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Assassin's Spellbook - The Homebrewery

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Assassin’s Arcanery
All Assassin spells. Brought to you by Murder Hobos Inc.
Table Of Contents
Assassin’s Arcanery
1ST-LEVEL ASSASSIN SPELLS
2ND-LEVEL ASSASSIN SPELLS
3RD-LEVEL ASSASSIN SPELLS
4TH-LEVEL ASSASSIN SPELLS
st
1 -level Spell Descriptions
ADDICTION
ANGRY ACHE
BLACK BAG
BLADE OF BLOOD
BLOODLETTING
CATSFEET
COMBAT READINESS
CRITICAL STRIKE
DEAD END
DEATH GRIMACE
DETECT POISON
DISGUISE SELF
DISTRACT ASSAILANT
EBON EYES
FEATHER FALL
GHOST SOUND
HEALER’S VISION
INSIGHTFUL FEINT
INSTANT LOCKSMITH
INSTANT SEARCH
JUMP
LIGHTFOOT
LOW-LIGHT VISION
MIMICRY
OBSCURING MIST
REAVING AURA
ROOFTOP STRIDER
SECRET WEAPON
SHADOW DOUBLE
SHOCK AND AWE
SILENT PORTAL
SLEEP
SNIPER’S SHOT
SNUFF THE LIGHT
STICKY FINGERS
STUPOR
TRUE STRIKE
VIGILANT SLUMBER
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nd
-level Spell Descriptions
ABSORB WEAPON
ALTER SELF
ANIMATE WEAPON
BLADE OF PAIN AND FEAR
CAT’S GRACE
DARKLIGHT
DARKNESS
FALSE PEACEBOND
FELL THE GREATEST FOE
FIRE SHURIKEN
FOX’S CUNNING
ICE KNIFE
ILLUSORY SCRIPT
INCREASE VIRULENCE
INVISIBILITY
INVISIBILITY, SWIFT
IRON SILENCE
MARKED OBJECT
NEAR HORIZON
PASS WITHOUT TRACE
PHANTOM FOE
RETURNING WEAPON
SACRIFICIAL SKILL
SLEEP
SMOKE STAIRS
SPIDER CLIMB
SUMMON WEAPON
UNDETECTABLE ALIGNMENT
VEIL OF SHADOW
rd
-level Spell Descriptions
AMORPHOUS FORM
CREATE FETCH
DEEP SLUMBER
DEEPER DARKNESS
ENDURING SCRUTINY
FALSE LIFE
FANGS OF THE VAMPIRE KING
FIND THE GAP
MAGIC CIRCLE AGAINST GOOD
MASOCHISM
MISDIRECTION
NIGHTMARE TERRAIN
NONDETECTION
PALL OF TWILIGHT
RUSTED BLADE
SADISM
SPECTRAL WEAPON
SPIDER POISON
TOXIC TONGUE
VITAL STRIKE
WRAITHSTRIKE
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PART 1 | TABLE OF CONTENTS
1
4
2
th
Table Of Contents
-level Spell Descriptions
ASSASSIN’S DARKNESS
CLAIRAUDIENCE/CLAIRVOYANCE
CURSED BLADE
DEATHSIGHT
DIMENSION DOOR
FEROCITY OF SANGUINE RAGE
FLESH ARMOR
FREEDOM OF MOVEMENT
HEART RIPPER
GLIBNESS
HIDE FROM DRAGONS
IMPLACABLE PURSUER
INVISIBILITY, GREATER
LOCATE CREATURE
MODIFY MEMORY
MORDENKAINEN’S TRUSTED
BLOODHOUND
POISON
SHADOW FORM
SHADOW PHASE
SNIPER’S EYE
STOP HEART
UNSEEN STRIKE
VULNERABILITY
PART 1 | TABLE OF CONTENTS
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1ST-LEVEL ASSASSIN SPELLS
Subject becomes addicted to a
drug.
Angry Ache: Subject takes –2 penalty on
attack rolls.
Black Bag: Create extradimensional bag
of torture tools.
Blade of Blood: Weapon deals +1d6
damage, or +3d6 if you take 5 points of damage.
Bloodletting: Your light weapon creates bleeding
wound that deals an extra 1d6 damage per round.
Catsfeet: Reroll a Balance, Climb, Jump, or Move
Silently check with +5 bonus.
Combat Readiness: Target gains +1 per three levels
on initiative checks; no bonus from being flanked.
Critical Strike: For 1 round you gain +1d6 damage,
doubled threat range, and +4 on attack rolls to confirm
critical threats.
Dead End: Removes spoor of one creature/level.
Death Grimace: Caster leaves magical “calling card”
on a corpse.
Distract Assailant: One creature is flat-footed for 1
round.
Detect Poison: Detects poison in one creature or
small object.
Disguise Self: Changes your appearance.
Ebon Eyes: Subject can see through magical
darkness.
Feather Fall: Objects or creatures fall slowly.
Ghost Sound: Figment sounds.
Healer’s Vision: Gain +5 bonus on Heal checks, and
+2 attack and damage on sneak attacks.
Insightful Feint: Gain +10 on your next Bluff check to
feint in combat.
Instant Locksmith: Make Disable Device or Open
Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free
action.
Jump: Subject gets bonus on Jump checks.
Lightfoot: Your move does not provoke attacks of
opportunity for 1 round.
Low-Light Vision: See twice as far as a human in poor
illumination.
Mimicry: Perfectly mimic familiar sounds, voices, or
accents.
Obscure Object: Masks object against scrying.
Reaving Aura: All creatures below 0 hit points within
10 feet of you take 1 point of damage.
Rooftop Strider: Move across uneven surfaces with
ease.
Secret Weapon: Makes hidden weapon almost
impossible to detect.
Shadow Double: Shadowy figure attacks enemies.
Shock and Awe: Flat-footed creatures get –10 on
initiative.
Silent Portal: Negates sound from door or window.
A
ddiction:
Puts 4 HD of creatures into magical slumber.
No range limit on next ranged sneak
attack.
Snuff the Light: Extinguish one nonmagical light
source.
Sticky Fingers: You get +10 on Sleight of Hand
checks.
Stupor: One helpless subject is put in a state that
allows him to be moved but take no other actions.
True Strike: +20 on your next attack roll.
Vigilant Slumber: Set specific conditions under
which you immediately wake up.
Sleep:
Sniper’s Shot:
PART 2 | SPELL LIST
3
2ND-LEVEL ASSASSIN SPELLS
Hide a weapon, gain a Bluff
check with a +4 bonus on feint attempts
when you draw it.
Alter Self: Assume form of a similar
creature.
Animate Weapon: A weapon animates
and fights for you.
Blade of Pain and Fear: Creates blade of gnashing
teeth.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darklight: Creates 5-ft.-radius area where all can see
without light.
Darkness: 20-ft. radius of supernatural shadow.
False Peacebond: As peacebond, but subject can
draw weapon freely.
Fell the Greatest Foe: Deal extra damage to creatures
larger than you.
Fire Shuriken: Magical shuriken deal 3d6 fire
damage.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Ice Knife: Magical shard of ice deals 2d8 cold damage
plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.radius burst.
Illusory Script M: Only intended reader can decipher.
Increase Virulence: Poison’s DC increases by 2.
Invisibility: Subject is invisible for 1 min./level or until
it attacks.
Invisibility, Swift: You are invisible for 1 round or
until you attack.
Iron Silence: Armor touched has no armor check
penalty on Hide and Move Silently for 1 hour/level.
Marked Object: You gain bonus to track a specific
being.
Near Horizon: Remove increment-based penalties on
ranged attacks.
Pass without Trace: One subject/level leaves no
tracks.
Phantom FoeM: Subject is always flanked by one
creature.
Returning Weapon: Thrown weapon returns to
thrower.
Sacrificial Skill: Caster gains +5 bonus on Knowledge
(religion) checks made during sacrifice.
Smoke Stairs: Walk up a column of smoke as if it
were solid.
Spider Climb: Grants ability to walk on walls and
ceilings.
Summon Weapon: Create normal, nonmagical light
weapon.
Undetectable Alignment: Conceals alignment for 24
hours.
Veil of Shadow: Darkness grants you concealment.
A
bsorb Weapon:
4
PART 2 | SPELL LIST
3RD-LEVEL ASSASSIN SPELLS
Subject becomes puddlelike
and can slip through cracks quickly.
Create Fetch: Craft a temporary duplicate
of yourself that follows telepathic orders.
Deep Slumber: Puts 10 HD of creatures
to sleep.
Deeper Darkness: Object sheds
supernatural shadow in 60-ft. radius.
Enduring Scrutiny: Become aware when target
performs designated action.
False Life: Gain 1d10 temporary hp +1/level (max
+10).
Fangs of the Vampire King: Grow vampire fangs.
Find the Gap: Your attacks ignore armor and natural
armor.
Magic Circle against Good: As protection spells, but
10-ft. radius and 10 min./level.
Masochism: For every 10 hp damage caster takes, he
gains +1 on attacks, saves, and checks.
Misdirection: Misleads divinations for one creature or
object.
Nightmare Terrain: Create patch of illusory terrain
that hinders foesMand allows you to hide.
Nondetection : Hides subject from divination,
scrying.
Pall of Twilight: Veil of shadow impedes sight and
sound.
Rusted Blade: Touched weapon delivers filth fever.
Sadism: For every 10 hp damage caster deals, he
gains +1 on attacks, saves, and checks.
Spectral Weapon: Use quasi-real weapon to make
touch attacks.
Spider Poison: Touch deals 1d6 Str damage, repeats
in 1 minute.
Toxic Tongue: Generate small amount of poison that
you can spit or place on a weapon.
Vital Strike: Your next attack deals sneak attack
damage.
Wraithstrike: Your melee attacks strike as touch
attacks for 1 round.
A
morphous Form:
PART 2 | SPELL LIST
5
4TH-LEVEL ASSASSIN SPELLS
Globe of pure darkness
blocks all sight but your own.
Clairaudience/Clairvoyance: Hear or see
at a distance for 1 min./level.
Cursed Blade: Wounds dealt by weapon
can’t be healed without remove curse.
Deathsight: Make death attack without
spending rounds in observation.
Dimension Door: Teleports you short distance.
Ferocity of Sanguine Rage: Gain bonus on melee
damage rolls and one use of true strike.
Flesh Armor: Caster gains DR 10/Magic.
Freedom of Movement: Subject moves normally
despite impediments.
Glibness: You gain +30 bonus on Bluff checks, and
your lies can escape magical discernment.
Heart Ripper: Kills living creature with up to your
caster level in HD.
Hide from Dragons: Dragons can’t perceive one
subject/2 levels.
Implacable Pursuer: You know where prey is, as long
as it’s moving.
Invisibility, Greater: As invisibility, but subject can
attack and stay invisible.
Locate Creature: Indicates direction to familiar
creature.
Modify Memory: Changes 5 minutes of subject’s
memories.
Mordenkainen’s Trusted Bloodhound: Create a
ferocious hound that tracks and attacks foes.
Poison: Touch deals 1d10 Con damage, repeats in 1
min.
Shadow Form: Gain +4 on Hide, Move Silently, and
Escape Artist checks, and concealment; you can move
through obstacles if you have ranks in Escape Artist.
Shadow Phase: Subject becomes partially
incorporeal.
Sniper’s Eye: Gain +10 Spot, darkvision, 60-ft. range
for sneak attacks, and death attacks with ranged
weapons.
Stop Heart: Subject drops to –8 hp immediately.
Unseen Strike: Invisibility effect triggered to activate
the instant you successfully attack someone.
Vulnerability: Reduces an opponent’s damage
reduction.
A
ssassin’s Darkness:
6
PART 2 | SPELL LIST
1st-level Spell Descriptions
ADDICTION
Enchantment
Assassin 1
V, S, Drug
1 action
Touch
One living creature
Instantaneous
Fortitude negates
Yes
The caster gives the subject an addiction to a drug (see
the Drugs section of Chapter 3 for descriptions of drugs
and information on addiction). A caster of less than 5th
level can force the subject to become addicted to any
drug with a low addiction rating. A 6th- to 10th-level
caster can force addiction to any drug with a medium
addiction rating, and an 11th- to 15thlevel caster can
force addiction to a drug with a high addiction rating.
Casters of 16th level or higher can give the subject an
addiction to a drug with an extreme addiction rating.
Drug Component: The chosen drug for the addiction.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
ANGRY ACHE
Necromancy
Assassin 1
V, S
1 action
Close (25 ft. + 5 ft./2 levels)
One living creature
1 minute/level
Fortitude negates
Yes
The caster temporarily strains the subject’s muscles in a
very specific way. The subject feels a sharp pain
whenever she makes an attack. All her attack rolls have
a –2 circumstance penalty for every four caster levels
(maximum penalty –10).
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
BLACK BAG
Conjuration (Creation) [Evil]
Assassin 1
V, S, M
1 action
Touch
A black leather bag
24 hours
None
No
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
This spell creates a bag full of knives, scalpels, and
other small torture implements. If the implements are
removed from the bag by anyone other than the caster,
or if they leave the caster’s possession after he removes
them, they disintegrate after 1 round.
The bag and its magically created contents weigh only
1 pound. Evil magic items, including items that deal
unholy damage, and items with an evil spell as a
prerequisite for their creation can be placed in the bag
as if it had 10 cubic feet of space. These additional
items add no weight to the bag. Nonevil items added to
the black bag fall through as if the bag had no bottom,
so they cannot be stored in the bag.
