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 1 4 5 6 7 8 8 8 8 8 8 9 9 9 9 10 10 10 10 10 11 11 11 12 12 12 12 12 12 12 13 13 13 13 13 14 14 14 15 15 15 15 15 15 2 3 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 17 17 17 18 18 18 18 19 19 19 19 20 20 20 20 21 21 22 22 22 22 22 23 23 23 23 24 24 24 24 25 25 25 26 26 26 27 27 27 27 28 28 29 29 29 29 29 30 30 30 30 31 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 32 32 32 32 32 32 33 33 33 34 34 34 34 34 35 35 35 36 36 36 37 37 37 37 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.