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