2nd-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.


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.