Material Component: A strip of black leather soaked
in the blood of a willing masochist.
BLADE OF BLOOD
Necromancy
Assassin 1
V, S
1 swift action
Touch
Weapon touched
1 round/level or until discharged
None
No
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Red blood erupts along the weapon’s blade, bludgeon,
or point. The blood drips to spatter in thick, viscous
drops upon the ground.
This spell infuses the weapon touched with baleful
energy. The next time this weapon strikes a living
creature, blade of blood discharges. The spell deals an
extra 1d6 points of damage against the target of the
attack. You can voluntarily take 5 hit points of damage
to empower the weapon to deal an extra 2d6 points of
damage (for a total of 3d6 points of extra damage).
The weapon loses this property if its wielder drops it
or otherwise loses contact with it.
BLOODLETTING
Necromancy
Assassin 1
S
1 swift action
Touch
One light weapon you hold
See text
None
Yes; see text
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
With a simple flourish you turn a small weapon into a
deadly implement.
PART 3 | LEVEL 1
7
You imbue a light weapon you hold in your hand with
the power to wound grievously. The next time that
weapon deals damage to a living creature, the wound
continues to bleed, dealing an extra 1d6 points of
damage each round for the remainder of the spell’s
duration. A successful DC 15 Heal check or at least 1
point of magical healing stops this additional damage.
A creature that is struck by the weapon but takes no
damage from the initial attack (such as because of
damage reduction) doesn’t trigger the spell’s effect.
Check to overcome a target’s spell resistance when
you first strike the creature. If the check fails, the spell
has no effect and is discharged, but the weapon still
deals damage normally.
The spell lasts for 3 rounds. If you don’t deal damage
to a living creature during the 3 rounds after casting the
spell, it ends with no effect. The bleeding effect begins
in the round when the creature is struck by the
ensorcelled weapon and lasts until the spell ends (if
struck on the first round after casting, the subject bleeds
for 3 rounds; if struck in the second round after casting,
the subject bleeds for 2 rounds, and so on). The spell
ends immediately if the weapon leaves your hand.
CATSFEET
Transmutation
Assassin 1
V
1 immediate action
Personal
You
Instantaneous
Level:
Components:
Casting Time:
Range:
Target:
Duration:
As you complete this spell, you feel as lithe and quick as
a cat.
When you cast this spell, you can immediately reroll a
Balance, Climb, Jump, or Move Silently check that you
have just rolled. This second roll gains a +5 insight
bonus. You must abide by the second result, even if it is
worse than the first.
COMBAT READINESS
Divination
Assassin 1
V
1 standard action
Touch
Creature touched
1 minute/level
Will negates (harmless)
Yes (harmless)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
The target’s eyes widen, and shine briefly with a white
light.
The touched creature gains a +1 insight bonus on
initiative checks for every three caster levels you have
(minimum +1, maximum +6).
8
PART 3 | LEVEL 1
In addition, if the target is flanked, its opponents gain
no bonus on attack rolls (but still gain any other benefits
derived from flanking, such as extra sneak attack
damage).
CRITICAL STRIKE
Divination
Assassin 1
V
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Upon uttering the ancient phrase that completes the
spell, you feel the weapon in your hand drawn toward a
creature standing nearby.
Whenever you make a melee attack against a flanked
foe or against a foe denied its Dexterity bonus, you deal
an extra 1d6 points of damage, your weapon’s threat
range is doubled (as if under the effect of keen edge),
and you gain a +4 insight bonus on rolls made to
confirm critical threats. The increased threat range
granted by this spell doesn’t stack with any other effect
that increases your weapon’s threat range. Creatures
immune to extra damage from sneak attacks are
immune to the extra damage dealt by your attacks.
DEAD END
Illusion (Shadow)
Assassin 1
V, S, M
1 standard action
Touch
One creature/level touched
10 minutes/level (D)
Will negates (harmless) or Will disbelief
(if interacted with); see text
Spell Resistance: Yes
Level:
Components:
Casting Time:
Range:
Targets:
Duration:
Saving Throw:
Sprinkling spice on the ground, you complete the final
step of the spell. Upon touching your intended targets,
you note with satisfaction that the area around all of you
seems a little cleaner and less tread upon.
This spell flawlessly disguises the spoor left by the
subjects, concealing their tracks, scent, and other signs
of their passage with an illusion that defeats even the
senses of taste and touch. Any creature making a
Search check, using the scent ability, or using the
Survival skill to track a creature affected by this spell
interacts with the illusion and can make a Will save to
disbelieve. Creatures that succeed on the save can
detect the subjects normally. Creatures merely passing
through an area the subjects passed through do not
count as interacting with the illusion.
Targets of this spell can make a Will save to negate it,
and spell resistance applies.
Material Component: A pinch of some odoriferous
spice.
DEATH GRIMACE
Necromancy [Evil]
Asssassin 1
S
1 action
Touch
One corpse
Permanent
None
No
The caster marks a corpse with a particular magical
“signature,” thus identifying himself (truthfully or
falsely) as the murderer. Some assassins use this
signature as a sort of calling card, while others use it as
a way to prove that they earned their pay. The signature
can take many forms: a specific expression on the face
of the corpse (hence the name of the spell), an actual
rune, a word written on the corpse’s flesh, a
discoloration of one eye, and so on.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
DETECT POISON
Divination
Assassin 1
V, S
1 standard action
Close (25 ft. + 5 ft./2 levels)
One creature, one object, or a 5-ft. cube
Instantaneous
None
No
You determine whether a creature, object, or area has
been poisoned or is poisonous. You can determine the
exact type of poison with a DC 20 Wisdom check. A
character with the Craft (alchemy) skill may try a DC 20
Craft (alchemy) check if the Wisdom check fails, or may
try the Craft (alchemy) check prior to the Wisdom
check.
The spell can penetrate barriers, but 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Level:
Components:
Casting Time:
Range:
Target or Area:
Duration:
Saving Throw:
Spell Resistance:
DISGUISE SELF
Illusion (Glamer)
Assassin 1
V, S
1 standard action
Personal
You
10 min./level (D)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You make yourself—including clothing, armor, weapons,
and equipment—look different. You can seem 1 foot
shorter or taller, thin, fat, or in between. You cannot
change your body type. For example, a human caster
could look human, humanoid, or like any other humanshaped bipedal creature. Otherwise, the extent of the
apparent change is up to you. You could add or obscure
a minor feature or look like an entirely different person.
The spell does not provide the abilities or
mannerisms of the chosen form, nor does it alter the
perceived tactile (touch) or audible (sound) properties of
you or your equipment. A battleaxe made to look like a
dagger still functions as a battleaxe.
If you use this spell to create a disguise, you get a +10
bonus on the Disguise check.
A creature that interacts with the glamer gets a Will
save to recognize it as an illusion. For example, a
creature that touched you and realized that the tactile
sensation did not match the visual one would be entitled
to such a save.
DISTRACT ASSAILANT
Enchantment (Compulsion) [Mind-Affecting]
Assassin 1
V, S, M
1 swift action
Close (25 ft. + 5 ft./2 levels)
One creature
1 round
Will negates
Yes
Buzzing under your breath like a fly, you swat at the sky
and toss the fly’s wing in your hand into the air. The
target of your spell becomes distracted, starting at
shadows and looking about for unseen assailants.
A creature affected by this spell is flat-footed until the
beginning of its next turn.
Material Component: The dried wing of a fly.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
EBON EYES
Transmutation
Assassin 1
V, S, M
1 standard action
Touch
Creature touched
10 minutes/level
None
Yes (harmless)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
You feel, more than see, a black haze form at the corner
of your eyes. Upon touching your intended subject the
haze disappears and the creature’s eyes become
shrouded in blackness.
PART 3 | LEVEL 1
9
The subject of this spell gains the ability to see normally
in natural and magical darkness, although it does not
otherwise improve the subject’s ability to see in natural
dark or shadowy conditions. The subject ignores the
miss chance due to lack of illumination other than total
darkness. While the spell is in effect, a jet-black film
covers the subject’s eyes, a visual effect that gives the
spell its name.
Material Component: A pinch of powdered black
gemstone of any type.
FEATHER FALL
Transmutation
Assassin 1
V
1 free action
Close (25 ft. + 5 ft./2 levels)
One Medium or smaller freefalling object or
creature/level, no two of which may be more than 20
ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates
(object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly, though
faster than feathers typically do. Feather fall instantly
changes the rate at which the targets fall to a mere 60
feet per round (equivalent to the end of a fall from a few
feet), and the subjects take no damage upon landing
while the spell is in effect. However, when the spell
duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller
creatures (including gear and carried objects up to each
creature’s maximum load) or objects, or the equivalent
in larger creatures: A Large creature or object counts as
two Medium creatures or objects, a Huge creature or
object counts as two Large creatures or objects, and so
forth.
You can cast this spell with an instant utterance,
quickly enough to save yourself if you unexpectedly fall.
Casting the spell is a free action, like casting a
quickened spell, and it counts toward the normal limit
of one quickened spell per round. You may even cast
this spell when it isn’t your turn.
This spell has no special effect on ranged weapons
unless they are falling quite a distance. If the spell is
cast on a falling item, such as a boulder dropped from
the top of a castle wall, the object does half normal
damage based on its weight, with no bonus for the
height of the drop. (See the Dungeon Master’s Guide for
information on falling objects.)
Feather fall works only upon free-falling objects. It
does not affect a sword blow or a charging or flying
creature.
Level:
Components:
Casting Time:
Range:
Targets:
10
PART 3 | LEVEL 1
GHOST SOUND
Illusion (Figment)
Assassin 1
V, S, M
1 standard action
Close (25 ft. + 5 ft./2 levels)
Illusory sounds
1 round/level (D)
Will disbelief (if interacted with)
No
Ghost sound allows you to create a volume of sound
that rises, recedes, approaches, or remains at a fixed
place. You choose what type of sound ghost sound
creates when casting it and cannot thereafter change
the sound’s basic character.
The volume of sound created depends on your level.
You can produce as much noise as four normal humans
per caster level (maximum twenty humans). Thus,
talking, singing, shouting, walking, marching, or
running sounds can be created. The noise a ghost sound
spell produces can be virtually any type of sound within
the volume limit. A horde of rats running and squeaking
is about the same volume as eight humans running and
shouting. A roaring lion is equal to the noise from
sixteen humans, while a roaring dire tiger is equal to the
noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent
image spell.
Ghost sound can be made permanent with a
permanency spell.
Material Component: A bit of wool or a small lump of
wax.
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
HEALER’S VISION
Divination
Assassin 1
V, S
1 standard action
Personal
You
1 round/level (D)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Every thrumming vein, every strained muscle, and every
pulsing organ of those nearby becomes visible to your
eyes, showing you exactly where to place a healing hand
. . . or a deadly strike.
You gain a macabre change to your vision that
seemingly peels away skin and sinew to reveal the flesh
beneath. You gain a +5 insight bonus on Heal checks,
and any cure spell you cast on a living creature heals 1
extra point of damage per level of the spell.
You also gain a +2 bonus on attack rolls and damage
rolls when making a precision-based attack (such as a
sneak attack or a sudden strike) against a living
creature, since you are able to pick out your target’s
most vital points.
This effect makes the spell popular among less
benevolent casters. Healer’s vision does not grant you
the ability to make a precision-based attack if you don’t
already have that ability, nor does it allow you to make
such attacks against creatures normally unaffected by
them.
This spell does not reveal the true forms of creatures
affected by illusions or other magical disguises, so it
grants no benefit to Heal checks or attacks against such
creatures.
INSIGHTFUL FEINT
Divination
Assassin 1
V
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
With a chuckle you whisper the words that will make
your ruse more effective.
You gain a +10 insight bonus on the next single Bluff
check that you make to feint in combat (if it is made
before the start of your next turn). You can make the
feint as a move action, or once as a free action if you
have the Improved Feint feat.
INSTANT LOCKSMITH
Divination
Assassin 1
V, S
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You point at a mechanism, twist your hand, and make a
clicking sound with your tongue. You now have a better
idea of how the mechanism works.
You can make one Disable Device check or one Open
Lock check in this round as a free action. You gain a +2
insight bonus on the check.
INSTANT SEARCH
Divination
Assassin 1
V, S
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
By pointing at a small area nearby and whistling briefly,
you release the power of the spell, granting you
knowledge of the area you indicated.
You can make one Search check in this round as a
free action. You gain a +2 insight bonus on the check.
JUMP
Transmutation
Assassin 1
V, S, M
1 standard action
Touch
Creature touched
1 min./level (D)
Will negates (harmless)
Yes
The subject gets a +10 enhancement bonus on Jump
checks. The enhancement bonus increases to +20 at
caster level 5th, and to +30 (the maximum) at caster
level 9th. Material Component: A grasshopper’s hind
leg, which you break when the spell is cast.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
LIGHTFOOT
Transmutation
Assassin 1
V
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You mutter the words of this short spell and dive down
the hallway, dancing between the armed guards and out
the gate.
You provoke no attacks of opportunity when moving.
LOW-LIGHT VISION
Transmutation
Assassin 1
V, M
1 standard action
Touch
Creature touched
1 hour/level
Will negates (harmless)
Yes (harmless)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
You pass your hand over the subject’s eyes and murmur
the arcane words. Its eyes grow larger, and when it
opens them, the pupils are speckled with tiny silvers of
starlight.
The subject creature gains low-light vision.
Arcane Material Component: A small candle.
