3rd-Level Assassin 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.


Alter Aura: Changes your alignment to detection spells and effects.

Amorphous Form: Subject becomes puddle-like and can slip through cracks quickly.

Arrowsplit: Transform a masterwork arrow or bolt mid-flight into 2d4 masterwork missiles.


Blunt Natural Weapons: Weakens the natural weapons of the target creature.


Cloak of Invisibility: Target becomes invisible for 10 minutes/level, but can reappear at any time.

Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders.


Darkflame Arrow: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.

Deep Slumber: Puts 10 HD of creatures to sleep.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.


Ebon Ray of Doom: Black energy prevents magical healing and special healing abilities from functioning.

Embrace of Darkness, Lesser: Gain a favor from an evil god.

Enduring Scrutiny: Become aware when target performs designated action.


False Life: Gain 1d10 temporary hp +1/level (max +10).

Fangs of the Vampire King: Caster gains bite attack that deals 1d6 damage and 1 Con damage.

Find the Gap: Your attacks ignore armor and natural armor.



Heartseeker: Increases a weapon's crit multiplier by one.






Magic Circle against Good: As protection spells, but 10-ft. radius and 10 minutes/level.

Masochism: For every 10 hp damage caster takes, he gains +1 on attacks, saves, and checks.

Misdirection: Misleads divinations for one creature or object.


Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.

Nondetection M: Hides subject from divination, scrying.



Pall of Twilight: Veil of shadow impedes sight and sound.



Rend Essentia I: Deal Charisma damage or essentia damage to foe; gain essentia.

Rending Fangs: Caster's bite does 2d6 damage.

Rusted Blade: Touched weapon delivers filth fever.


Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.

Shockblade: After striking an opponent, he and all enemies in a 5-ft.-radius take 1d4 electricty damage.

Shrapnel: Turns a handful of coins into metal shrapnel.

Spectral Weapon: Use quasi-real weapon to make touch attacks.

Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.



Unbind Chakra E: Sever one chakra bind per four caster levels; deal 1d6 + 1d6/essentia damage per bind severed.


Vital Strike: Your next attack deals sneak attack damage.


Weapon Pocket: Creates an extradimensional pocket for weapon storage.

Wraithstrike: Your melee attacks strike as touch attacks for 1 round.