This document lists various warmage spells organized by level. It includes 0th-level spells that deal elemental damage like acid splash or ray of frost. 1st-level spells allow damaging attacks such as burning hands or magic missile. Higher level spells inflict greater damage over larger areas, for example fireball at 3rd level deals 1d6 damage per caster level to those in a 20-foot radius. Many spells deal elemental damage types like fire, cold, or electricity to harm opponents. Higher levels introduce more powerful spells to engulf foes in clouds of poison or lines of lightning.
This document lists various warmage spells organized by level. It includes 0th-level spells that deal elemental damage like acid splash or ray of frost. 1st-level spells allow damaging attacks such as burning hands or magic missile. Higher level spells inflict greater damage over larger areas, for example fireball at 3rd level deals 1d6 damage per caster level to those in a 20-foot radius. Many spells deal elemental damage types like fire, cold, or electricity to harm opponents. Higher levels introduce more powerful spells to engulf foes in clouds of poison or lines of lightning.
This document lists various warmage spells organized by level. It includes 0th-level spells that deal elemental damage like acid splash or ray of frost. 1st-level spells allow damaging attacks such as burning hands or magic missile. Higher level spells inflict greater damage over larger areas, for example fireball at 3rd level deals 1d6 damage per caster level to those in a 20-foot radius. Many spells deal elemental damage types like fire, cold, or electricity to harm opponents. Higher levels introduce more powerful spells to engulf foes in clouds of poison or lines of lightning.
This document lists various warmage spells organized by level. It includes 0th-level spells that deal elemental damage like acid splash or ray of frost. 1st-level spells allow damaging attacks such as burning hands or magic missile. Higher level spells inflict greater damage over larger areas, for example fireball at 3rd level deals 1d6 damage per caster level to those in a 20-foot radius. Many spells deal elemental damage types like fire, cold, or electricity to harm opponents. Higher levels introduce more powerful spells to engulf foes in clouds of poison or lines of lightning.
Source Spell Name Brief Description Core Acid Splash: Orb deals 1d3 acid damage. Core Disrupt Undead: Deals 1d6 damage to one undead. Core Light: Object shines like a torch. Core Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL WARMAGE SPELLS Uses Per Day:
Source Spell Name Brief Description SpC Accuracy: Doubles weapon’s range increment. Core Burning Hands: 1d4/level fire damage (max 5d4). Core Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. SpC Fist of Stone: Gain +6 Str and natural slam attack. Core Hail of Stone: Rain of stone deals 1d4/level damage (max 5d4). Core Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). SpC Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8). SpC Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8). SpC Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8). SpC Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8). SpC Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6). Core Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Core True Strike: +20 on your next attack roll.
2ND-LEVEL WARMAGE SPELLS Uses Per Day:
Source Spell Name Brief Description SpC Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round. Core Continual Flame: Makes a permanent, heatless torch. Core Fire Trap: Opened object deals 1d4 +1/level fire damage. SpC Fireburst: Adjacent subjects take 1d8/level fire damage. Core Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage SpC Ice Knife: in 10-ft.-radius burst. Core Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Core Pyrotechnics: Turns fire into blinding light or choking smoke. Core Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Core Shatter: Sonic vibration damages objects or crystalline creatures. SpC Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
3RD-LEVEL WARMAGE SPELLS Uses Per Day:
Source Spell Name Brief Description Creatures attacking you take fire damage; you’re protected from heat Core Fire Shield: or cold. Core Fireball: 1d6 damage per level (max. 10d6), 20-ft. radius. Core Flame Arrow: Arrows deal +1d6 fire damage. Core Gust of Wind: Blows away or knocks down smaller creatures. Core Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Core Lightning Bolt: Electricity deals 1d6/level damage. Core Poison: Touch deals 1d10 Con damage, repeats in 1 min. SpC Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage). Core Sleet Storm: Hampers vision and movement. Core Stinking Cloud: Nauseating vapors, 1 round/level.
4TH-LEVEL WARMAGE SPELLS Uses Per Day:
Source Spell Name Brief Description Core Blast of Flame: 60-ft. cone of fire (1d6/level damage). Core Contagion: Infects subject with chosen disease. Core Evard’s Black Tentacles: Tentacles grapple all within 20-ft. spread. SpC Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened. SpC Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded. Ranged touch, 1d6/level electricity damage and target might be SpC Orb of Electricity: entangled. SpC Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed. SpC Orb of Force: Globe of force deals 1d6/level damage (max 10d6). SpC Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened. Core Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. Core Shout: Deafens all within cone and deals 5d6 sonic damage. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Core Wall of Fire: Passing through wall deals 2d6 damage +1/level. 5TH-LEVEL WARMAGE SPELLS Uses Per Day: Source Spell Name Brief Description SpC Arc of Lightning: Line of electricity between two creatures (1d6/level damage). Core Cloudkill: Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage. Core Cone of Cold: 1d6/level cold damage. Core Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold. SpC Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage. . Core Flame Strike: Smite foes with divine fire (1d6/level damage). SpC Prismatic Ray: Ranged touch, ray of light blinds target, deals random effect.