MIMICRY
Transmutation
Assassin 1
V
1 standard action
Personal
You
1 minute/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
PART 3 | LEVEL 1
11
You feel a brief tingle in your throat. When you open
your mouth, your voice is no longer your own.
You can perfectly mimic familiar sounds, voices, and
accents. These sounds can be any that you’ve heard
before, and must be within the range of noises your
voice is capable of creating. For example, a normal
human voice could recreate the roar of a lion—being
roughly equivalent to a scream—or approximate the
sound of shattering glass. It could not reproduce the
rumble of a collapsing building or a high-pitched noise
audible only to bats. This spell does not allow you to
speak languages you can’t normally speak.
You can duplicate a specific individual’s voice by
making a Bluff check; a listener familiar with the voice
being imitated must succeed on an opposed Sense
Motive check to discern that the voice is not genuine.
OBSCURING MIST
Conjuration (Creation)
Assassin 1
V, S
1 standard action
20 ft.
Cloud spreads in 20-ft. radius from you, 20 ft.
high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once
created. The vapor obscures all sight, including
darkvision, beyond 5 feet. A creature 5 feet away has
concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50%
miss chance, and the attacker cannot use sight to locate
the target).
A moderate wind (11+ mph), such as from a gust of
wind spell, disperses the fog in 4 rounds. A strong wind
(21+ mph) disperses the fog in 1 round. A fireball, flame
strike, or similar spell burns away the fog in the
explosive or fiery spell’s area. A wall of fire burns away
the fog in the area into which it deals damage.
This spell does not function underwater.
Level:
Components:
Casting Time:
Range:
Effect:
REAVING AURA
Necromancy [Evil]
Assassin 1
V
1 swift action
10 ft.
10-ft.-radius emanation, centered on you
Instantaneous
None
Yes
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
The air around you turns black as it floods with negative
energy.
12
PART 3 | LEVEL 1
This spell deals 1 point of damage to every creature in
the area that has 0 or fewer hit points. Stable creatures
that were at –1 to –8 hit points become dying, while
creatures at –9 hit points die immediately.
This spell has no effect on creatures that have 0 or
more hit points.
ROOFTOP STRIDER
Transmutation
Assassin 1, City 1
V, S, M
1 standard action
Personal
You
1 min./level
You can run across rooftops or similar uneven surfaces
much more easily than normal. You gain a +5
competence bonus on Balance and Jump checks. You
automatically succeed on all Jump checks to clear a
horizontal distance of 5 feet or less. You do not need to
make Balance checks for running or charging across a
sloped surface.
Material Component: A chip of roof tile.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
SECRET WEAPON
Illusion (Glamer)
Assassin 1
V, S, M
1 standard action
Touch
Weapon touched
10 min./level (D)
Will negates (harmless, object)
Yes (harmless, object)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
At your touch, the weapon seems to disappear from
view.
You enable someone to hide a weapon on his person.
The weapon does not become truly invisible so much as
easily overlooked. Secret weapon adds +20 to the
Sleight of Hand check to conceal a light weapon, and
+10 to the check to conceal a larger weapon (even one
normally too large to conceal). A “weapon” is defi ned as
any manufactured weapon. With the aid of this spell,
you can attempt to hide a weapon even if you do not
possess the Sleight of Hand skill. Additionally, you can
hide the presence of a weapon from detection spells,
although true seeing penetrates the glamer.
Material Component: A thin black cloth.
SHADOW DOUBLE
Illusion (Shadow)
Assassin 1
V
1 standard action
Close (25 ft. + 5 ft./2 levels)
Level:
Components:
Casting Time:
Range:
One shadowy duplicate
1 round/level
Will disbelief
No
Effect:
Duration:
Saving Throw:
Spell Resistance:
You complete the incantation and nearby shadows
gather together, assuming your approximate size and
shape.
You create a shadowy duplicate of yourself at a place
you indicate within range. The shadow double attacks
any adjacent target (regardless of the weapon it appears
to wield), as you desire, starting in the round when you
cast the spell. It attacks on your turn once each round,
striking with an attack bonus equal to your base attack
bonus + the modifier for your spell save DCs. Each hit
deals 1 point of Strength damage to the target. The first
time a target is hit, it can attempt a Will save to
disbelieve the effect; this negates the damage and
renders it immune to further attacks by the shadow
double.
The shadow double occupies a space identical to
yours. It is not incorporeal, and thus can’t share a space
with another creature or object. It can provide a flanking
bonus against any creature that hasn’t yet saved
successfully against it. The shadow double can strike
incorporeal creatures, but not ethereal creatures.
Each round after the first, you can use a standard
action to direct the shadow double to attack any other
target. To attack this new target, the shadow double can
move to any new legal space within 30 feet (it moves by
instantaneous teleportation). If it is not commanded to
switch targets, it continues to attack the same target.
A shadow double can be attacked. It has an Armor
Class equal to 10 + your size modifier + a deflection
bonus equal to the modifier for your spell save DCs, and
has one-fifth of your full normal hit points. If the shadow
double is reduced to 0 hit points, or if you create a
second shadow double when the first still exists, the
spell ends.
SHOCK AND AWE
Enchantment [Mind-Affecting]
Assassin 1
V, S
1 swift action
Close (25 ft. + 5 ft./2 levels)
One creature/level, no two of which are more
than 30 ft. apart.
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Level:
Components:
Casting Time:
Range:
Targets:
Upon completing this spell, you feel a nagging
compulsion to divert your attention from your enemies.
Shaking off the feeling, you note with satisfaction that
your targeted enemies seem even more distracted than
you.
This spell distracts its targets, preventing them from
reacting with the deftness they might otherwise
possess. Only effective when cast in the surprise round
of combat and against flat-footed creatures, this spell
causes those it affects to take a –10 penalty on their
next initiative check. Targets that cannot be caught flatfooted (such as a rogue with uncanny dodge) cannot be
affected by this spell.
SILENT PORTAL
Illusion (Glamer)
Assassin 1
S
1 standard action
Close (25 ft. + 5 ft./2 levels)
One portal
1 minute/level (D)
Will negates (object)
Yes (object)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
The door squeaks slightly as you force it. You pause and
wave your finger in a pattern along the opening and it
silences.
This simple cantrip negates the sound of opening and
closing a single portal (door, window, gate, drawer,
chest lid, or the like). Even the squeakiest door opens
without a sound when under the effect of this spell.
Silent portal covers only the normal means of opening
and closing the targeted portal. Breaking a window or
kicking in a door still makes noise, but opening a door
that is loosely hanging by its hinges does not (since this
is the normal way a door would be opened). Portals
composed of magical energy are not affected by this
spell.
In the case of magic or even intelligent portals, spell
resistance and a Will save (DC 10 + caster’s ability
modifier + other modifiers as appropriate) apply.
SLEEP
Enchantment (Compulsion) [Mind-Affecting]
Assassin 1
V, S, M
1 round
Medium (100 ft. + 10 ft./level)
One or more living creatures within a 10-ft.-radius
burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4
Hit Dice of creatures. Creatures with the fewest HD are
affected first. Among creatures with equal HD, those
who are closest to the spell’s point of origin are affected
first. Hit Dice that are not sufficient to affect a creature
are wasted.
For example, Mialee casts sleep at one rat (1/4 HD),
one kobold (1 HD), two gnolls (2 HD), and an ogre (4
HD). The rat, the kobold, and one gnoll are affected (1/4
+ 1 + 2 = 3-1/4 HD).
Level:
Components:
Casting Time:
Range:
Area:
PART 3 | LEVEL 1
13
The remaining 3/4 HD is not enough to affect the last
gnoll or the ogre. Mialee can’t choose to have sleep
affect the ogre or the two gnolls.
Sleeping creatures are helpless. Slapping or
wounding awakens an affected creature, but normal
noise does not. Awakening a creature is a standard
action (an application of the aid another action).
Sleep does not target unconscious creatures,
constructs, or undead creatures.
Material Component: A pinch of fine sand, rose
petals, or a live cricket.
SNIPER’S SHOT
Divination
Assassin 1
V, S
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
While muttering a short chant you focus your
awareness, looking only at the areas of your foe that
seem most vital to its survival.
Your ranged attacks made before the start of your
next turn can be sneak attacks regardless of the
distance between you and your target. You must still
fulfill the other conditions for making a sneak attack
against the target.
This spell doesn’t grant you the ability to make a
sneak attack if you don’t already have that ability.
SNUFF THE LIGHT
Transmutation
Assassin 1
S
1 swift action
Close (25 ft. + 5 ft./2 levels)
One nonmagical light source
Instantaneous or 1 round/level
None
No
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
With a gesture, the light goes out.
Snuff the light extinguishes a single nonmagical light
source, such as a candle, torch, or lantern. Against
alchemical light sources, such as sunrods, you suppress
the light for 1 round per castelevel.
STICKY FINGERS
Transmutation
Assassin 1
S
1 standard action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
14
PART 3 | LEVEL 1
Your fingers exude a slightly viscous secretion and
become more nimble. When touched together, your
fingertips stick slightly.
This spell grants you a +10 bonus on Sleight of Hand
checks.
STUPOR
Enchantment [Mind-Affecting]
Assassin 1
S, M
1 minute
Touch
One helpless creature
1 hour/level
Fortitude negates
Yes
The caster places one creature already helpless in a
clouded, confused state that does not allow the subject
to think clearly or take actions. The effect is similar to
being drugged. The subject can be moved and even
forced to walk on her own if dragged along, but she is
unaware of what is going on around her.
Material Component: A puffball mushroom.
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
TRUE STRIKE
Divination
Assassin 1
V, F
1 standard action
Personal
You
See text
You gain temporary, intuitive insight into the immediate
future during your next attack. Your next single attack
roll (if it is made before the end of the next round) gains
a +20 insight bonus. Additionally, you are not affected
by the miss chance that applies to attackers trying to
strike a concealed target.
Focus: A small wooden replica of an archery target.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
VIGILANT SLUMBER
Divination
Assassin 1
V, S
1 full round
Personal
You
12 hours or until awakened
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Even as you prepare for sleep, you feel a strange
alertness in the back of your mind.
You set a specific condition under which you
automatically wake up. This condition might be
anything from “If any Tiny or larger creature comes
within 10 feet of me” to “When the moon is at its
zenith.”
The condition must be something that you would
normally be able to observe if you were awake. Thus,
you can’t set the spell to wake you when something
happens elsewhere, or when an invisible foe sneaks into
your campsite. You awaken fully alert and ready for
action.
PART 3 | LEVEL 1
15
2nd-level Spell Descriptions
ABSORB WEAPON
Transmutation
Assassin 2
V, S
1 standard action
Touch
One touched weapon not in another creature’s
possession
Duration: 1 hour/level (D)
Saving Throw: Will negates (object); see text
Spell Resistance: Yes (object)
Level:
Components:
Casting Time:
Range:
Effect:
The weapon you hold in your hand begins to fade from
existence as you complete the spell. With the last words
of the spell it disappears completely. At the same
moment, a weapon-shaped red blotch appears on your
arm.
You can harmlessly absorb a weapon you are
touching (even a poisoned one) into your arm, as long as
it is not in another creature’s possession. The weapon
must be a light weapon for you at the time you cast the
spell. The absorbed weapon cannot be felt under the
skin and doesn’t restrict your range of motion in any
way. An absorbed weapon cannot be detected with even
a careful search, although detect magic reveals the
presence of a magical aura. The only evidence of its
presence is a faint blotch on your skin shaped vaguely
like the weapon.
When you touch the spot (an action equivalent to
drawing a weapon), or when the spell duration expires,
the weapon appears in your hand and the spell ends. If
you attack with the weapon in the same round that you
retrieve it from its hiding place, you can attempt a Bluff
check to feint in combat as a free action, and you gain a
+4 bonus on the Bluff check. An intelligent magic
weapon gets a saving throw against this spell, but other
weapons do not.
ALTER SELF
Transmutation
Assassin 2
V, S
1 standard action
Personal
You
10 min./level (D)
You assume the form of a creature of the same type as
your normal form (such as humanoid or magical beast).
The new form must be within one size category of your
normal size. The maximum HD of an assumed form is
equal to your caster level, to a maximum of 5 HD at 5th
level. You can change into a member of your own kind
or even into yourself.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
16
PART 4 | LEVEL 2
You retain your own ability scores. Your class and
level, hit points, alignment, base attack bonus, and base
save bonuses all remain the same. You retain all
supernatural and spell-like special attacks and qualities
of your normal form, except for those requiring a body
part that the new form does not have (such as a mouth
for a breath weapon or eyes for a gaze attack). You keep
all extraordinary special attacks and qualities derived
from class levels (such as a barbarian’s rage ability), but
you lose any from your normal form that are not derived
from class levels (such as a dragon’s frightful presence
ability).
If the new form is capable of speech, you can
communicate normally. You retain any spellcasting
ability you had in your original form, but the new form
must be able to speak intelligibly (that is, speak a
language) to use verbal components and must have
limbs capable of fine manipulation to use somatic or
material components.
You acquire the physical qualities of the new form
while retaining your own mind. Physical qualities
include natural size, mundane movement capabilities
(such as burrowing, climbing, walking, swimming, and
flight with wings, to a maximum speed of 120 feet for
flying or 60 feet for nonflying movement), natural armor
bonus, natural weapons (such as claws, bite, and so on),
racial skill bonuses, racial bonus feats, and any gross
physical qualities (presence or absence of wings,
number of extremities, and so forth). A body with extra
limbs does not allow you to make more attacks (or more
advantageous twoweapon attacks) than normal.
