print dmg type overview short list:
Array ( [0] => Miscellaneous [1] => Slash [2] => Blunt [3] => Pierce [4] => Acid [5] => Chaos [6] => Cold [7] => Divine [8] => Electricity [9] => Evil [10] => Fire [11] => Force [12] => Good [13] => Law [14] => Light [15] => Negative [16] => Positive [17] => Repair [18] => Sonic )


Spell: Ball Lightning - Lv: 4 - SP: 30 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 15, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 8): Electricity


Spell: Blade Barrier - Lv: 6 - SP: 40 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 15, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 1): Slash


Spell: Burning Hands - Lv: 1 - SP: 10 > 1d2+2
BaseDice: 2, StartingDice(s): 1, MaxDices: 5, increase each 1 levels, BonusDmg: 2, Damage Type (not in use yet A): Fire


Spell: Chain Lightning - Lv: 5 - SP: 35 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 20, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 8): Electricity


Spell: Chill Touch - Lv: 1 - SP: 10 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 5, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet F): Negative


Spell: Cometfall - Lv: 6 - SP: 40 > 2d3+6
BaseDice: 3, StartingDice(s): 2, MaxDices: 20, increase each 2 levels, BonusDmg: 6, Damage Type (not in use yet 2): Blunt


Spell: Cone of Cold - Lv: 4 - SP: 30 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 15, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 6): Cold


Spell: Cure Light Wounds - Lv: 1 - SP: 10 > 1d4+5
BaseDice: 4, StartingDice(s): 1, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet FG): Negative / Positive


Spell: Cure Moderate Wounds - Lv: 2 - SP: 15 > 2d4+5
BaseDice: 4, StartingDice(s): 2, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet FG): Negative / Positive


Spell: Cure Serious Wounds - Lv: 4 - SP: 30 > 4d4+5
BaseDice: 4, StartingDice(s): 4, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet FG): Negative / Positive


Spell: Deific Vengeance - Lv: 2 - SP: 15 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 5, increase each 2 levels, BonusDmg: 3, Damage Type (not in use yet C): Good


Spell: Delayed Blast Fireball - Lv: 6 - SP: 40 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 20, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet A): Fire


Spell: Disintegrate - Lv: 6 - SP: 40 > 2d3+6
BaseDice: 3, StartingDice(s): 2, MaxDices: 20, increase each 1 levels, BonusDmg: 6, Damage Type (not in use yet 1): Slash


Spell: Fire Ball - Lv: 3 - SP: 20 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 10, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet A): Fire


Spell: Flame Strike - Lv: 5 - SP: 35 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 15, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 7A): Divine / Fire


Spell: Force Missle - Lv: 3 - SP: 25 > 2d3+5
BaseDice: 3, StartingDice(s): 2, MaxDices: 20, increase each 4 levels, BonusDmg: 5, Damage Type (not in use yet B): Force


Spell: Glyph of Warding - Lv: 3 - SP: 20 > 1d4+4
BaseDice: 4, StartingDice(s): 1, MaxDices: 5, increase each 2 levels, BonusDmg: 4, Damage Type (not in use yet 1): Slash


Spell: Lightning Bolt - Lv: 3 - SP: 20 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 10, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 8): Electricity


Spell: Magic Missle - Lv: 1 - SP: 10 > 1d2+3
BaseDice: 2, StartingDice(s): 1, MaxDices: 5, increase each 2 levels, BonusDmg: 3, Damage Type (not in use yet B): Force


Spell: Melfs Acid Arrow - Lv: 2 - SP: 15 > 2d2+2
BaseDice: 2, StartingDice(s): 2, MaxDices: 20, increase each 3 levels, BonusDmg: 2, Damage Type (not in use yet 4): Acid


Spell: Niacs Cold Ray - Lv: 1 - SP: 10 > 1d5+5
BaseDice: 5, StartingDice(s): 1, MaxDices: 5, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet 6): Cold


Spell: Nimbus of Light - Lv: 1 - SP: 10 > 1d4+5
BaseDice: 4, StartingDice(s): 1, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet E): Light


Spell: Polar Ray - Lv: 8 - SP: 50 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 25, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 6): Cold


Spell: Repair Light Damage - Lv: 1 - SP: 10 > 1d4+5
BaseDice: 4, StartingDice(s): 1, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet H): Repair


Spell: Repair Moderate Damage - Lv: 2 - SP: 15 > 2d4+5
BaseDice: 4, StartingDice(s): 2, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet H): Repair


Spell: Repair Serious Damage - Lv: 4 - SP: 30 > 4d4+5
BaseDice: 4, StartingDice(s): 4, MaxDices: 20, increase each 1 levels, BonusDmg: 5, Damage Type (not in use yet H): Repair


Spell: Scorching Ray - Lv: 2 - SP: 15 > 4d3+12
BaseDice: 3, StartingDice(s): 4, MaxDices: 3, increase each 4 levels, BonusDmg: 12, Damage Type (not in use yet A): Fire


Spell: Searing Light - Norm - Lv: 3 - SP: 20 > 1d4+4
BaseDice: 4, StartingDice(s): 1, MaxDices: 5, increase each 2 levels, BonusDmg: 4, Damage Type (not in use yet E): Light


Spell: Searing Light - Undead - Lv: 3 - SP: 20 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 10, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet E): Light


Spell: Shocking Gasp - Lv: 1 - SP: 10 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 5, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet 8): Electricity


Spell: Symbol of Flame - Lv: 4 - SP: 30 > 1d3+3
BaseDice: 3, StartingDice(s): 1, MaxDices: 10, increase each 1 levels, BonusDmg: 3, Damage Type (not in use yet A): Fire