View Full Version : [3.5] Assassin spells

Dusk Eclipse
2010-12-12, 09:08 PM
I love the assassin class, really it is possibly my favourite fantasy archetype ever, and when I found the iron Chef was going to feature assassin as the secret Ingredient, I was so happy. Alas I am on exam week so I didn't have time to submit a build; in any case all the builds were superb.

The problem is that there where some spells that I didn't recognize, so I am asking the playground if you know about a list that has all the assassin's spells (preferably with sources).

TD.LR Is there a list of assassin spells?

2010-12-12, 10:05 PM
Both the DMG and Spell Compendium are the best ones. there might be some in some other splat books, but I believe those are the best.

2010-12-13, 08:34 PM
You'll find the basics in the Consolidated Lists Archive (http://www.wizards.com/default.asp?x=dnd/arch/lists), but that won't include sources such as Complete mage, Complete Scoundrel, Dragon Magic etc.

Dusk Eclipse
2010-12-13, 11:14 PM
Thanks for the link, but sadly it has the sources that I already know about, I was wondering if there was a list that included CMag, DraM, an others.

2010-12-13, 11:16 PM
None that I know of...I started compiling one myself one time (of all spells), but it ended up pretty labor intensive. It still may be a worthwhile task, but I won't have the chance in the immediate future.

Dusk Eclipse
2010-12-13, 11:18 PM
Hey, don't worry. I can imagine it to be an extremely daunting task....maybe in vacations I can start to try to compile the assassin spell list at least.

2010-12-14, 08:43 AM
Hey, don't worry. I can imagine it to be an extremely daunting task....maybe in vacations I can start to try to compile the assassin spell list at least.
That would be a very good resource. I'm sure the community would be pleased.

2010-12-14, 10:09 AM
This (http://www.imarvintpa.com/dndLive/FindSpell.php) should find all Assassin spells^^

2010-12-14, 11:18 AM
This (http://www.imarvintpa.com/dndLive/FindSpell.php) should find all Assassin spells^^

Hope so.
Here are my findings (I skipped those sources mentioned to be included in the Spell Compendium (page 285), as well as the core list (http://www.d20srd.org/srd/prestigeClasses/assassin.htm).).:

Book of Vile Darkness:

Addiction: Subject becomes addicted to a drug.
Angry Ache: Subject takes 2 penalty on attack rolls.
Black Bag: Create extradimensional bag of torture tools.
Death Grimace: Caster leaves magical "calling card" on a corpse.
Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.

Darklight: Creates 5-ft.-radius area where all can see without light.
Sacrificial Skill: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.

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

Flesh Armor: Caster gains DR 10/magic.
Stop Heart: Subject drops to 8 hp immediately.

Champions of Ruin:

1st Level
Woodwisp Arrow: Enables a masterwork arrow or bolt to pass through wood.

2nd Level
Brilliant Energy Arrow: Masterwork arrow or bolt radiates light and ignores armor.
Spellslayer Arrow: Masterwork arrow or bolt deals extra damage to a creature with ongoing spells cast upon it.

3rd Level
Arrowsplit: Transform a masterwork arrow or bolt mid-flight into 1d4+1 masterwork missiles.
Darkflame Arrow: Masterwork arrow or bolt deals normal damage +2d6 damage each round for 3 rounds.

4th Level
Bloodfreeze Arrow: Masterwork arrow or bolt deals extra 2d6 cold damage and paralyzes target.
Shadow Arrow: Masterwork arrow or bolt deals 1d6 points of strength damage.


1st Level
Secret Weapon: Makes hidden weapon almost impossible to detect.

2nd Level
False Peacebond: As peacebond, but subject can draw weapon freely.

Complete Mage

1st Level
Bloodletting: Your light weapon creates bleeding wound that deals an extra 1d6 damage per round.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
Critical Strike: Ignore miss chance from concealment; deliver sneak attack against foe with concealment.
Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.
Vigilant Slumber: Set specific conditions under which you immediately wake up.

2nd Level
Animate Weapon: A weapon animates and fights for you.
Near Horizon: Remove increment-based penalties on ranged attacks.
Summon Weapon: Create normal, nonmagical light weapon.