You do not gain any extraordinary special attacks or
special qualities not noted above under physical
qualities, such as darkvision, low-light vision,
blindsense, blindsight, fast healing, regeneration, scent,
and so forth.
You do not gain any supernatural special attacks,
special qualities, or spell-like abilities of the new form.
Your creature type and subtype (if any) remain the same
regardless of your new form. You cannot take the form
of any creature with a template, even if that template
doesn’t change the creature type or subtype.
You can freely designate the new form’s minor
physical qualities (such as hair color, hair texture, and
skin color) within the normal ranges for a creature of
that kind. The new form’s significant physical qualities
(such as height, weight, and gender) are also under your
control, but they must fall within the norms for the new
form’s kind. You are effectively disguised as an average
member of the new form’s race. If you use this spell to
create a disguise, you get a +10 bonus on your Disguise
check. When the change occurs, your equipment, if any,
either remains worn or held by the new form (if it is
capable of wearing or holding the item), or melds into
the new form and becomes nonfunctional.
When you revert to your true form, any objects
previously melded into the new form reappear in the
same location on your body they previously occupied
and are once again functional. Any new items you wore
in the assumed form and can’t wear in your normal
form fall off and land at your feet; any that you could
wear in either form or carry in a body part common to
both forms (mouth, hands, or the like) at the time of
reversion are still held in the same way. Any part of the
body or piece of equipment that is separated from the
whole reverts to its true form.
ANIMATE WEAPON
Transmutation
Assassin 2
V, S
1 standard action
Touch
Weapon touched
Concentration + 1 round
Will negates (object)
Yes
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Your weapon leaps from your hands, suddenly capable
of fighting on its own.
A weapon affected by this spell gains the ability to
move and attack on its own and functions in most ways
like an animated object of its size (MM 13). Treat a light
weapon as an object two size categories smaller than its
wielder, a one-handed weapon as one size category
smaller than its wielder, and a two-handed weapon as
an object of the same size as its wielder. However, the
weapon deals its normal damage, not the damage noted
for an animated object of its size, and it gains a bonus
on attack rolls equal to the ability modifier used to set
your spell save DCs. Diminutive or smaller objects are
unaffected by the spell.
An animated weapon attacks the nearest enemy to
the best of its ability. You can use a move action to
direct it to a different target, but if at the end of your
turn you are more than 30 feet from the weapon, the
spell ends. A weapon held or carried by another
creature can’t be affected by this spell.
The weapon doesn’t gain the benefit of any of your
class features, feats, or other special abilities that would
improve its combat ability. If the weapon has an
enhancement bonus or other special properties, these
apply as normal. For example, an animated +1 flaming
longsword gains a +1 enhancement bonus on attack
rolls and damage rolls and deals an extra 1d6 points of
fire damage on a successful hit.
BLADE OF PAIN AND FEAR
Evocation
Assassin 2
V, S, DF
1 standard action
Level:
Components:
Casting Time:
0 ft.
Swordlike column of gnashing teeth
1 round/level (D)
Will partial
Yes
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
A three-foot-long column of disembodied gnashing teeth
springs forth from your hand.
For the duration of the spell, you can make melee
touch attacks that deal 1d6 points of damage +1 point
per two caster levels (maximum +10). Your Strength
modifier does not apply to the damage. A creature that
you successfully deal damage to must also make a Will
saving throw or become frightened for 1d4 rounds.
CAT’S GRACE
Transmutation
Assassin 2
V, S, M
1 standard action
Touch
Creature touched
1 min./level
Will negates (harmless)
Yes
The transmuted creature becomes more graceful, agile,
and coordinated. The spell grants a +4 enhancement
bonus to Dexterity, adding the usual benefits to AC,
Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
DARKLIGHT
Evocation [Darkness]
Asn 2
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
V, S
1 action
Touch
One creature or object touched
1 minute/level
None
No
The caster makes one creature or object radiate special
darkness called darklight in a 5-foot-radius sphere. This
spell is most useful in a large, naturally dark area.
Within the darklight sphere, creatures that can normally
see in the light can see, even though there is no light.
Only creatures and objects in the sphere can be seen,
and only creatures in the sphere can see within the
sphere, unless other observers can naturally see in the
dark. Thus, while two creatures in the sphere can see
each other, a creature standing outside the sphere can
neither see the creatures in the sphere (assuming it
doesn’t have darkvision), nor can it be seen by them. A
creature with darkvision standing outside the sphere
could see those within the sphere, but those inside
could not discern the creature.
PART 4 | LEVEL 2
17
The darklight spell’s sphere is invisible in normal light
and does not function in magical darkness.
DARKNESS
Evocation [Darkness]
Assassin 2
V, M/DF
1 standard action
Touch
Object touched
10 min./level (D)
None
No
This spell causes an object to radiate shadowy
illumination out to a 20-foot radius. All creatures in the
area gain concealment (20% miss chance). Even
creatures that can normally see in such conditions (such
as with darkvision or lowlight vision) have the miss
chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth)
are incapable of brightening the area, as are light spells
of lower level (such as light or dancing lights). Higher
level light spells (such as daylight) are not affected by
darkness.
If darkness is cast on a small object that is then
placed inside or under a lightproof covering, the spell’s
effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal
or lower spell level.
Arcane Material Component: A bit of bat fur and
either a drop of pitch or a piece of coal.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
FALSE PEACEBOND
Transmutation
Assassin 2
V, S, F
1 standard action
Close (25 ft. + 5 ft./2 levels)
One weapon
10 min./level (D)
Will negates (object)
Yes (object)
The weapon glows with a faint aura. For just a moment,
your companion shimmers to match, before the light
fades.
The weapon targeted by this spell remains stuck in its
sheath, holder, quiver, or whatever object is used to
hold it when not in use. A “weapon” is defined as any
manufactured weapon. No amount of physical effort can
draw it forth before the spell expires or is dispelled. The
precise nature of the holder doesn’t matter; it can be an
ornate sheath, or simply a belt through which the
weapon has been stuck. The weapon glows faintly for
the duration of the spell.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
18
PART 4 | LEVEL 2
You can choose a single individual who can draw the
weapon freely. This individual might be yourself, or
anyone else present at the time of casting. Once this
individual draws the weapon, the false peacebond effect
ends; resheathing the weapon does not reactivate the
spell.
This spell has no effect on weapons currently held in
the hand or otherwise not contained in some sort of
holder. If the bearer of the targeted weapon is attacked,
he is immediately entitled to a second save to overcome
the effect and draw the weapon. The bearer can repeat
this save in every round that the assault continues.
Material Component: A small strip of cloth or a
leather thong.
FELL THE GREATEST FOE
Transmutation
Assassin 2
V, S, M
1 standard action
Touch
Creature touched
1 round/level
Fortitude negates (harmless)
Yes (harmless)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
You touch the creature, and its muscles ripple with
yellow energy.
The subject gains the ability to deal greater damage
against larger creatures. For every size category of an
opponent bigger than the subject of the spell, the
subject deals an extra 1d6 points of damage on any
successful melee attack. For example, a Medium
creature would deal an extra 1d6 points of damage
against a Large creature, 2d6 against Huge, 3d6 against
Gargantuan, or 4d6 against a Colossal creature.
Material Component: A dragon’s claw or a giant’s
fingernail.
FIRE SHURIKEN
Evocation [Fire]
Assassin 2
V, S, M
1 standard action
0 ft.
One magic shuriken/3 levels
Instantaneous
None
Yes
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
With dark intent you complete the quick motions of the
spell and find in your hand several shuriken composed
of flame.
This spell creates shuriken formed of magical fire that
you can throw as a normal ranged attack. You are
automatically considered proficient with the fire
shuriken, which have a range increment of 10 feet,
threaten a critical hit on a roll of 19–20, and deal 3d6
points of fire damage each on a successful hit (although
you and your possessions take no damage as the
shuriken are thrown). Any additional damage dealt by
the fire shuriken (including your Strength bonus and
sneak attack damage) is also fire damage. The shuriken
disappear when they hit, so they cannot set fire to
combustibles or damage objects.
You can create one fire shuriken per three caster
levels, up to a maximum of six at 18th level.
Material Component: A shuriken coated with pine
sap and sulfur.
FOX’S CUNNING
Transmutation
Assassin 2
V, S, M/DF
1 standard action
Touch
Creature touched
1 min./level
Will negates (harmless)
Yes
The transmuted creature becomes smarter. The spell
grants a +4 enhancement bonus to Intelligence, adding
the usual benefits to Intelligence-based skill checks and
other uses of the Intelligence modifier. Wizards (and
other spellcasters who rely on Intelligence) affected by
this spell do not gain any additional bonus spells for the
increased Intelligence, but the save DCs for spells they
cast while under this spell’s effect do increase. This
spell doesn’t grant extra skill points.
Arcane Material Component: A few hairs, or a pinch
of dung, from a fox.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
ICE KNIFE
Conjuration (Creation) [Cold]
Assassin 2
S, M
1 standard action
Long (400 ft. + 40 ft./level)
One icy missile
Instantaneous
Fortitude partial or Reflex half; see text
Yes
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
You shake your hand as if to free it from some
substance you disdain. As you do, a magical shard of ice
blasts from your hand and speeds to its target, the
sound of cracking ice following in its wake.
You must succeed on a normal ranged attack to hit
(with a +2 bonus on the attack roll for every two caster
levels). If it hits, an ice knife deals 2d8 points of cold
damage and 2 points of Dexterity damage (a successful
Fortitude save negates the Dexterity damage).
Creatures that have immunity to cold also take no
Dexterity damage automatically.
A knife that misses creates a shower of ice crystals in
a 10-foot-radius burst (see Missing with a Thrown
Weapon, PH 158, to determine where the shard hits).
The icy burst deals 1d8 points of cold damage to all
creatures within the area (Reflex half).
Material Component: A drop of water or piece of ice.
ILLUSORY SCRIPT
Illusion (Phantasm) [Mind-Affecting]
Assassin 2
V, S, M
1 minute or longer; see text
Touch
One touched object weighing no more than 10
lb.
Duration: One day/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You write instructions or other information on
parchment, paper, or any suitable writing material. The
illusory script appears to be some form of foreign or
magical writing. Only the person (or people) designated
by you at the time of the casting are able to read the
writing; it’s unintelligible to any other character,
although an illusionist recognizes it as illusory script.
Any unauthorized creature attempting to read the
script triggers a potent illusory effect and must make a
saving throw. A successful saving throw means the
creature can look away with only a mild sense of
disorientation. Failure means the creature is subject to
a suggestion implanted in the script by you at the time
the illusory script spell was cast. The suggestion lasts
only 30 minutes. Typical suggestions include “Close the
book and leave,” “Forget the existence of the book,” and
so forth. If successfully dispelled by dispel magic, the
illusory script and its secret message disappear. The
hidden message can be read by a combination of the
true seeing spell with the read magic or comprehend
languages spell.
The casting time depends on how long a message you
wish to write, but it is always at least 1 minute.
Material Component: A lead-based ink (cost of not
less than 50 gp).
Level:
Components:
Casting Time:
Range:
Target:
INCREASE VIRULENCE
Transmutation
Assassin 2
V, S, M
1 minute
Touch
Vial of poison or creature touched
Level:
Components:
Casting Time:
Range:
Target:
PART 4 | LEVEL 2
19
1 minute/level
None
No
Duration:
Saving Throw:
Spell Resistance:
Ribbons of green and black energy engulf your hand and
pass into the vial or creature you touch.
You make the poison in a vial or a creature more
lethal. The DCs for all saving throws against the poison
increase by 2.
Material Component: Licorice root.
INVISIBILITY
Illusion (Glamer)
Assassin 2
V, S, M/DF
1 standard action
Personal or touch
You or a creature or object weighing no more
than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates
(harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless,
object)
The creature or object touched becomes invisible,
vanishing from sight, even from darkvision. If the
recipient is a creature carrying gear, that vanishes, too.
If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally
see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature
become visible; items picked up disappear if tucked into
the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of
light can become so (thus, the effect is that of a light
with no visible source). Any part of an item that the
subject carries but that extends more than 10 feet from
it becomes visible, such as a trailing rope.
Of course, the subject is not magically silenced, and
certain other conditions can render the recipient
detectable (such as stepping in a puddle). The spell ends
if the subject attacks any creature. For purposes of this
spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. (Exactly who is a foe
depends on the invisible character’s perceptions.)
Actions directed at unattended objects do not break the
spell. Causing harm indirectly is not an attack. Thus, an
invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes
holding a rope bridge while enemies are on the bridge,
remotely trigger traps, open a portcullis to release
attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all
its gear. Spells such as bless that specifically affect
allies but not foes are not attacks for this purpose, even
when they include foes in their area.
See Table 8–5: Attack Roll Modifiers and Table 8–6:
Armor Class Modifiers, page 151, for the effects of
Level:
Components:
Casting Time:
Range:
Target:
20
PART 4 | LEVEL 2
invisibility on combat.
Invisibility can be made permanent (on objects only)
with a permanency spell.
Arcane Material Component: An eyelash encased in a
bit of gum arabic.
INVISIBILITY, SWIFT
Illusion (Glamer)
Assassin 2
V
1 swift action
Personal
You
1 round
Level:
Components:
Casting Time:
Range:
Target:
Duration:
With a whispered syllable you complete the spell. You
notice that others look past you as if you weren’t there.
The creature or object touched becomes invisible,
vanishing from sight, even from darkvision. If the
recipient is a creature carrying gear, that vanishes, too.
