Blackguard Spell List
Blackguard Spells
1st-Level Blackguard Spells
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
- Faith Healing: Cures 8 hp damage +1/level (max +5) for worshiper of your patron.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Magic Weapon: Weapon gains +1 bonus.
- Mark of the Outcast: Subject takes -5 penalty on Bluff and Diplomacy checks and -2 penalty to AC.
- Strategic Charge: You gain the benefits of the Mobility feat.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead IF: Summons undead to fight for you.
2nd-Level Blackguard Spells
- Bull's Strength: Subject gains +4 to Str for 1 min./level.
- Clarity of Mind: Grants +4 bonus on saves against charm, compulsion, and glamer spells; reduces glamer miss chance by 10%.
- Cure Moderate Wounds: Cures 2d8 damage +2/level (max +20).
- Darkness: 20-ft. radius of supernatural shadow.
- Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Hand of Divinity: Gives +2 sacred or profane bonus to worshiper of your patron.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +2/level (max +20).
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Undead IIF: Summons an undead to fight for you.
3rd-Level Blackguard Spells
- Contagion: Infects subject with chosen disease.
- Cure Serious Wounds: Cures 3d8 damage +3/level (max +45).
- Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
- Inflict Serious Wounds: Touch attack, 3d8 damage +3/level (max +45).
- Know Greatest Enemy: Determines relative power level of creatures within the area.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Summon Undead IIIF: Summons undead to fight for you.
4th-Level Blackguard Spells
- Cure Critical Wounds: Cures 4d8 damage +4/level (max +80).
- Freedom of Movement: Subject moves normally despite impediments.
- Inflict Critical Wounds: Touch attack, 4d8 damage +4/level (max +80).
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Undead IVF: Summons undead to fight for you.
- Weapon of the Diety: Gives your weapon magical powers appropriate to your patron.
Notes
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An Xdenotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.
- Category:SRD Category:Rule Category:Spell Category:Magic
When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice. Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level. Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.- Category:SRD Category:Rule Category:Spell Category:Magic