1st-Level Assassin Spells
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.