If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally
see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature
become visible; items picked up disappear if tucked into
the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of
light can become so (thus, the effect is that of a light
with no visible source). Any part of an item that the
subject carries but that extends more than 10 feet from
it becomes visible, such as a trailing rope.
Of course, the subject is not magically silenced, and
certain other conditions can render the recipient
detectable (such as stepping in a puddle). The spell ends
if the subject attacks any creature. For purposes of this
spell, an attack includes any spell targeting a foe or
whose area or effect includes a foe. (Exactly who is a foe
depends on the invisible character’s perceptions.)
Actions directed at unattended objects do not break the
spell. Causing harm indirectly is not an attack. Thus, an
invisible being can open doors, talk, eat, climb stairs,
summon monsters and have them attack, cut the ropes
holding a rope bridge while enemies are on the bridge,
remotely trigger traps, open a portcullis to release
attack dogs, and so forth. If the subject attacks directly,
however, it immediately becomes visible along with all
its gear. Spells such as bless that specifically affect
allies but not foes are not attacks for this purpose, even
when they include foes in their area.
Bonuses for Invisibility include:
+2 melee attack rolls
+2 ranged attack rolls
Targets lose all dex bonuses to AC
Enemies can’t attack an invisible opponent, though
they can attack into a square that they think it
occupies. A successful attack into a square occupied
by an invisible target has a 50% miss chance.
Enemies can’t execute an attack of opportunity
against an invisible opponent, even if they know what
square or squares the opponent occupies.
IRON SILENCE
Transmutation
Assassin 2
V, S, DF
1 standard action
Touch
One suit of armor touched/ 3 levels
1 hour/level (D)
Will negates (harmless, object)
Yes (harmless, object)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
As you imitate a clanking noise you brush your hand
over the armor you wish to silence. The armor glows
softly orange for a moment before the glow fades. A
closer look reveals what looks like orange grease in the
joints of the armor.
While this spell is in effect, the armor check penalty
from the affected suit or suits of armor does not apply
on Hide and Move Silently checks. Only wearers
proficient in the armor’s use get this benefit when
wearing the affected armor. The armor check penalty
still applies to other skill checks as normal.
MARKED OBJECT
Divination
Assassin 2
V, S, F
1 minute
Personal
You
24 hours/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
By holding the small item to your nose and reciting the
ancient words of power you unleash the spell. You
immediately have a sense of the object’s owner such
that you believe you could find further indications of the
creature’s passage.
Upon casting this spell, you become attuned to the
specific creature that owns the spell’s focus item. (A
creature is considered to own an item if it was the last
creature to carry the item on its person for 24 hours or
more. You do not count when considering what creature
was last to carry an item.) This attunement grants you a
+10 bonus on Search and Survival checks made to
track the item’s owner or find evidence of the owner’s
passage. This spell does not give you insight into who or
what the creature you are attuned to is or where that
creature ultimately might be. Also, the spell does not
provide a trail that is not already there nor provide you
with the benefit of the Track feat.
Arcane Focus: An object owned by the creature or a
piece of the creature to be tracked, such as a tuft of hair
or a fingernail.
NEAR HORIZON
Divination
Assassin 2
V, S
1 swift action
Personal
You
3 rounds
*The horizon seems to lurch nearer to you as your eyes
attain superhuman acuity. *
You gain a mystical insight into targets most people
can barely see. For the duration of the spell, you take no
range penalties when using ranged weapons, though
they are still limited to their normal maximum distance.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
PASS WITHOUT TRACE
Transmutation
Assassin 2
V, S, DF
1 standard action
Touch
One creature/level touched
1 hour/level (D)
Will negates (harmless)
Yes (harmless)
The subject or subjects can move through any type of
terrain—mud, snow, dust, or the like—and leave neither
footprints nor scent. Tracking the subjects is impossible
by nonmagical means.
Level:
Components:
Casting Time:
Range:
Targets:
Duration:
Saving Throw:
Spell Resistance:
PHANTOM FOE
Illusion (Phantasm) [Mind-Affecting]
Assassin 2
V, S, F
1 standard action
Touch
Creature touched
1 round/level
Will disbelief
No
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
By waving around a tiny pewter figurine and picturing in
your mind the figurine attacking the target creature, you
complete the spell. You feel a phantasmal force leap
from the figurine toward your target.
If the target creature fails its saving throw, this spell
creates in the subject’s mind an illusory double of
whichever creature currently threatens it that it deems
most dangerous. The form of this phantom foe changes
as appropriate whenever the target perceives a different
threatening creature more dangerous than the last. This
illusory double provides two effects.
PART 4 | LEVEL 2
21
First, the subject believes it is being flanked by the
phantom foe and the real creature the foe duplicates.
Thus, the duplicated creature is always considered to be
flanking the subject in melee. A creature that can’t be
flanked is immune to this aspect of the spell.
Second, the subject of the spell is unable to determine
that the phantom foe is not a real threat, and whenever
the subject attempts to attack the creature duplicated by
the phantom foe, that creature benefits from a 50% miss
chance against attacks from the subject of the spell.
Because this miss chance comes from the subject’s
inability to tell the phantom foe from the original, it is
rolled separately from any miss chance that applies due
to displacement or concealment.
Creatures other than the subject cannot see the
phantom foe, although they can attempt to guess its
location by how the target acts. If the subject is not
threatened by any creature at the start of its turn, the
spell ends.
Focus: A tiny pewter figure of a warrior that is worth
10 gp.
RETURNING WEAPON
Transmutation
Assassin 2
V
1 swift action
Touch
One thrown weapon
1 round/level (D)
None (harmless)
No (harmless)
The weapon targeted by this spell gains the ability to
return to the hand of its thrower (as the returning
special ability described on page 225 of the Dungeon
Master’s Guide).
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
SACRIFICIAL SKILL
Enchantment [Evil]
Assassin 2
V, S, M
1 action
Personal
Caster
1 minute/level
The caster gains a +5 bonus on all Knowledge (religion)
checks that have to do with sacrifices made to evil gods.
See Sacrifices in Chapter 2 for the Knowledge (religion)
check DCs required to gain boons from evil gods.
Material Component: A lock of hair taken from an
unwilling humanoid.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
22
PART 4 | LEVEL 2
SLEEP
Enchantment (Compulsion) [Mind-Affecting]
Assassin 2
V, S, M
1 round
Medium (100 ft. + 10 ft./level)
One or more living creatures within a 10-ft.-radius
burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4
Hit Dice of creatures. Creatures with the fewest HD are
affected first. Among creatures with equal HD, those
who are closest to the spell’s point of origin are affected
first. Hit Dice that are not sufficient to affect a creature
are wasted.
For example, Mialee casts sleep at one rat (1/4 HD),
one kobold (1 HD), two gnolls (2 HD), and an ogre (4
HD). The rat, the kobold, and one gnoll are affected (1/4
+ 1 + 2 = 3-1/4 HD). The remaining 3/4 HD is not
enough to affect the last gnoll or the ogre. Mialee can’t
choose to have sleep affect the ogre or the two gnolls.
Sleeping creatures are helpless. Slapping or
wounding awakens an affected creature, but normal
noise does not. Awakening a creature is a standard
action (an application of the aid another action).
Sleep does not target unconscious creatures,
constructs, or undead creatures.
Material Component: A pinch of fine sand, rose
petals, or a live cricket.
Level:
Components:
Casting Time:
Range:
Area:
SMOKE STAIRS
Transmutation [Air]
Assassin 2
V, S, M
1 standard action
Personal
You
1 minute/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You step into intangible smoke and ascend as nimbly as
if it were a flight of steps.
You gain the ability to run up columns of smoke as if
they were normal stairs. Casting this spell successfully
requires smoke from a natural fire large enough to fill a
5-foot square, such as a normal campfire, bonfire, or any
significant amount of burning debris (torch flames or
creatures made of fire or smoke do not suffice).
After casting this spell, you can move into the column
of smoke produced by such fires and can ascend
vertically into a square filled with smoke. To your eyes
the smoke coalesces into ghostly steps, though other
observers see nothing different. When stepping into the
column you are considered to be in the smoke above the
flame and take no damage from the fire.
Every 5 feet of upward movement costs 2 squares of
movement. For example, an assassin with a speed of 30
feet casts smoke stairs on himself, then moves 10 feet
across the ground to and ascends 10 feet vertically in a
single move action.
If anything dissipates the column of smoke while you
are moving though it using this spell, you lose your
footing and fall. Examples include a gust of wind spell
and an air elemental’s whirlwind form. If the fire
creating the smoke is extinguished, the smoke stairs
effect lingers for 1 round before dispersing.
Material Component: A handful of dried leaves.
SPIDER CLIMB
UNDETECTABLE ALIGNMENT
Abjuration
Assassin 2
V, S
1 standard action
Close (25 ft. + 5 ft./2 levels)
One creature or object
24 hours
Will negates (object)
Yes (object)
An undetectable alignment spell conceals the alignment
of an object or a creature from all forms of divination.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Transmutation
VEIL OF SHADOW
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Evocation [Darkness]
Assassin 2
V, S, M
1 standard action
Touch
Creature touched
10 min./level
Will negates (harmless)
Yes (harmless)
The subject can climb and travel on vertical surfaces or
even traverse ceilings as well as a spider does. The
affected creature must have its hands free to climb in
this manner. The subject gains a climb speed of 20 feet;
furthermore, it need not make Climb checks to traverse
a vertical or horizontal surface (even upside down). A
spider climbing creature retains its Dexterity bonus to
Armor Class (if any) while climbing, and opponents get
no special bonus to their attacks against it. It cannot,
however, use the run action while climbing.
Material Component: A drop of bitumen and a live
spider, both of which must be eaten by the subject.
Assassin 2
V, S
1 standard action
Personal
You
1 minute/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You speak the words of this spell, and tendrils of purple
darkness rise from the ground, surrounding you and
concealing you from your foes.
Swirling wisps of darkness obscure your form,
granting you concealment. The 20% miss chance is in
effect even if the attacker has darkvision.
This spell effect is dispelled in daylight or in the area
of a light spell of 3rd level or higher.
See invisibility does not counter a veil of shadow’s
concealment effect, but a true seeing spell does.
SUMMON WEAPON
Conjuration (Summoning)
Assassin 2
V, S
1 swift action
0 ft.
Nonmagical light weapon
1 round/level (D)
None
No
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
A weapon appears in your hand, ready for use.
You conjure a nonmagical light weapon sized for you.
The weapon is normal in every respect. It can’t be made
of any unusual metal, nor is it masterwork.
PART 4 | LEVEL 2
23
3rd-level Spell Descriptions
AMORPHOUS FORM
Transmutation
Assassin 3
S, M
1 standard action
Touch
Willing corporeal creature touched
Duration: : 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Level:
Components:
Casting Time:
Range:
Target:
You dust your ally with gelatin and silently evoke the
spell. Immediately her bones begin to soften and she
and her belongings slump, becoming malleable ooze.
The subject and all its gear become amorphous and
oozelike. This new form is boneless and fluid, enabling
the subject to pass through holes or narrow openings as
small as 2 inches in diameter. While amorphous, the
subject is immune to poison, polymorphing, and
stunning, it cannot be flanked, and it is not subject to
extra damage from critical hits. It gains a swim speed (if
it does not have one already) equal to its land speed.
The subject can remain submerged as long as desired
without breathing.
The subject’s armor (including natural armor)
becomes worthless, though its modifiers for size,
Dexterity, and deflection still apply to Armor Class, as
do armor bonuses from force effects (for example, from
the mage armor spell). While amorphous, the subject
can’t attack or cast spells that require verbal, somatic,
material, or focus components. (This limitation does not
rule out the casting of any spells that the subject might
have prepared using the metamagic feats Eschew
Materials, Silent Spell, and Still Spell.) The subject
loses all supernatural abilities while in amorphous form,
and its magic items, aside from those bonuses noted
above, cease functioning as long as it remains
amorphous.
Material Component: A pinch of gelatin.
CREATE FETCH
Conjuration (Creation)
Assassin 3
V, S, M
1 standard action
Close (25 ft. + 5 ft./2 levels)
A duplicate of yourself
10 minutes/level
None
No
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
24
PART 5 | LEVEL 3
Plucking out one of your own hairs, you make a
beckoning motion. A double of you appears nearby.
You create a fetch, a perfect replica of your form at
the time you cast this spell. Little more than an
animated reproduction, a fetch is mindless but capable
of performing simple tasks or imitating you. The
creation is the same size as you and occupies space just
as a living creature does. You have a mental connection
with your fetch and can give it new orders as a standard
action.
The fetch duplicates your form in every way but
texture. You must make a Disguise check when you cast
the spell to determine how good the likeness is; this
result is opposed by observers’ Spot checks as normal.
Anyone touching the fetch finds it rubbery and soft, and
in so doing immediately realizes its magical nature. The
fetch’s body includes useless versions of all the
equipment you possess: A weapon wielded by the fetch
is too flimsy to deal damage, and tools it carries are
fragile and imprecise. Items created with a fetch are
part of its form and dissipate if separated from it.
At your order, the fetch can retrieve things for you,
open unstuck doors, hold chairs, and the like, as well as
perform menial tasks such as cleaning and mending.
The fetch can’t perform any task that requires a skill
check with a DC higher than 10 or that requires a skill
that can’t be used untrained. It can perform only one
activity at a time, but it repeats the same activity
tirelessly if ordered to do so as long as you remain
within the spell’s range. You can have the fetch imitate
you, such as by sitting at a desk and pretending to write,
lying in bed and breathing deeply, or skulking with a
weapon drawn. It can even imitate tasks it can’t actually
perform, though it automatically fails any attempt at
such performance—for instance, even though a fetch
can pretend to decipher an ancient text, it can’t actually
do it.
