Duskblade Spells
0-Level Duskblade Spells
- Acid Splash: Orb deals 1d3 acid damage.
- Dancing Lights: Creates torches or other lights.
- Detect Magic: Detects spells and magic items within 60 ft.
- Disrupt Undead: Deals 1d6 damage to one undead.
- Flare: Dazzles one creature (-1 on attack rolls).
- Ghost Sound: Figment sounds.
- Ray of Frost: Ray deals 1d3 cold damage.
- Read Magic: Read scrolls and spellbooks.
- Touch of Fatigue: Touch attack fatigues target.
1st-Level Duskblade Spells
- Bigby's Tripping Hand: Hand trips subject.
- Blade of Blood: Weapon deals +1d6, or +3d6 if you take 5 points of damage.
- Burning Hands: 1d4/level fire damage (max 5d4).
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
- Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
- Expeditious Retreat Swift: Your speed increases by 30 ft. for 1 round (swift).
- Jump: Subject gets bonus on Jump checks.
- Kelgore's Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
- Magic Weapon: Weapon gains +1 bonus.
- Obscuring Mist: Fog surrounds you.
- Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str penalty.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Rouse: Awakens creatures in area.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
- Stand: Subject stands up from prone.
- True Strike: +20 on your next attack roll.
2nd-Level Duskblade Spells
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
- Bear's Endurance: Subject gains +4 to Con for 1 min./level.
- Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Darkvision: See 60 ft. in total darkness.
- Deflect: Gain bonus to AC for one attack.
- Dimension Hop: Teleport subject short distance.
- Fly, Swift: This spell functions like fly except for 1 round (swift).
- Ghoul Touch: Paralyzes one subject, which exudes stench.
- Invisibility, Swift: Invisibility lasts 1 round (swift).
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- See Invisibility: Reveals invisible creatures or objects.
- Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
- Sure Strike: Gain +1 bonus/3 levels on next attack.
- Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
3rd-Level Duskblade Spells
- Crown Of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
- Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
- Dispelling Touch: Dispel one magical effect on touched subject.
- Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
- Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
- Energy Surge: As lesser energy surge, but 2d6 damage.
- Halt: Subject's feet become stuck to the ground.
- Keen Edge: Doubles normal weapons threat range.
- Magic Weapon, Greater: +1 bonus/four levels (max +5).
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Ray of Exhaustion: Ray makes subject exhausted.
- Regroup: Teleports nearby allies to your side.
- Vampiric Touch: Touch* deals 1d6/two levels damage; caster gains damage as HP.
4th-Level Duskblade Spells
- Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
- Dimension Door: Teleports you short distance.
- Dispel Magic: Cancels magical spells and effects.
- Enervation: Subject gains 1d4 negative levels.
- Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
- Interposing Hand: Hand provides cover against one opponent.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Toxic Weapon: Coats weapon with poison.
5th-Level Duskblade Spells
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
- Disintegrate: Makes one creature or object vanish.
- Hold Monster: As hold person, but any creature.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
- Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
- Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
- Waves of Fatigue: Several targets become fatigued.
page revision: 8, last edited: 14 Feb 2012 23:34