Duskblade Spells

0-Level Duskblade Spells

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Acid Splash: Orb deals 1d3 acid damage. {PH}

Disrupt Undead: Deals 1d6 damage to one undead. {PH}

Ray of Frost: Ray deals 1d3 cold damage. {PH}

Touch of Fatigue: Touch attack fatigues target. {PH}

1st-Level Duskblade Spells

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

Burning Hands: 1d4/level fire damage (max 5d4). {PH}

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. {PH}

Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. {PH}

Deflect, Lesser: Gain a deflection bonus of +1/3 levels (min +1; max +5) against one attack. {PH2}

Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR. ﴾⁠Kelgore’s fire bolt⁠﴿ {PH2}

Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. {SC}

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

Magic Weapon: Weapon gains +1 bonus. {PH}

Obscuring Mist: Fog surrounds you. {PH}

Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. {PH}

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. {PH}

Rouse: Awakens creatures in area. {PH2}

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). {PH}

Stand: Subject stands up from prone. {PH2}

Tripping Hand: Hand trips subject. ﴾⁠Bigby’s tripping hand⁠﴿ {PH2}

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

2nd-Level Duskblade Spells

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Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.﴾⁠Melf’s acid arrow⁠﴿ {PH}

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}

Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}

Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}

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

Darkvision: See 60 ft. in total darkness. {PH}

Deflect: Gain bonus to AC for one attack. {PH2}

Dimension Hop: Teleport subject short distance. {PH2}

Fly, Swift: Gain fly speed of 60 ft. for 1 round. {SC}

Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. {PH}

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

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels beyond 3rd (max 3). {PH}

See Invisibility: Reveals invisible creatures or objects. {PH}

Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject. {PH2}

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

Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}

Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back. ﴾⁠Bigby’s striking fist⁠﴿ {PH2}

Sure Strike: Gain +1 bonus/3 levels on next attack. {PH2}

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}

3rd-Level Duskblade Spells

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Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round. {PH2}

Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. {PH2}

Dispelling Touch: Dispel one magical effect on touched subject. {PH2}

Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points. {PH2}

Energy Aegis: Subject gains resistance 20 against one energy type for one attack. {PH2}

Energy Surge: One attack deals an extra 2d6 energy damage. {PH2}

Halt: Subject’s feet become stuck to ground. {PH2}

Keen Edge: Doubles normal weapon’s threat range. {PH}

Magic Weapon, Greater: +1/four levels (max. +5). {PH}

Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}

Ray of Exhaustion: Ray makes subject exhausted. {PH}

Regroup: Teleports nearby allies to your side. {PH2}

Vampiric Touch: Touch deals 1d6 points of damage/two levels; caster gains damage as hp. {PH}

4th-Level Duskblade Spells

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Channeled Pyroburst: Deal fire damage, amount and radius based on casting time. {PH2}

Dimension Door: Teleports you short distance. {PH}

Dispel Magic: Cancels magical spells and effects. {PH}

Enervation: Subject gains 1d4 negative levels. {PH}

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}

Interposing Hand: Hand provides cover against one opponent. ﴾⁠Bigby’s interposing hand⁠﴿ {PH}

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 points of damage. {PH}

Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}

Toxic Weapon: Coats weapon with poison. {PH2}

5th-Level Duskblade Spells

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Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. {PH}

Clenched Fist: Large hand provides cover, pushes, or attacks your foes. ﴾⁠Bigby’s clenched fist⁠﴿ {PH}

Disintegrate: Makes one creature or object vanish. {PH}

Hold Monster: As hold person, but any creature. {PH}

Polar Ray: Ranged touch attack deals 1d6/level cold damage. {PH}

Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled. {PH2}

Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. {PH2}

Waves of Fatigue: Several targets become fatigued. {PH}