The fetch weighs roughly the same as you do, so it
can trigger any traps you would if you were to pass
through the same space, setting off tripwires, pressure
plates, some magical forms of detection, and similar
devices. Its land speed is normal for a creature of your
kind (for example, 30 feet for a human or 20 feet for a
halfling). Even if you normally have other modes of
movement available (such as a fly or swim speed), the
fetch can’t use those.
The fetch automatically fails any saving throw
required of it. If you attempt to send it beyond the spell’s
range (measured from your current position), it ceases
to exist.
The fetch has an effective Strength score of 6, so it can
lift 60 pounds or drag 300 pounds. Its Dexterity is 10,
so it has an AC of 10 (plus size modifier). It gains no AC
benefit from any equipment or effect on you when the
spell is cast (such as armor you wear, since the armor
created for it is part of its form), though it can then wear
real armor or other items to increase its Armor Class. It
has no Constitution score and 10 hit points; if reduced
to 0 hit points, it is destroyed. It can’t be healed, nor can
it benefit from temporary hit points. The fetch has no
Intelligence, Wisdom, or Charisma score. You can
command it to make noise, but it can’t communicate in
any way, nor can it understand instructions other than
the simple orders you give it telepathically.
The fetch cannot attack in any way; it is never allowed
an attack roll. Even if armed, it doesn’t threaten an area
around it and thus can’t flank an enemy, nor can it use
the aid another action to improve your Armor Class or
attack rolls.
The fetch has the same alignment aura as you do.
Detect thoughts does not register its existence (since it
has no Intelligence), but detect magic reveals it as a
magical effect.
Material Component: One of your own hairs.
DEEP SLUMBER
Enchantment (Compulsion) [Mind-Affecting]
Assassin 3
V, S, M
1 round
Close (25 ft. + 5 ft./2 levels)
One or more living creatures within a 10-ft.-radius
burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 10
Hit Dice of creatures. Creatures with the fewest HD are
affected first. Among creatures with equal HD, those
who are closest to the spell’s point of origin are affected
first. Hit Dice that are not sufficient to affect a creature
are wasted.
Sleeping creatures are helpless. Slapping or
wounding awakens an affected creature, but normal
noise does not. Awakening a creature is a standard
action (an application of the aid another action).
Sleep does not target unconscious creatures,
constructs, or undead creatures.
Material Component: A pinch of fine sand, rose
petals, or a live cricket.
Level:
Components:
Casting Time:
Range:
Area:
DEEPER DARKNESS
Evocation [Darkness]
Touch
Object touched
One day/level (D)
None
No
This spell causes an object to radiate shadowy
illumination out to a 60-foot radius. All creatures in the
area gain concealment (20% miss chance). Even
creatures that can normally see in such conditions (such
as with darkvision or lowlight vision) have the miss
chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth)
are incapable of brightening the area, as are light spells
of lower level (such as light or dancing lights). Higher
level light spells (such as daylight) are not affected by
darkness.
If darkness is cast on a small object that is then
placed inside or under a lightproof covering, the spell’s
effect is blocked until the covering is removed.
Daylight brought into an area of deeper darkness (or
vice versa) is temporarily negated, so that the otherwise
prevailing light conditions exist in the overlapping areas
of effect.
Darkness counters or dispels any light spell of equal
or lower spell level.
Arcane Material Component: A bit of bat fur and
either a drop of pitch or a piece of coal.
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
ENDURING SCRUTINY
Divination
Assassin 3
V, S
1 standard action
Close (25 ft. + 5 ft./2 levels)
One creature
1 day/level
None
Yes
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
You sense a sudden, empathic connection with the
subject, as though you were constantly a mere step or
two behind.
You designate a particular action when casting this
spell. If the subject engages in or commits that
particular action during the spell’s duration, you are
instantly alerted of that fact, regardless of the distance
between you and the subject (and even if the subject is
on another plane). For instance, you could command
the spell to alert you if the subject casts a spell or kills
someone. You do not necessarily know the precise
details of when or how the subject committed the
designated action; you only know, instantly, that he did
so.
Assassin 3
V, M/DF
1 standard action
Level:
Components:
Casting Time:
PART 5 | LEVEL 3
25
FALSE LIFE
MAGIC CIRCLE AGAINST GOOD
Necromancy
Abjuration [Good]
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
Assassin 3
V, S, M
1 standard action
Personal
You
1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a
limited ability to avoid death. While this spell is in effect,
you gain temporary hit points equal to 1d10 +1 per
caster level (maximum +10).
Material Component: A small amount of alcohol or
distilled spirits, which you use to trace certain sigils on
your body during casting. These sigils cannot be seen
once the alcohol or spirits evaporate.
FANGS OF THE VAMPIRE KING
Transmutation [Evil]
Assassin 3
V, S
1 standard action
Personal
You
1 minute/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Hissing an evil laugh, you sprout sharp fangs to drain
the blood of your foes.
You grow vampirelike fangs that allow you to make
bite attacks as a natural attack. Your bite attack deals
1d6 points of damage + your Str modifier, and 1 point of
Constitution damage. If you make a full attack with
other weapons, you can make a bite attack as a natural
secondary attack (–5 penalty on the attack roll).
FIND THE GAP
Divination
Assassin 3
V
1 standard action
Personal
You
1 round/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You speak the words of this spell, and a blue mark that
only you can see appears on your opponent, highlighting
a weak spot in her defense.
You gain the ability to perceive weak points in your
opponent’s armor. Your first melee or ranged attack
each round is resolved as a touch attack, disregarding
the subject’s armor, shield, and natural armor bonuses
(including any enhancement bonuses) to Armor Class.
Other AC bonuses, such as dodge bonuses, deflection
bonuses, and luck bonuses, still apply.
26
PART 5 | LEVEL 3
Assassin 3
V, S, M/DF
1 standard action
Touch
10-ft.-radius emanation from touched creature
10 min./level
Will negates (harmless)
No; see text
All creatures within the area gain the effects of a
protection from good spell, and no nonevil summoned
creatures can enter the area either. You must overcome
a creature’s spell resistance in order to keep it at bay (as
in the third function of protection from evil), but the
deflection and resistance bonuses and the protection
from mental control apply regardless of enemies’ spell
resistance.
First, the subject gains a +2 deflection bonus to AC
and a +2 resistance bonus on saves. Both these bonuses
apply against attacks made or effects created by good
creatures.
Second, the barrier blocks any attempt to possess the
warded creature (by a magic jar attack, for example) or
to exercise mental control over the creature (including
enchantment (charm) effects and enchantment
(compulsion) effects that grant the caster ongoing
control over the subject, such as dominate person). The
protection does not prevent such effects from targeting
the protected creature, but it suppresses the effect for
the duration of the protection from evil effect. If the
protection from good effect ends before the effect
granting mental control does, the would-be controller
would then be able to mentally command the controlled
creature. Likewise, the barrier keeps out a possessing
life force but does not expel one if it is in place before
the spell is cast. This second effect works regardless of
alignment.
Third, the spell prevents bodily contact by summoned
creatures. This causes the natural weapon attacks of
such creatures to fail and the creatures to recoil if such
attacks require touching the warded creature. Evil
summoned creatures are immune to this effect. The
protection against contact by summoned creatures ends
if the warded creature makes an attack against or tries
to force the barrier against the blocked creature. Spell
resistance can allow a creature to overcome this
protection and touch the warded creature.
This spell has an alternative version that you may
choose when casting it. A magic circle against good can
be focused inward rather than outward. When focused
inward, the spell binds a nongood called creature (such
as those called by the lesser planar binding, planar
binding, and greater planar binding spells) for a
maximum of 24 hours per caster level, provided that
you cast the spell that calls the creature within 1 round
of casting the magic circle. The creature cannot cross
the circle’s boundaries. If a creature too large to fit into
the spell’s area is the subject of the spell, the spell acts
as a normal protection from good spell for that creature
only.
A magic circle leaves much to be desired as a trap. If
the circle of powdered silver laid down in the process of
spellcasting is broken, the effect immediately ends. The
trapped creature can do nothing that disturbs the circle,
directly or indirectly, but other creatures can. If the
called creature has spell resistance, it can test the trap
once a day. If you fail to overcome its spell resistance,
the creature breaks free, destroying the circle. A
creature capable of any form of dimensional travel
(astral projection, blink, dimension door, etherealness,
gate, plane shift, shadow walk, teleport, and similar
abilities) can simply leave the circle through that means.
You can prevent the creature’s extradimensional escape
by casting a dimensional anchor spell on it, but you
must cast the spell before the creature acts. If you are
successful, the anchor effect lasts as long as the magic
circle does. The creature cannot reach across the magic
circle, but its ranged attacks (ranged weapons, spells,
magical abilities, and the like) can. The creature can
attack any target it can reach with its ranged attacks
except for the circle itself.
You can add a special diagram (a two-dimensional
bounded figure with no gaps along its circumference,
augmented with various magical sigils) to make the
magic circle more secure. Drawing the diagram by hand
takes 10 minutes and requires a DC 20 Spellcraft
check. The DM makes this check secretly. If the check
fails, the diagram is ineffective. You can take 10 when
drawing the diagram if you are under no particular time
pressure to complete the task. This task also takes 10
full minutes. If time is no factor at all, and you devote 3
hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a
dimensional anchor spell on the magic circle during the
round before casting any summoning spell. The anchor
holds any called creatures in the magic circle for 24
hours per caster level. A creature cannot use its spell
resistance against a magic circle prepared with a
diagram, and none of its abilities or attacks can cross
the diagram. If the creature tries a Charisma check to
break free of the trap (see the lesser planar binding
spell), the DC increases by 5. The creature is
immediately released if anything disturbs the diagram—
even a straw laid across it. However, the creature itself
cannot disturb the diagram either directly or indirectly,
as noted above.
This spell is not cumulative with protection from good
and vice versa.
Arcane Material Component: A little powdered silver
with which you trace a 3-footdiameter circle on the floor
(or ground) around the creature to be warded.
MASOCHISM
Enchantment [Evil]
Assassin 3
V, S, M
1 action
Personal
Caster
1 round/level
For every 10 points of damage the caster takes in a
given round, he gains a +1 luck bonus on attack rolls,
saving throws, and skill checks made in the following
round. The more damage the caster takes, the greater
the luck bonus. It’s possible to get a luck bonus in
multiple rounds if the caster takes damage in more than
one round during the spell’s duration.
Material Component: A leather strap that has been
soaked in the caster’s blood.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
MISDIRECTION
Illusion (Glamer)
Assassin 3
V, S
1 standard action
Close (25 ft. + 5 ft./2 levels)
One creature or object, up to a 10- ft. cube in
size
Duration: 1 hour/level
Saving Throw: None or Will negates; see text
Spell Resistance: No
By means of this spell, you misdirect the information
from divination spells that reveal auras (detect evil,
detect magic, discern lies, and the like). On casting the
spell, you choose another object within range. For the
duration of the spell, the subject of misdirection is
detected as if it were the other object. (Neither the
subject nor the other object gets a saving throw against
this effect.) Detection spells provide information based
on the second object rather than on the actual target of
the detection unless the caster of the detection succeeds
on a Will save. For instance, you could make yourself
detect as a tree if one were within range at casting: not
evil, not lying, not magical, neutral in alignment, and so
forth. This spell does not affect other types of divination
magic (augury, detect thoughts,
clairaudience/clairvoyance, and the like).
Level:
Components:
Casting Time:
Range:
Target:
PART 5 | LEVEL 3
27
NIGHTMARE TERRAIN
Illusion (Shadow)
Assassin 3
V, S
1 standard action
Close (25 ft. + 5 ft./2 levels)
Five 10-ft. cubes + one 10-ft. cube/level (S)
1 round/level
Will disbelief (if interacted with)
No
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
You cloak your surroundings with phantasmagoric
figures, creating a horrific dreamscape.
You make any terrain look, sound, and smell like
something out of a nightmare. Writhing vegetation,
disembodied limbs, animated corpses, and smoking pits
cover every surface. Miasmic vapors fill the air, along
with various foul stenches.
The nightmare terrain you create is mostly illusory,
but the obstacles are partially real. Creatures within,
entering, or viewing the area are entitled to Will saves to
discern the illusion. Creatures that fail their saves
become entangled.
Regardless of the outcome of the save, creatures
within 5 feet have concealment, while those 10 feet or
farther away have total concealment.
Furthermore, as long as you are within the area of
this spell, you can attempt Hide checks even while being
observed. (Other creatures don’t gain this benefit.)
NONDETECTION
Abjuration
Assassin 3
V, S, M
1 standard action
Touch
Creature or object touched
1 hour/level
Will negates (harmless, object)
Yes (harmless, object)
The warded creature or object becomes difficult to
detect by divination spells such as
clairaudience/clairvoyance, locate object, and detect
spells. Nondetection also prevents location by such
magic items as crystal balls. If a divination is attempted
against the warded creature or item, the caster of the
divination must succeed on a caster level check (1d20 +
caster level) against a DC of 11 + the caster level of the
spellcaster who cast nondetection. If you cast
nondetection on yourself or on an item currently in your
possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the
creature’s gear as well as the creature itself.
