Spells: A duskblade casts arcane spells, which are drawn from the duskblade spell list on page Duskblade spells unique to this book appear on a spell list. 18 items Complete list of all D&D spells, rulebooks, feats, classes and more! Duskblade level 1 spells. More spell Player’s Handbook II · Supplementals (). The Duskblade’s spell list is stealthily hiding on p. 24 of Players Handbook 2, after the sample starting package. The 0th level spells are listed.
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This class is a variant of the “Duskblade” class, reworked to make the class more interesting to play and more viable as both a front-line fighter and a competent spellcaster. The Duskblade is usually a front-line combatant, and his spells supplement him to suit this purpose. He also gains the ability to imbue his weapons with arcane spells, allowing him to strike with eldritch fury and honed steel at once. As such, Strength and Intelligence are the two most important scores for a prospective Duskblade, with Constitution closely following them.
The ability to hit, cast spells, and survive an engagement at close quarters are all hallmarks of this class. Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields. You cast arcane spells, which are drawn from the Duskblade spell list. You can cast any spell you know without preparing it ahead of time. You can cast only a certain number of spells of each spell level per day.
Your base daily spell allotment is given on the table. In addition, you receive bonus spells per day if you have a high Intelligence score see Table 1—1: Duskblades know all Cantrips 0-Level spells, and can cast them an infinite number of times per day.
Duskblades can also learn and add new spells known to their repertoire in a manner similar to a Wizard; however, Duskblades cannot learn or create new, damage-dealing touch spells outside of their Duskblade spell-list, as these spells are specific to being channeled through weaponry. Additionally, they cannot change ranged touch spells into touch spells for the purpose of channeling these spells through their weapons.
The only exceptions are touch spells that deal no damage or other adverse effects, such as certain bolstering spells. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. As you gain access to new spell levels, you can designate new thematic spells; you don’t need to select this feat again to acquire new thematic spells.
Nearly any theme is possible, so long as you can describe a visual link for unification.
Duskblade – D&D e Handbook Compendium
For example, your theme might be “lightning,” ” spheres,” or ” screaming skulls. If your theme is “lightning,” your duskblaee spell might manifest as a bright green spark that leaps from ally to ally. You can’t use this feat to make your spell manifestations invisible, nor do your spell thematics change the type of damage a spell deals, regardless of its appearance.
Beginning at 3rd level, you can use a free action to cast any touch spell you know and deliver the spell through your weapon with a melee attack.
Casting a spell in this manner does not provoke attacks of opportunity, duskkblade can only be done once per round.
The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect spelll the spell is resolved. At 10th level, you can cast any duskblaxe spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last listt than 1 round.
A Duskblade can cast any spell from the Duskblade spell list that has a range of Personal ahead of time. The spells cast in this manner are stored until they are used, and do not count against the Duskblades spells per day if the Duskblade has rested since the spells were cast.
A Duskblade can prepare 3 spells in such a fashion.
Duskblade (Redux) (3.5e Class)
They can then activate those spells as a free action on their turn. All stored spells will activate simultaneously when this ability is triggered. The Duskblade can store 6 such spells at level 8, 9 spells at level 11, 12 spells at level 14, and 15 spells at level Flow of Battle Ex: The Duskblade can now cast the spell Dimension Door once per round as a free action. This still uses up their spells per day as though they had cast the spell normally, however, they epell not restricted from actions until their next turn, unlike a normal casting of the spell.
Ignore Spell Resistance Ex: When a Duskblade channels a spell with his weapon and strikes a target with spell resistance SRit does not gain its spell resistance against the spell that is being channeled. A Duskblade begins play knowing any and all Cantrips 0-Level spells and all of the following 1st-Level spells below.
Upon attaining a new level of spellcasting, a Duskblade automatically adds the following 2nd, 3rd, lisy, and 5th-Level spells to their spellbook. A Duskblade must prepare their spells each day, and require 1 hour in which to do so; once they have committed all of their spells to memory, they may cast any spells known, so long as they still have spells per day remaining.
Essentially, they can add to and prepare their spells like a Wizard, yet they can cast their sppell spontaneously as a Sorcerer does. V, S Casting Time: No You enclose yourself in a shield of elemental energy that does not harm you. You can breathe normally and cast spells while the shield is present. Any creature striking you unarmed, or with natural or melee weapons deals normal damage, but at the same time the attacker takes 1 point of elemental damage per caster level.
Reach weapons, such as longspears, do not endanger their users in this way.
The Duskblade determines which kind of elemental damage they wish to do when casting the spell. If you are in a grapple, other creatures in the grapple takes elemental damage once per round xuskblade the beginning of .35 turn. Yes With a successful touch attack, the Duskblade can deal 1 point of elemental damage for every caster levels he possesses. The type of elemental damage can be decided by the Duskblade when he casts the spell.
If this spell is channeled through a two-handed weapon, it deals an additional amount of elemental damage equal to the modifier of whatever ability score determines the damage the Duskblade xpell with his melee weapon.
Yes harmless Force Shield creates a field of deflecting force around the caster.
Yes harmless Improve Armor magically enhances the armor a spellcaster is wearing. This enhancement bonus stacks with the armor’s armor bonus, but not with other enhancement bonuses from other magical effects, or from magically enchanted armor.
While this spell can effect clothing, it can not be used if the caster is naked. V, S Casting time: Yes harmless Improve Shield magically enhances the shield a spellcaster is wearing. This enhancement bonus stacks with the shield’s shield bonus, but not with other enhancement bonuses from other magical effects, or from magically enchanted shields. If the spellcaster wears no shield while the spell is cast, then he can gain no benefit from this spell.
In addition, this spell does not apply to a buckler. Reflex for half Spell Resistance: Yes This spell creates a 10 ft. This burst deals whatever type of elemental damage the caster wishes, and deals 1d6 points of damage per caster level, to a maximum of 10d6 to any enemies within the area. Yes With a successful touch attack, the Duskblade can deal 2 points of elemental damage for every caster levels he possesses. Yes harmless The caster can fly at a speed of 60 feet.
It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a Fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally.
The subject of a Fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely.
If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the Fly spell is dispelled, but not if it is negated by an Antimagic Field.
No The caster can move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.
This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.
Any condition that makes you lose your Dexterity bonus to Armor Class if any also makes you lose dodge bonuses. All of the hasted creature’s modes of movement including land movement, burrow, climb, fly, and swim increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement.
This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple Haste effects don’t stack. Haste dispels and counters Slow. V, S, Casting Time: Any Melee Weapons Wielded Duration: Will negates harmless, object Spell Resistance: Yes harmless, object This spell makes a weapon magically keen, improving its ability to deal telling blows.
This transmutation doubles the threat range of the weapon. A threat range of duskb,ade becomesa threat range of becomesand a threat range of becomes The spell can be cast only on piercing or slashing weapons, but effects all weapons the caster is holding when he casts the spell. Will negates harmless Spell Resistance: No This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
The subject can speak only one language at a time, oist it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.