1st-Level Blackguard Spells

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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.

Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.

Blessed Aim: +2 bonus for allies’ ranged attacks.

Boneblast: 1d3 Con damage to subject.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Corrupt Weapon: Weapon strikes true against good foes.

Cure Light Wounds: Cures 1d8 damage +1/level (max +5).

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

Deep Shadows: Shadows give concealment and +4 hide.

Demonflesh: Caster gains +1 natural armor/5 caster levels.

Detect Incarnum: Detect soulmelds and essentia within 60 ft.

Detect Weaponry: Reveals weapons within 60 feet.

Devastating Smite: Double the extra damage dealt by your next smite attack.

Divine Sacrifice: You sacrifice hit points to deal extra damage.

Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.

Faith Healing: Cures 8 hp +1/level (max +5) to worshiper of your deity.

Golden Barding: Your mount gets force armor.

Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).

Investiture of the Spined Devil: Target can launch up to 3 spikes at once.

Knight Unburdened: Remove the speed penalties for medium and heavy armor.

Know Greatest Enemy: Determines relative power level of creatures within the area.

Magic Weapon: Weapon gains +1 bonus.

Mark of the Outcast: Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC.

Profane Weapon: Weapon becomes evil, bypasses DR, and critically hits good foes.

Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.

Resurgence: You grant subject a second chance at a saving throw.

Secret Weapon: Makes hidden weapon almost impossible to detect.

Skeletal Cohort: Animate a single skeleton.

Strategic Charge: Gain the benefits of the Mobility feat.

Summon Monster I: Calls extraplanar creature to fight for you.

Summon Undead I: Summons undead to fight for you. Traveler’s Mount: Creature moves faster but can’t attack.

Weeping Wounds: All attacks on target deal +1d6 damage.