Material Component: A pinch of diamond dust worth
50 gp.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
PALL OF TWILIGHT
28
PART 5 | LEVEL 3
Illusion (Pattern) [Darkness, Mind-Affecting]
Assassin 3
S
1 standard action
Close (25 ft. + 5 ft./2 levels)
20-ft.-radius spread
1 round/level
Will negates
Yes
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
A creeping pall of darkness covers the area like running
ink, muting sound and color alike.
This spell reduces illumination in the area to
shadowy; these shadows are mental as well as physical.
All creatures in the area take a –10 penalty on Listen,
Search, Sense Motive, and Spot checks. A successful
Will save negates these penalties, but not the effect of
the darkness.
RUSTED BLADE
Transmutation
Assassin 3
V, S
1 standard action
Touch
One weapon touched
1 round/level (D)
Will negates (object, harmless) and
Fortitude negates
Spell Resistance: Yes (object, harmless)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Your touch corrupts the substance beneath your fingers.
Where once it gleamed, it now grows dull and pitted.
You cause a rustlike patina to temporarily cover the
target weapon. (Despite its name, the spell can affect
any kind of weapon regardless of material.) For the
duration of the spell, any living creature damaged by the
weapon must succeed on a Fortitude save or contract
filth fever (DMG 292). Use the spell’s normal save DC
for the initial saving throw, but use filth fever’s normal
DC 12 for later saves. Multiple applications of the
disease do not stack, but even a creature that succeeds
on one or more saves must continue to save each time it
takes damage from the weapon.
Despite the change in appearance, this spell has no ill
effect on the target weapon.
SADISM
Enchantment [Evil]
Assassin 3
V, S, M
1 action
Personal
Caster
1 round/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
For every 10 points of damage the caster deals in a
given round while under the effect of this spell, she
gains a +1 luck bonus on attack rolls, saving throws, and
skill checks in the next round. The more damage the
caster deals, the greater the luck bonus. It’s possible to
get a luck bonus for multiple rounds if she deals
damage in more than one round during the spell’s
duration.
Material Component: A leather strap that has been
soaked in human blood.
SPECTRAL WEAPON
Illusion (Shadow)
Assassin 3
V, S
1 swift action
0 ft.
One shadowy blade
1 round/level (D)
See text
Yes
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
You summon forth semisolid shadowstuff and force it to
coalesce into a shape only you can wield. The shadowformed weapon looks real at first glance, though it
appears darkened as if perpetually in shadows. Wisps of
shadow tendrils constantly follow the weapon as you
move it about.
Using material from the Plane of Shadow, you can
fashion a quasi-real melee weapon of any type with
which you are proficient. This spectral weapon appears
in your hand and behaves as a normal weapon of its
type, with two exceptions. First, you resolve attacks with
your spectral weapon as melee touch attacks instead of
melee attacks. Second, any foe you hit is entitled to a
Will save to recognize the weapon’s shadowy, semiinsubstantial nature. If the save is successful, that
opponent takes only half damage from the weapon on
that attack and all subsequent attacks, and is only 50%
likely to suffer any special effects of your attacks (such
as a death attack delivered with the weapon).
You can maintain only one spectral weapon at a time,
and only you can wield it. The weapon dissipates when
you let go of it or when the spell’s duration expires,
whichever comes first.
SPIDER POISON
Necromancy
Assassin 3
V, S, M
1 standard action
Touch
Living creature touched
Instantaneous; see text
Fortitude negates
Yes
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
You hold the husk of the spider in your hand and speak
the words of the spell. The husk vanishes, but leaves in
your palm the brief glowing image of a spider.
You poison a subject by making a successful melee
touch attack. The poison deals 1d6 points of Strength
damage immediately and another 1d6 points of
Strength damage 1 minute later. Each instance of
damage can be negated by a Fortitude save (DC 10 +
1/2 your caster level + your relevant spellcasting ability
modifier (Intelligence for wizards and assassins,
Charisma for sorcerers).
Material Component: A poisonous spider, alive or
dead.
TOXIC TONGUE
Conjuration (Creation)
Assassin 3
V, S
1 standard
Personal
You
1 minute/level
Level:
Components:
Casting Time:
Range:
Target:
Duration:
A sickly black fluid dribbles from the corner of your
mouth.
You gain the ability to create a virulent poison in your
mouth. You can then either spit the poison at a foe or
apply it to a weapon. In either case, a Fortitude save
negates each instance of damage, as normal for poison.
Spitting the poison at a foe requires a standard action
and a successful ranged touch attack; the range is 30
feet. In this form, the poison deals 1d3 points of
Constitution damage as its initial and secondary
damage.
Applying the poison to a weapon requires a swift
action (and requires you to touch the weapon). This
form of the poison deals 1d6 points of Constitution
damage as its initial and secondary damage. You can
apply the poison either to a manufactured or natural
weapon, including your own bite attack (if you have
one). The poison remains on your weapon until you
make a successful attack or until the spell’s duration
ends, whichever comes first.
Each dose of poison you create reduces the remaining
duration of the spell by 1 minute. The poison has no
effect if ingested.
VITAL STRIKE
Divination
Assassin 3
S
1 swift action
Personal
You
One attack
Level:
Components:
Casting Time:
Range:
Target:
Duration:
PART 5 | LEVEL 3
29
You suddenly see two versions of your target, one a split
second ahead of the other, allowing you to target the
holes in his defenses.
You gain temporary, intuitive insight into the actions
of your foes. Your next single attack roll (if it is made
before the end of the next round) is considered a sneak
attack, even if your foe is neither flat-footed nor flanked.
This spell does not allow you to sneak attack creatures
normally immune to such attacks, nor does it allow you
to make use of other abilities—such as certain feats—
that deal ability damage, or otherwise grant you extra
benefits, when you make a sneak attack.
WRAITHSTRIKE
Transmutation
Assassin 3
V, S
1 swift action
Personal
You
1 round
By presenting your weapon with an overly dramatic
flourish and calling out with a sickly-sounding moan,
you complete the spell. As you do so, your weapon
becomes translucent almost to the point that you cannot
see it, though it still weighs as heavily in your hand.
While this spell is in effect, your melee attacks are
resolved as melee touch attacks rather than normal
melee attacks.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
30
PART 5 | LEVEL 3
4th-level Spell Descriptions
ASSASSIN’S DARKNESS
Evocation (Darkness)
Assassin 4
V, S
1 standard action
Medium (100 ft. + 10 ft./level)
40-ft.-radius spherical emanation
1 minute/level (D)
No
No
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
Covering your eyes and spitting a harsh whisper, you
conjure a globe of absolute blackness before you. As you
step forward, your sight alone pierces the darkness,
showing you your disoriented victims within.
You call a globe of absolute darkness into being,
which only you can see through. All other creatures
within or who enter this spell’s area are blinded while
they remain in the area. Even creatures that have
darkvision cannot see through this magical
obscurement, although creatures capable of seeing in
magical darkness (such as devils) are not affected by it.
While you are outside the sphere, you can see nothing
within, and every creature within has total concealment.
Upon entering the spell’s area, however, you can see as
if the area were illuminated by bright light and can
interact with those within as normal, even though they
cannot see you.
functions only on the plane of existence you are
currently occupying.
Arcane Focus: A small horn (for hearing) or a glass
eye (for seeing).
CURSED BLADE
Necromancy
Assassin 4
V
1 swift action
Touch
One melee weapon
1 minute/level
None
No
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Drawing upon dark powers, you whisper a vehement
curse and draw your finger down the weapon.
A weapon affected by this spell deals wounds that
can’t be healed in the usual fashion. Any damage dealt
by the weapon (not including damage from special
weapon properties such as flaming, holy, wounding, and
so on) cannot be cured by any means until the damaged
individual has received a remove curse spell (or some
other effect that neutralizes a curse).
If a creature is slain by a weapon that is under the
effect of this spell, it can’t be raised from the dead
unless a remove curse spell (or similar effect) is cast on
the body or a true resurrection spell is used.
CLAIRAUDIENCE/CLAIRVOYANCE DEATHSIGHT
Divination (Scrying)
Assassin 4
V, S, F/DF
10 minutes
Long (400 ft. + 40 ft./level)
Magical sensor
1 min./level (D)
None
No
Clairaudience/clairvoyance creates an invisible magical
sensor at a specific location that enables you to hear or
see (your choice) almost as if you were there. You don’t
need line of sight or line of effect, but the locale must be
known—a place familiar to you or an obvious one, such
as behind a door, around a corner, or in a grove of trees.
Once you have selected the locale, the sensor doesn’t
move, but you can rotate it in all directions to view the
area as desired. Unlike other scrying spells, this spell
does not allow magically or supernaturally enhanced
senses to work through it. If the chosen locale is
magically dark, you see nothing. If it is naturally pitch
black, you can see in a 10-foot radius around the center
of the spell’s effect. Clairaudience/clairvoyance
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Divination
Assassin 4
S
1 standard action
Personal
You
One attack
Level:
Components:
Casting Time:
Range:
Target:
Duration:
The vital spots on your foe seem to call out to you,
guiding your weapon of their own accord.
You gain temporary, intuitive insight into the actions
and physiology of your foes. Your next attack (if it is
made before the end of your next turn) is considered a
death attack, without the need for the standard 3 rounds
of observation. All other rules for a death attack, such as
determining success and damage dealt, apply as
normal.
If you don’t have the ability to deliver a death attack,
this spell has no effect.
DIMENSION DOOR
Conjuration (Teleportation)
Assassin 4
V
Level:
Components:
PART 6 | LEVEL 4
31
1 standard action
Long (400 ft. + 40 ft./level)
You and touched objects or other touched
willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current
location to any other spot within range. You always
arrive at exactly the spot desired—whether by simply
visualizing the area or by stating direction, such as “900
feet straight downward,” or “upward to the northwest,
45-degree angle, 1,200 feet.” After using this spell, you
can’t take any other actions until your next turn. You
can bring along objects as long as their weight doesn’t
exceed your maximum load. You may also bring one
additional willing Medium or smaller creature (carrying
gear or objects up to its maximum load) or its equivalent
per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large
creatures, and so forth. All creatures to be transported
must be in contact with one another, and at least one of
those creatures must be in contact with you.
If you arrive in a place that is already occupied by a
solid body, you and each creature traveling with you
take 1d6 points of damage and are shunted to a random
open space on a suitable surface within 100 feet of the
intended location. If there is no free space within 100
feet, you and each creature traveling with you take an
additional 2d6 points of damage and are shunted to a
free space within 1,000 feet. If there is no free space
within 1,000 feet, you and each creature travelling with
you take an additional 4d6 points of damage and the
spell simply fails.
Casting Time:
Range:
Target:
FEROCITY OF SANGUINE RAGE
Transmutation/Divination
Assassin 4
V, S
1 standard action
Personal
You
1 round/level or until expended
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Blood seems to pour from your eyes as an irregular red
glow whirls around you chaotically.
This spell imbues you with a supernatural ferocity,
giving you an edge in melee combat. You gain a morale
bonus on your melee damage rolls (with weapons or
natural attacks) equal to 1/2 your caster level. This has
no impact on your ability to cast spells or perform other
actions.
Furthermore, while this spell is active, you can
activate a true strike effect (as the spell) on yourself as a
standard action. This effect lasts for the normal
duration of the true strike spell (a single attack), after
which the entire spell’s duration ends.
32
PART 6 | LEVEL 4
Special: If you are of the dragonblood subtype (see
page 4), you cast this spell at +1 caster level.
FLESH ARMOR
Abjuration [Evil]
Assassin 4
V, S, M, F
1 action
Personal
Caster
10 minutes/level or until discharged
Prior to casting flesh armor, the caster flays the skin
from a creature of his size and lays it upon his own
flesh, wearing it like clothing or armor. Once the caster
casts flesh armor, his skin develops resistance to blows,
cuts, stabs, and slashes. The caster gains damage
reduction 10/+1. Once the spell has prevented a total of
5 points of damage per caster level (maximum 50
points), it is discharged, and the skin slowly rots,
shedding in patches like the skin of a molting snake.
Material Component: A bit of flesh torn from the
caster’s body during the casting (dealing 1 point of
damage).
Focus: The entire freshly harvested skin of another
creature of the caster’s size.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
FREEDOM OF MOVEMENT
Abjuration
Assassin 4
V, S, M, DF
1 standard action
Personal or touch
You or creature touched
10 min./level
Will negates (harmless)
Yes (harmless)
This spell enables you or a creature you touch to move
and attack normally for the duration of the spell, even
under the influence of magic that usually impedes
movement, such as paralysis, solid fog, slow, and web.
The subject automatically succeeds on any grapple
check made to resist a grapple attempt, as well as on
grapple checks or Escape Artist checks made to escape
a grapple or a pin.
The spell also allows the subject to move and attack
normally while underwater, even with slashing weapons
such as axes and swords or with bludgeoning weapons
such as flails, hammers, and maces, provided that the
weapon is wielded in the hand rather than hurled. The
freedom of movement spell does not, however, allow
water breathing.
Material Component: A leather thong, bound around
the arm or a similar appendage.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
HEART RIPPER
Necromancy [Death]
Assassin 4
V, S
1 standard action
Close (25 ft. + 5 ft./2 levels)
One living creature
Instantaneous
Fortitude negates
Yes
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
With a sweep of your hand, invisible magic slams into
your target. With a bloody pop and squelch, the heart of
your target bursts out its back, dropping the creature
like a discarded rag doll.
Invisible bolts of force instantly slay the target you
designate by driving its heart from its body unless it
succeeds on a Fortitude save. If the target has HD
higher than your caster level, it does not die on a failed
saving throw, but instead is stunned for 1d4 rounds.
