Assassin Spells

1st-Level Assassin Spells

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Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. {PH2}

Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round. {CM}

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus. {CM}

Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats. {SC}

Dead End: Removes spoor of one creature/level. {SC}

Detect Poison: Detects poison in one creature or object. {PH}

Disguise Self: Changes your appearance. {PH}

Distract Assailant: One creature is flat-footed for 1 round. {SC}

Ebon Eyes: Subject can see through magical darkness. {SC}

Feather Fall: Objects or creatures fall slowly. {PH}

Ghost Sound: Figment sounds. {PH}

Guided Strike: Ignore miss chance from concealment; deliver sneak attack against foe with concealment. ﴾⁠Critical strike⁠﴿ {CM}

Healer’s Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks. {CS}

Insightful Feint: Gain +10 on your next Bluff check to feint in combat. {SC}

Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action. {SC}

Instant Search: Make Search check at +2 as free action. {SC}

Jump: Subject gets bonus on Jump checks. {PH}

Lightfoot: Your move does not provoke attacks of opportunity for 1 round. {SC}

Low-Light Vision: See twice as far as a human in poor illumination. {SC}

Mimicry: Perfectly mimic familiar sounds, voices, or accents. {CS}

Obscuring Mist: Fog surrounds you. {PH}

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}

Rooftop Strider: Move across uneven surfaces with ease. {RoDe}

Secret Weapon: Makes hidden weapon almost impossible to detect. {Ci}

Shock and Awe: Flat-footed creatures get –10 on initiative. {SC}

Silent Portal: Negates sound from door or window. {SC}

Sleep: Puts 4 HD of creatures into magical slumber. {PH}

Sniper’s Shot: No range limit on next ranged sneak attack. {SC}

Sticky Fingers: You get +10 on Sleight of Hand checks. {SC}

True Strike: +20 on your next attack roll. {PH}

Vigilant Slumber: Set specific conditions under which you immediately wake up. {CM}

2nd-Level Assassin Spells

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Absorb Weapon: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it. {SC}

Alter Self: Assume form of a similar creature. {PH}

Animate Weapon: A weapon animates and fights for you. {CM}

Blade of Pain and Fear: Creates blade of gnashing teeth. {SC}

Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}

Darkness: 20-ft. radius of supernatural shadow. {PH}

False Peacebond: As peacebond, but subject can draw weapon freely. {Ci}

Fell the Greatest Foe: Deal extra damage to creatures larger than you. {SC}

Fire Shuriken: Magical shuriken deal 3d6 fire damage. {SC}

Fox’s Cunning: Subject gains +4 to Int for 1 minute/level. {PH}

Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst. {SC}

Illusory ScriptM: Only intended reader can decipher. {PH}

Increase Virulence: Poison’s DC increases by 2. {PH2}

Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}

Invisibility, Swift: You are invisible for 1 round or until you attack. {SC}

Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level. {SC}

Marked ObjectF: You gain bonus to track a specific being. {SC}

Near Horizon: Remove increment-based penalties on ranged attacks. {CM}

Pass without Trace: One subject/level leaves no tracks. {PH}

Phantom FoeM: Subject is always flanked by one creature. {SC}

Returning Weapon: Thrown weapon returns to thrower. (RoW)

Smoke Stairs: Walk up a column of smoke as if it were solid. {CS}

Spider Climb: Grants ability to walk on walls and ceilings. {PH}

Summon Weapon: Create normal, nonmagical light weapon. {CM}

Undetectable Alignment: Conceals alignment for 24 hours. {PH}

Veil of Shadow: Darkness grants you concealment. {SC}

3rd-Level Assassin Spells

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Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly. {SC}

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

Deep Slumber: Puts 10 HD of creatures to sleep. {PH}

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

Enduring Scrutiny: Become aware when target performs designated action. {CM}

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

Fangs of the Vampire King: Grow vampire fangs. {SC}

Find the Gap: Your attacks ignore armor and natural armor. {SC}

Magic Circle against Good: As protection from good spell, but 10-ft. radius and 10 minute/level. {PH}

Misdirection: Misleads divinations for one creature or object. {PH}

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

NondetectionM: Hides subject from divination, scrying. {PH}

Pall of Twilight: Veil of shadow impedes sight and sound. {CM}

Rusted Blade: Touched weapon delivers filth fever. {CM}

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

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

Toxic Tongue: Generate small amount of poison that you can spit or place on a weapon. {CM}

Vital Strike: Your next attack deals sneak attack damage. {CM}

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

4th-Level Assassin Spells

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Assassin’s Darkness: Globe of pure darkness blocks all sight but your own. {CS}

Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}

Cursed Blade: Wounds dealt by weapon can’t be healed without remove curse. {SC}

Deathsight: Make death attack without spending rounds in observation. {CM}

Dimension Door: Teleports you short distance. {PH}

Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike. {DrM}

Freedom of Movement: Subject moves normally despite impediments. {PH}

Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. {PH}

Heart Ripper: Kills living creature with up to your caster level in HD. {SC}

Hide from Dragons: Dragons can’t perceive one subject/2 levels. {SC}

Implacable Pursuer: You know where prey is, as long as it’s moving. {SC}

Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}

Locate Creature: Indicates direction to familiar creature. {PH}

Modify Memory: Changes 5 minutes of subject’s memories. {PH}

Mage’s Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes. ﴾⁠Mordenkainen’s trusted bloodhound⁠﴿ {CM}

Poison: Touch deals 1d10 Con damage, repeats in 1 minute {PH}

Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist. {SC}

Shadow Phase: Subject becomes partially incorporeal. {SC}

Sniper’s Eye: Gain +10 Spot, darkvision, 60-ft. range for sneak attacks, and death attacks with ranged weapons. {SC}

Unseen Strike: Invisibility effect triggered to activate the instant you successfully attack someone. {CM}

Vulnerability: Reduces an opponent’s damage reduction. {SC}