Evocation [see text]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: None
Spell Resistance: Yes
Spell Points: 1
This simplest of evocations remains as one as the most reliable.
At the time of casting, you choose between cold, electricity, fire, or sonic damage.
You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.
Cold: A ray of this energy type deals +1 point of damage per die.
Electricity: Casting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on caster level checks for the purpose of overcoming spell resistance.
Fire: A ray of this energy type deals +1 point of damage per die. (This was the form of the spell that was discovered first among Evokers. Although further research showed that the same spell could produce the other energy types with minimal modifications, the name of “scorching ray” stuck.)
Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object’s hardness.
This spell’s descriptor is the same as the type of energy you selected.
Augment: For every additional spell point you spend, this spell’s damage increases by one die (d6).