3rd Level
Enduring Scrutiny: Become aware when target performs designated action.
Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
Pall of Twilight: Veil of shadow impedes sight and sound.
Rusted Blade: Touched weapon delivers filth fever.
Toxic Tongue: Generate small amount of poison that you can spit or place on a weapon.
Vital Strike: Your next attack deals sneak attack damage.

4th Level
Deathsight: Make death attack without spending rounds in observation.
Mordenkainen's Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.
Unseen Strike: Invisibility effect triggered to activate the
instant you successfully attack someone.

Complete Scoundrel:

1st Level
Healer's Vision: Gain +5 bonus on Heal checks, and +2 attack and damage on sneak attacks.
Mimicry: Perfectly mimic familiar sounds, voices, or accents.

2nd Level
Smoke Stairs: Walk up a column of smoke as if it were solid.

3rd Level
Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders.

4th Level
Assassin's Darkness: Globe of pure darkness blocks all sight but your own.

Dragon Magic:

4th Level
Ferocity of Sanguine Rage: Gain bonus on melee damage
rolls and one use of true strike.

Drow of the Underdark:

1st Level
Combat Readiness: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
Shadow Double: Shadowy figure attacks enemies.
Snuff the Light: Extinguish one nonmagical light source.

Exemplars of Evil:

1st Level
Alibi: Target believes he encountered you recently.

Lost Empires of Faern:

3rd Level
Ebon Ray of Doom: Black energy prevents magical healing and special healing abilities from functioning.

Magic of Incarnum:

2nd Level
Divest Essentia: Target's essentia becomes uninvested.
Soul Blight: Deal 1d4+1 per three caster levels essentia damage to foe.

3rd Level
Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.
Unbind Chakra: Sever one chakra bind per four caster levels; deal 1d6+1d6/essentia damage per bind severed.

4th Level
Soulbleed: Melee weapon drains 1 point of essentia per hit.

Player's Handbook II:

1st Level
Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.

2nd Level
Increase Virulence: Poison's save DC increases by 2.

Races of Destiny:

1st Level
Rooftop Strider: Move across uneven surfaces with ease.

Races of the Wild:

2nd Level
Returning Weapon: Thrown weapon returns to thrower.

Song and Silence:

1st Level
Spring Sheath: Automatically draws a weapon.

2nd Level
Getaway: Causes pursuers to go astray 50% of the time.

Spell Compendium:

1st Level
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Dead End: Removes spoor of one creature/level.
Distract Assailant: One creature is flat-footed for 1 round.
Ebon Eyes: Subject can see through magical darkness.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Lightfoot: Your move does not provoke attacks of opportunity for 1 round.
Low-Light Vision: See twice as far as a human in poor illumination.
Serene Visage: Serene Visage: Gain insight bonus on Bluff checks equal to half your level. (NOTE: Possibly mentioned as an Assassin spell in Dragon 325, but not in the SpC itself.)
Shock and Awe: Flat-footed creatures get 10 on initiative.
Silent Portal: Negates sound from door or window.
Sniper's Shot: No range limit on next ranged sneak attack.
Sticky Fingers: You get +10 on Sleight of Hand checks.

2nd Level
Absorb Weapon: Hide a weapon, gain a Bluff check with a +4 bonus on feint attempts when you draw it.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Fire Shuriken: Magical shuriken deal 3d6 fire damage.
Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
Invisibility, Swift: You are invisible for 1 round or until you attack.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Marked Object: You gain bonus to track a specific being.
Phantom Foe (M): Subject is always flanked by one creature.
Veil of Shadow: Darkness grants you concealment.

3rd Level
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Fangs of the Vampire King: Grow vampire fangs.
Find the Gap: Your attacks ignore armor and natural armor.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.

4th Level
Cursed Blade: Wounds dealt by weapon can't be healed without remove curse.
Heart Ripper: Kills living creature with up to your caster level in HD.
Hide from Dragons: Dragons can't perceive one subject/2 levels.
Implacable Pursuer: You know where prey is, as long as it's moving.
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.
Shadow Phase: Subject becomes partially incorporeal.
Sniper's Eye: Gain +10 Spot, darkvision, 60-ft. range for sneak attacks, and death attacks with ranged weapons.
Vulnerability: Reduces an opponent's damage reduction.

2011-01-30, 06:40 PM
It was so useful, thanks.