Warmage Spells

0-Level Warmage Spells (Cantrips)

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Acid Splash: Orb deals 1d3 acid damage. {PH}

Disrupt Undead: Deals 1d6 damage to one undead. {PH}

Light: Object shines like a torch. {PH}

Ray of Frost: Ray deals 1d3 cold damage. {PH}

1st-Level Warmage Spells

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Accuracy: Doubles weapon’s range increment. {CA}

Blades of Fire: Your melee weapons deal +1d6 fire damage for 1 round. {SC}

Burning Hands: 1d4/level fire damage (max 5d4). {PH}

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. {PH}

Fist of Stone: Gain +6 Str and natural slam attack. {SC}

Hail of StoneM: Rain of stone deals 1d4/level damage (max 5d4).{SC}

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). {PH}

Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/two levels beyond 1st (max 5d8). {SC}

Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/two levels beyond 1st (max 5d8). {SC}

Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/two levels beyond 1st (max 5d8). {SC}

Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/two levels beyond 1st (max 5d8). {SC}

Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/two levels beyond 1st (max 5d6). {SC}

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). {PH}

True Strike: +20 on your next attack roll. {PH}

2nd-Level Warmage Spells

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Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. ﴾⁠Melf’s acid arrow⁠﴿ {PH}

Continual FlameM: Makes a permanent, heatless torch. {PH}

Fire TrapM: Opened object deals 1d4 +1/level fire damage. {PH}

Fireburst: Adjacent subjects take 1d8/level fire damage. {SC}

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. {PH}

Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.- radius burst. {SC}

Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).

Shatter: Sonic vibration damages objects or crystalline creatures. {PH}

Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}

3rd-Level Warmage Spells

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Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}

Fireball: 1d6 damage per level, 20-ft. radius. {PH}

Flame Arrow: Arrows deal +1d6 fire damage. {PH}

Gust of Wind: Blows away or knocks down smaller creatures. {PH}

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. {PH}

Lightning Bolt: Electricity deals 1d6/level damage. {PH}

Poison: Touch deals 1d10 Con damage, repeats in 1 minute {PH}

Ring of Blades: Blades surround you, damaging other creatures (1d6+1/level damage). {SC}

Sleet Storm: Hampers vision and movement. {PH}

Stinking Cloud: Nauseating vapors, 1 round/level. {PH}

4th-Level Warmage Spells

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Blast of Flame: 60-ft. cone of fire (1d6/level damage). {SC}

Black Tentacles: Tentacles grapple all within 20-ft. spread. ﴾⁠Evard’s black tentacles⁠﴿ {PH}

Contagion: Infects subject with chosen disease. {PH}

Orb of Acid: Ranged touch, 1d6/level acid damage and target might be sickened. {SC}

Orb of Cold: Ranged touch, 1d6/level cold damage and target might be blinded. {SC}

Orb of Electricity: Ranged touch, 1d6/level electricity damage and target might be entangled. {SC}

Orb of Fire: Ranged touch, 1d6/level fire damage and target might be dazed. {SC}

Orb of Force: Globe of force deals 1d6/level damage (max 10d6). {SC}

Orb of Sound: Ranged touch, 1d4/level sonic damage and target might be deafened. {SC}

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. {PH}

Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. {PH}

5th-Level Warmage Spells

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Arc of Lightning: fiine of electricity between two crea- tures (1d6/level damage). {SC}

Cloudkill: Kills 3 HD or less; 4–6 HD save or die; 6+ HD take Con damage. {PH}

Cone of Cold: 1d6/level cold damage. {PH}

Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold. {SC}

Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage. {SC}

Flame Strike: Smite foes with divine fire (1d6/level damage). {PH}

Prismatic Ray: Ray of light blinds target, deals random effect. {SC}

6th-Level Warmage Spells

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Acid Fog: Fog deals acid damage. {PH}

Blade Barrier: Wall of blades deals 1d6/level damage. {PH}

Chain Lightning: 1d6/level damage; 1 secondary bolt/ level each deals half damage. {PH}

Circle of DeathM: Kills 1d4/level HD of creatures. {PH}

Disintegrate: Makes one creature or object vanish. {PH}

Fire Seeds: Acorns and berries become grenades and bombs. {PH}

Freezing Sphere: Freezes water or deals cold damage. ﴾⁠Otiluke’s freezing sphere⁠﴿ {PH}

TransformationM: You gain combat bonuses. ﴾⁠Tenser’s or fighter’s transformation⁠﴿ {PH}

7th-Level Warmage Spells

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Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. {PH}

Earthquake: Intense tremor shakes 80-ft. radius. {PH}

Finger of Death: Kills one subject. {PH}

Fire Storm: Deals 1d6/level fire damage. {PH}

Mage’s SwordF: Floating magic blade strikes opponents. ﴾⁠Mordenkainen’s sword⁠﴿ {PH}

Prismatic Spray: Rays hit subjects with variety of effects. {PH}

Sunbeam: Beam blinds and deals 4d6 damage. {PH}

Waves of Exhaustion: Several targets become exhausted. {PH}

8th-Level Warmage Spells

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Horrid Wilting: Deals 1d6/level damage within 30 ft. {PH}

Incendiary Cloud: Cloud deals 4d6 fire damage/round. {PH}

Polar Ray: Ranged touch attack deals 1d6/level cold damage. {PH}

Prismatic Wall: Wall’s colors have array of effects. {PH}

Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. {PH}

Shout, Greater: Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects. {PH}

Sunburst: Blinds all within 10 ft., deals 6d6 damage. {PH}

9th-Level Warmage Spells

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Elemental Swarm: Summons multiple elementals. {PH}

Implosion: Kills one creature/round. {PH}

Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. {PH}

Prismatic Sphere: As prismatic wall, but surrounds on all sides. {PH}

Wail of the Banshee: Kills one creature/level. {PH}

Weird: As phantasmal killer, but affects all within 30 ft. {PH}