3rd-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.
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.