Creatures that don’t depend on their hearts for survival,
creatures with no anatomy, and creatures immune to
extra damage from critical hits are unaffected by the
spell.
GLIBNESS
Transmutation
Assassin 4
S
1 standard action
Personal
You
10 min./level (D)
Your speech becomes fluent and more believable. You
gain a +30 bonus on Bluff checks made to convince
another of the truth of your words. (This bonus doesn’t
apply to other uses of the Bluff skill, such as feinting in
combat, creating a diversion to hide, or communicating
a hidden message via innuendo.)
If a divination is attempted against you that would
detect your lies or force you to speak the truth (such as
discern lies or zone of truth), the caster of the divination
must succeed on a caster level check (1d20 + caster
level) against a DC of 15 + your caster level to succeed.
Failure means the divination does not detect your lies or
force you to speak only the truth.
Level:
Components:
Casting Time:
Range:
Target:
Duration:
HIDE FROM DRAGONS
Abjuration
Assassin 4
S, M
1 standard action
Touch
One creature touched/2 levels
10 minutes/level (D)
Level:
Components:
Casting Time:
Range:
Targets:
Duration:
Will negates (harmless)
Yes (harmless)
Saving Throw:
Spell Resistance:
Silently you make the motions and the dragon’s scale
smolders in your hand. The rising smoke wraps around
you and sinks into your skin.
Dragons cannot see, hear, or smell the warded
creatures, even with blindsense. They act as though the
warded creatures are not there. Warded creatures could
stand before the hungriest of red dragons and not be
molested or even noticed. If a warded character touches
or attacks a dragon or the dragon’s hoard, even with a
spell, the spell ends for all recipients.
Material Component: A dragon scale.
IMPLACABLE PURSUER
Divination
Assassin 4
V, S
1 minute
Long (400 ft. + 40 ft./level); see text
One creature
1 hour/level (D)
Will negates; see text
Yes
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
With this spell, you become an unerring tracker,
instantly aware of your quarry’s location whenever it’s
on the move.
The implacable pursuer spell gives you the direction
and distance to the target creature whenever it finishes
a turn more than 10 feet away from where it started. If
you are a ranger, you apply your favored enemy bonus
to the DC of the Will save.
Once you successfully target a creature with
implacable pursuer, you know its location as long as the
subject is moving, no matter where it goes on the same
plane. Even if it leaves the plane, implacable pursuer
tells you what plane the subject creature went to. The
spell then provides no further information until you and
the subject creature are on the same plane, in which
case the spell resumes functioning normally.
INVISIBILITY, GREATER
Illusion (Glamer)
Assassin 4
V, S, M/DF
V, S
Personal or touch
You or creature touched
1 round/level (D)
Will negates (harmless)
Yes (harmless) or Yes (harmless,
object)
Level:
Components:
Components:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
PART 6 | LEVEL 4
33
The creature or object touched becomes invisible,
vanishing from sight, even from darkvision. If the
recipient is a creature carrying gear, that vanishes, too.
If you cast the spell on someone else, neither you nor
your allies can see the subject, unless you can normally
see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature
become visible; items picked up disappear if tucked into
the clothing or pouches worn by the creature. Light,
however, never becomes invisible, although a source of
light can become so (thus, the effect is that of a light
with no visible source). Any part of an item that the
subject carries but that extends more than 10 feet from
it becomes visible, such as a trailing rope.
Of course, the subject is not magically silenced, and
certain other conditions can render the recipient
detectable (such as stepping in a puddle).
See Table 8–5: Attack Roll Modifiers and Table 8–6:
Armor Class Modifiers, page 151, for the effects of
invisibility on combat.
Arcane Material Component: An eyelash encased in a
bit of gum arabic.
LOCATE CREATURE
Divination
Assassin 4
V, S, M
1 standard action
Long (400 ft. + 40 ft./level)
Circle, centered on you, with a radius of 400 ft. +
40 ft./level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You sense the direction of a well-known or clearly
visualized creature. You slowly turn and sense when
you are facing in the direction of the creature to be
located, provided it is within range. You also know in
which direction the creature is moving, if any.
The spell can locate a creature of a specific kind (such
as a human or a unicorn) or a specific creature known
to you. It cannot find a creature of a certain type (such
as humanoid or animal). To find a kind of creature, you
must have seen such a creature up close (within 30 feet)
at least once.
Running water blocks the spell. It cannot detect
objects. It can be fooled by mislead, nondetection, and
polymorph spells.
Material Component: A bit of fur from a bloodhound.
Level:
Components:
Casting Time:
Range:
Area:
MODIFY MEMORY
Enchantment (Compulsion) [Mind-Affecting]
Assassin 4
V, S
1 round; see text
Close (25 ft. + 5 ft./2 levels)
Level:
Components:
Casting Time:
Range:
34
PART 6 | LEVEL 4
One living creature
Permanent
Will negates
Yes
You reach into the subject’s mind and modify as many
as 5 minutes of its memories in one of the following
ways.
Eliminate all memory of an event the subject actually
experienced. This spell cannot negate charm,
geas/quest, suggestion, or similar spells.
Allow the subject to recall with perfect clarity an
event it actually experienced. For instance, it could
recall every word from a 5-minute conversation or
every detail from a passage in a book.
Change the details of an event the subject actually
experienced.
Implant a memory of an event the subject never
experienced.
Casting the spell takes 1 round. If the subject fails to
save, you proceed with the spell by spending as much as
5 minutes (a period of time equal to the amount of
memory time you want to modify) visualizing the
memory you wish to modify in the subject. If your
concentration is disturbed before the visualization is
complete, or if the subject is ever beyond the spell’s
range during this time, the spell is lost.
A modified memory does not necessarily affect the
subject’s actions, particularly if it contradicts the
creature’s natural inclinations. An illogical modified
memory, such as the subject recalling how much it
enjoyed drinking poison, is dismissed by the creature as
a bad dream or a memory muddied by too much wine.
More useful applications of modify memory include
implanting memories of friendly encounters with you
(inclining the subject to act favorably toward you),
changing the details of orders given to the subject by a
superior, or causing the subject to forget that it ever saw
you or your party. The DM reserves the right to decide
whether a modified memory is too nonsensical to
significantly affect the subject.
Target:
Duration:
Saving Throw:
Spell Resistance:
MORDENKAINEN’S TRUSTED
BLOODHOUND
Conjuration (Creation)
Assassin 4
V, S, M
1 standard action
Close (25 ft. + 5 ft./2 levels)
Phantom bloodhound
1 hour/caster level or until discharged, then 1
round/caster level; see text
Saving Throw: None
Spell Resistance: No
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
You conjure a phantom hound, that can track and bring
down your prey.
You conjure up a phantom bloodhound that is invisible
to everyone but yourself. It then guards the area where
it was conjured (it does not move). The hound
immediately starts barking loudly if any Small or larger
creature approaches within 30 feet of it. (Those within
30 feet of the hound when it is conjured may move
about in the area, but if they leave and return, they
activate the barking.) The hound sees invisible and
ethereal creatures. It does not react to figments, but it
does react to shadow illusions.
The phantom bloodhound created can also track a
creature as if it had the Track feat. Its Survival modifier
is equal to your caster level for this purpose, but it can’t
use the Survival skill for any other tasks. A trusted
bloodhound has a land speed equal to yours, and can
move at full speed without taking a penalty on Survival
checks to track.
A trusted bloodhound can’t attack, provide a flank, or
have any other effect on combat. However, as a
standard action, you can instruct a trusted bloodhound
to serve as a watchdog. In this role if an intruder
approaches to within 5 feet of the hound, the dog stops
barking and delivers a vicious bite (attack bonus equal
to your caster level, 2d6+3 points of piercing damage)
once per round. The dog also gets the bonuses
appropriate to an invisible creature. The dog is
considered ready to bite intruders, so it delivers its first
bite on the intruder’s turn. Its bite is the equivalent of a
magic weapon for the purpose of damage reduction.
The hound cannot be attacked, but it can be dispelled.
You can command a trusted bloodhound to resume
its tracking again as a standard action.
The spell lasts for 1 hour per caster level, but once
the hound begins barking, it lasts only 1 round per
caster level. If you are ever more than 100 feet distant
from the hound, the spell ends.
Material Component: A tiny silver whistle, a piece of
bone, and a thread.
POISON
Necromancy
Assassin 4
V, S, DF
1 standard action
Touch
Living creature touched
Instantaneous; see text
Fortitude negates; see text
Yes
Calling upon the venomous powers of natural predators,
you infect the subject with a horrible poison by making a
successful melee touch attack. The poison deals 1d10
points of temporary Constitution damage immediately
and another 1d10 points of temporary Constitution
damage 1 minute later. Each instance of damage can be
negated by a Fortitude save (DC 10 + 1/2 your caster
level + your Wis modifier).
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
SHADOW FORM
Illusion (Shadow)
Assassin 4
V, S, M
1 standard action
Personal
You
1 minute/level (D)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Shadows rise from the ground to envelop you. The
shadows easily move with you, guiding your steps and
how to hold your body.
While this spell is in effect, you gain a number of
benefits. The shadows wrapping your form grant you a
+4 competence bonus on Escape Artist, Hide, and Move
Silently checks. Your shadowy form also provides you
with concealment. This shadowy concealment is not
negated by a see invisibility spell, but a true seeing spell
counteracts the effect. Standing within the radius of a
daylight spell or in bright natural sunlight temporarily
suppresses the concealment effect.
In addition, if you have 5 ranks in Escape Artist, you
can attempt to slip through a solid object or barrier up
to 5 feet thick with a DC 20 Escape Artist check, though
doing this ends the spell as soon as the attempt is
completed (regardless of success). If you have 10 ranks
in Escape Artist, you can attempt to pass through an
object or barrier up to 10 feet thick. If you have 15 ranks
in Escape Artist, you can attempt to pass through a
barrier composed of magical force (or similar magical
obstacles).
Material Component: A small piece of black cloth
taken from a funeral shroud.
SHADOW PHASE
Transmutation
Assassin 4
V, S
1 standard action
Touch
Creature touched
1 round/level (D)
Fortitude negates (harmless)
Yes (harmless)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
Your hand becomes slightly translucent as you complete
the arcane gestures of the spell. As you touch the
intended recipient, your hand appears solid again, while
the subject’s flesh takes on a dark, wispy, insubstantial
appearance.
The spell temporarily transposes some of the
subject’s tissue with shadow-stuff, making the subject
partially incorporeal. This partially incorporeal state
does not allow the subject to pass through walls or
other solid objects.
PART 6 | LEVEL 4
35
Nonmagical physical attacks directed against the spell’s
subject suffer a 50% miss chance. Magical attacks, such
as supernatural and spell-like abilities, spells, and magic
weapons, suffer a 20% miss chance.
SNIPER’S EYE
Transmutation
Assassin 4
V, S, F
1 standard action
Personal
You
1 round/level (D)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Holding the glass lens before you, you take a series of
slow, deep breaths. Whispered words of arcane power
seep past your lips with each exhalation. As you
complete the spell you feel infused with deadly ability.
When you cast sniper’s eye, you gain the following
benefits.
+10 competence bonus on Spot checks.
Darkvision out to 60 feet.
The ability to make a ranged sneak attack at a range
of up to 60 feet, rather than 30 feet.
The ability to make a death attack with a ranged
weapon rather than just with a melee weapon. The
target must be within 60 feet.
This spell doesn’t grant you the ability to make a
sneak attack or death attack if you don’t already have
that ability.
Sniper’s eye attunes you completely to the vantage
point you had when you cast the spell. You understand
the nuances of the breeze and every angle and shadow—
from that spot. If you move even 5 feet from the place
where you cast the spell, you lose the benefits of
sniper’s eye until you return to that spot.
Focus: A magnifying glass lens.
STOP HEART
Necromancy [Evil]
Asssassin 4
S, Drug
1 action
Touch
One living humanoid or animal
Instantaneous
Fortitude negates
Yes
Channeling hatred and spite, the caster calls upon dark
power to give the subject a massive heart attack. The
subject suddenly drops to –8 hit points, then –9 hit
points at the end of this round. If someone immediately
makes a successful Heal check (DC 15) or somehow
gives the subject more hit points, she stabilizes.
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:
36
PART 6 | LEVEL 4
Otherwise, at the end of the next round, the subject
reaches –10 hit points and dies.
Drug Component: Baccaran.
UNSEEN STRIKE
Illusion (Glamer)
Assassin 4
V, S
1 full round
Personal
You
1 hour/level (D)
Level:
Components:
Casting Time:
Range:
Target:
Duration:
You strike your foe, then immediately fade from sight.
This spell has no immediate effect upon you.
However, the next time you deliver a successful melee
attack, you instantly turn invisible (as the invisibility
spell). If you do not make a successful melee attack
within 1 hour per level of casting the spell, the effect
ends.
VULNERABILITY
Transmutation
Assassin 4
V, S
1 standard action
Touch
Creature touched
1 round/level
Will negates
Yes
Level:
Components:
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:
You invoke the power of this spell and a purple mist
swirls around your opponent, weakening its mystic
protections.
This spell lowers the subject’s damage reduction by 5
(to a minimum of 5). For instance, if you successfully
cast vulnerability on a dragon with damage reduction
10/magic, its damage reduction becomes 5/magic.
For every four caster levels beyond 9th, the subject’s
damage reduction lowers by an additional 5: a reduction
of 10 at caster level 15th and a reduction of 15 at caster
level 19th.
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