1st-Level Assassin Spells

From WikiName
Jump to: navigation, search

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.

Addiction: Subject becomes addicted to a drug.

Alarm: Wards an area for 2 hours/level.

Alibi: Target believes he encountered you recently.

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.

Calling Card: Creates a message, or silent image, one round/level.

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.

Crucial Strike: Ignore miss chance from concealment; deliver sneak attack against foe with concealment.

Dead End: Removes spoor of one creature/level.

Death Grimace: Caster leaves magical “calling card” on a corpse.

Deep Shadows: Shadows give concealment and +4 hide.

Detect Poison: Detects poison in one creature or object.

Disguise Self: Changes your appearance.

Distract Assailant: One creature is flat-footed for 1 round.

Ebon Eyes: Subject can see through magical darkness.

False Peacebond: As peacebond, but subject can draw weapon freely.

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.

Mask Aberrant Dragonmark: Reshapes your aberrant dragonmark into the likeness of a true dragonmark.

Mute: Renders one creature incapable of speech.

Obscuring Mist: Fog surrounds you.

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.

Sniper’s Shot: No range limit on next ranged sneak attack.

Shock and Awe: Flat-footed creatures get –10 on initiative.

Silent Step: Subject gains +10 competence bonus to Move Silently checks.

Spittle Spray: You can spit up to close range.

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.


Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.