More on Evocations...
Evocation Check Modifiers
Supercharged emotional state ... +2
Appropriate energy source within range (Improved Energy Use class feature*) ... +2
Make yourself fatigued (Skilled Evoker feat, or Wizard/Sorcerer, only) ... +4
Damage yourself (Wizard/Sorcerer only) ... +1/hit point dealt to yourself (maximum 1/2 your class level, round up)
Fatigued ... -2
Exhausted ... -4
Notes:
Supercharged emotional state: Applies when the evoker is fighting for something more important to them than life itself. This should be a rare bonus.
Appropriate energy source within range: This is things like Harry freezing water to power his fire. *See the class feature (whenever I get around to writing up the Wizard/Sorcerer class...)
Example: John Doe, a 4th level Wizard of the Council, is awakened by a suspicious sound and runs into the next room, where he sees a Renfield Black Court minion standing over his newborn son's crib. Fire is too dangerous to use in this situation, so he lights up with an Electricity evocation instead. To put as much power as possible into the decisive first shot, before the Renfield can harm the child, he makes himself fatigued (+4 bonus) and burns 2 hit points (+2 bonus). Since his son's life is at stake, he gains the +2 bonus for supercharged emotional states. Adding all these to his +2 Charisma modifier and his +2 bonus from his class levels, he rolls a 26 (base 14 + total bonus 12). The lightning bolt slams into the Renfield. Surprisingly, he makes his DC 13 (10, +2 Charisma bonus, +1 Wizard/Sorcerer class feature) Fortitude save for half damage despite his low save modifier; unfortunately for the vampiric minion, John Doe rolls 19 damage on his 3d8, and even half of that (9 damage) is enough to kill the 6-hit-point Renfield. John is severely winded by his exertion, but his son's life is saved. Of course, now he has to do something about the apparently-human lightning-struck corpse in his son's bedroom...
Electricity
Includes hurling bolts of lightning, supercharging metal objects with a deadly shock, etc.
DC Range Damage (Fortitude save halves)
5 10 feet 1d3 electricity damage
10 20 feet 1d6 electricity damage
15 40 feet 1d8 electricity damage
20 60 feet 2d8 electricity damage
25 90 feet 3d8 electricity damage
30 120 feet 4d8 electricity damage
+5 +40 feet +1d8 electricity damage
The lightning bolt's length is equal to its range (it extends from just in front of the evoker's hand, blasting rod, or other casting tool to the limit of its range). Unless shaped by a skilled Wizard/Sorcerer (using the Shape Evocation class feature), it is 1 inch wide and deep, so it will not harm scenery or innocent bystanders as fire will. (Of course, it is also less damaging than fire; there are always tradeoffs...)
The electricity evocation can also be used to make a single melee attack with a metal weapon as a full-round action. If it hits, it will deal normal damage plus electricity damage.
Wind
Includes shoving objects around, knocking your foes off their feet or into unconsciousness, etc.
DC Range Nonlethal Damage (Reflex save halves)
5 10 feet 1d3 nonlethal bludgeoning damage
10 20 feet 1d4 nonlethal bludgeoning damage
15 30 feet 1d6 nonlethal bludgeoning damage
20 50 feet 2d6 nonlethal bludgeoning damage
25 70 feet 3d6 nonlethal bludgeoning damage
30 100 feet 4d6 nonlethal bludgeoning damage
+5 +30 feet +1d6 nonlethal bludgeoning damage
The wind blast's length is equal to its range (it extends from just in front of the evoker's hand, blasting rod, or other casting tool to the limit of its range). Unless shaped by a skilled Wizard/Sorcerer (using the Shape Evocation class feature), it is 10 feet wide and deep, so it will throw objects around and otherwise wreck the area in a rather large chunk of the scenery. However, its effects on innocent bystanders, while they may be painful, are nonfatal.
A wind evocation is generally cast to knock down or unbalance your foes rather than to damage them. It deals the least damage of all evocations, but creatures who fail their Reflex saves are automatically knocked off balance (-1 penalty to attack rolls, saving throws, and evocation checks next round), and are knocked prone (if Large or larger) or knocked prone and shoved back 10 feet (if Medium or smaller) if they fail their saves by 5 points or more. Inanimate objects up to (50 pounds x the evocation check result) are shoved 10 feet automatically; objects less than 10 pounds are blown to the limit of the wind blast's range.