. When you cast a can -
trip at a creature and you miss with the attack roll 
or the target succeeds on a saving throw against the 
cantrip, the target takes half the cantrip’s damage 
(if any) but suffers no additional effect from the 
cantrip.
Level 6: Sculpt Spells
You can create pockets of relative safety within the 
effects of your evocations. When you cast an Evoca-
tion spell that affects other creatures that you can 
see, you can choose a number of them equal to 1 
plus the spell’s level. The chosen creatures automat -
ically succeed on their saving throws against the 
spell, and they take no damage if they would nor -
mally take half damage on a successful save.
Level 10: Empowered Evocation
Whenever you cast a Wizard spell from the Evoca-
tion school, you can add your Intelligence modifier 
to one damage roll of that spell.
Level 14: Overchannel
You can increase the power of your spells. When 
you cast a Wizard spell with a spell slot of levels 1–5 
that deals damage, you can deal maximum damage 
with that spell on the turn you cast it.
 The first time you do so, you suffer no adverse ef -
fect. If you use this feature again before you finish a 
Long Rest, you take 2d12 Necrotic damage for each 
level of the spell slot immediately after you cast it. 
This damage ignores Resistance and Immunity.
 Each time you use this feature again before finish -
ing a Long Rest, the Necrotic damage per spell level 
increases by 1d12.