2nd-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.
Absorb Weapon: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it.
Alarm, Greater F: As alarm, and it works on coexistent planes.
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.
Bone Field: Produce a field of bone caltrops.
Brilliant Energy Arrow: Masterwork arrow or radiates light and ignores armor.
Cat’s Grace: Subject gains +4 to Dex for 1 minute/level.
Combat Fluidness: Caster gains +2 initiative bonus, 1 minute/level.
Control Darkness and Shadow: Manipulate existing areas of darkness and shadow.
Corrupting Touch: Corrupts and rots items touched.
Crushing Blow: Doubles the threat range of blunt weapons.
Darklight: Creates 5-ft.-radius area where all can see without light.
Darkness: 20-ft. radius of supernatural shadow.
Deadly Nails: Caster's nails do 1d4 or 1d6 damage, 2 rounds/level.
Death Become Me: Switch faces with a dead target for 1 hour/level.
Divest Essentia: Target’s essentia becomes uninvested.
Eye of the Needle: Caster can move through a crack or keyhole.
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 to Int for 1 minute/level.
Hunter’s Eye: Gain +1d6 sneak attack damage/3 caster levels for 1 round.
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 minute/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 Man: Helps track a subject.
Marked Object: You gain bonus to track a specific being.
Mimicry: Perfectly mimic familiar sounds, voices, or accents.
Near Horizon: Remove increment-based penalties on ranged attacks.
Outside In: Caster steps into an extradimensional closet.
Pass without Trace: One subject/level leaves no tracks.
Phantom Foe M: 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.
Snuff the Light: Extinguish one nonmagical light source.
Soul Blight: Deal 1d4 + 1 per three caster levels essential damage to foe.
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.
Spider Climb: Grants ability to walk on walls and ceilings.
Steal Poison: Teleport manufactured poison onto your bladed slashing or piercing weapon.
Summon Weapon: Create normal, nonmagical light weapon.
Swift Ready: Enchant armor and weapons so that they appear on you instantly when you wish.
Undetectable Alignment: Conceals alignment for 24 hours.
Veil of Shadow: Darkness grants you concealment.
Venom Touch: Deals 1d10 Str damage, repeats in one minute.