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Warmage Spells

By September 27, 2022October 25th, 2022Spells, Warmage

Warmage Spells

 

Warmage Spell List

Unlike other spellcasters, warmages only learn cantrips, which they pick from the following list when they gain certain levels in their class. If a cantrip appears on the wizard spell list which is not represented here, the GM can allow this cantrip to be a warmage spell as well. Spells marked with an asterisk (*) are new to this class.

 

Cantrips (0 Level)

Acid Splash
Arc Blade*
Burning Blade*
Chill Touch
Fire Bolt
Force Buckler*
Force Dart*
Force Weapon*
Frigid Blade*
Light
Mage Hand
Magic Daggers*
Mending
Minor Illusion
Phantom Grapnel*
Poison Spray
Prestidigitation
Produce Flame
Quickstep*
Ray of Frost
Shocking Grasp
Sonic Pulse*
Springheel*
True Strike

 

Blade Cantrips:
When a warmage uses a cantrip which calls for a melee weapon attack, such as burning blade or frigid blade, they can apply their class features and warmage tricks to the weapon damage dealt.
     Furthermore, blade cantrips aren’t intended to function with spells of 1st level or higher which conjure weapons made entirely of magic. The GM decides if blade cantrips can be cast with such weapons.

 

Spell Descriptions

The following spells are presented in alphabetical order.

 

Arc Blade

Evocation cantrip
Casting Time:1 action
Range: Self (5-foot radius)
Components: V,M (a melee weapon)
Duration:Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is lightning damage instead of its normal type. Additionally, an arc of lightning jumps to a creature you choose within 5 feet of the target, dealing 1d6 lightning damage.
     This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d8 lightning damage, and the secondary damage deals an additional 1d6 lightning damage to their targets. Both damage rolls increase by one die at 11th level (2d8 and 3d6) and 17th level (3d8 and 4d6).

Burning Blade

Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V,M (a melee weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the weapon attack’s normal effects, except that any damage dealt by the attack is fire damage instead of its normal type. Additionally, embers whirl in the target’s space. Until the start of your next turn, when a creature enters the space for the first time or ends its turn there, you can use your reaction to deal 1d6 fire damage to the creature, ending the spell.
     This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an additional 1d6 fire damage to the target on a hit, and the secondary damage deals an additional 1d6 fire damage to its target. Both damage rolls increase by one die at 11th level (2d6 and 3d6) and 17th level (3d6 and 4d6).

Force Buckler

Abjuration cantrip
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a specially prepared gauntlet worth at least 5 gp)
Duration: 1 round

You summon a translucent yet visible field of force, which springs forth from the prepared gauntlet. Until the start of your next turn, this shield grants you a +2 bonus to your Armor Class, as if you were wielding a shield. This spell ends early if you are hit by an attack.

Force Dart

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a specially prepared gauntlet worth at least 5 gp)
Duration: Instantaneous

You fling a dart of magical force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
     This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Force Weapon

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V,S,M (a specially prepared gauntlet worth at least 5 gp)
Duration: 1 round

You conjure a blade of magical force in the air, which lashes out at your foes. Make a melee spell attack against a creature within range. On a hit, the target takes 1d10 force damage. The blade remains in existence for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an opportunity attack.
     You can make 1 additional attack on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).

Frigid Blade

Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V,M (a melee weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the attack deals cold damage instead of its normal type. Additionally, the target is covered in a brittle frost until the start of your next turn. If the target willingly moves before then, you can use your reaction to deal 1d8 cold damage to the target, ending the spell.
     At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th level (3d8 and 4d8).

Magic Daggers

Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous

With a flourish, you conjure a throwing dagger of magical force out of thin air and flick it from your wrist at a target you can see. Make a ranged spell attack roll against a creature within range. On a hit, the target takes 1d6 magical piercing damage. The dagger vanishes after the attack.
     At higher levels, you conjure more daggers out of force and make additional attacks: two daggers at 5th level, three daggers at 11th level, and four daggers at 17th level. You can use the daggers to attack the same target or different ones. Make a separate attack roll for each dagger.

Phantom Grapnel

Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke opportunity attacks for this movement as normal. When you target a creature of Large size or smaller, you pull the target up to 10 feet towards you. A creature can make a Strength saving throw to resist this movement.

Quickstep

Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round

You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your walking speed increases by 10 feet until the start of your next turn.

Sonic Pulse

Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous

You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d8 thunder damage and is deafened until the start of your next turn.
     If the spell’s target is within 10 feet of you, this spell’s damage becomes d10s, instead of d8s.
     This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Springheel

Transmutation cantrip
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: 1 round

You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet until the start of your next turn, and you can make a running high jump or a running long jump without a running start.

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