Duskblade (Redux) (3.5e Class)

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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.

Making a Duskblade[edit]


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.


A Duskblade, known colloquially as a Spellsword, or in the east as a Shōkenma (a practitioner of Shōdōkenmahō which literally translates to Calligraphy-Sword-Magic), is a warrior that utilizes arcane energies to bolster his defenses and channel destructive magics through their weapons.

Table: The Duskblade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +2 Armored Mage (Light), Spell Thematics 2
2nd +2 +3 +0 +3 Combat Casting 2
3rd +3 +3 +1 +3 Arcane Channeling 3
4th +4 +4 +1 +4 Armored Mage (Medium) 3 2
5th +5 +4 +1 +4 Arcane Preparation (3) 4 2
6th +6/+1 +5 +2 +5 5 3 2
7th +7/+2 +5 +2 +5 Armored Mage (Shield) 6 3 2
8th +8/+3 +6 +2 +6 Arcane Preparation (6) 7 4 3 2
9th +9/+4 +6 +3 +6 8 5 3 2
10th +10/+5 +7 +3 +7 Arcane Channeling (Full Attack) 9 6 4 3 2
11th +11/+6/+1 +7 +3 +7 Arcane Preparation (9) 10 7 5 3 2
12th +12/+7/+2 +8 +4 +8 10 8 6 4 3
13th +13/+8/+3 +8 +4 +8 Flow of Battle 10 9 7 5 3
14th +14/+9/+4 +9 +4 +9 Arcane Preparation (12) 10 10 8 6 4
15th +15/+10/+5 +9 +5 +9 10 10 9 7 5
16th +16/+11/+6/+1 +10 +5 +10 10 10 10 8 6
17th +17/+12/+7/+2 +10 +5 +10 Arcane Preparation (15) 10 10 10 9 7
18th +18/+13/+8/+3 +11 +6 +11 10 10 10 10 8
19th +19/+14/+9/+4 +11 +6 +11 10 10 10 10 9
20th +20/+15/+10/+5 +12 +6 +12 Ignore Spell Resistance 10 10 10 10 10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge [all skills taken individually] (Int), Sense Motive (Wis), Ride (Dex), Spellcraft (Int), Swim (Str).

Class Features[edit]

All of the following are class features of the Duskblade.

Weapon and Armor Proficiency: Duskblades are proficient with all martial weapons, as well as all armors and shields.

Spellcasting: 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. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0- level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

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: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook.) 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.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A Duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. 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.

At 4th level, you learn to use medium armor with no chance of arcane spell failure.

At 7th level, you learn to use any shield with no chance of arcane spell failure.

Spell Thematics (Ex): Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. 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. For example, your theme might be "lightning," " spheres," or " screaming skulls." If you choose spheres as your theme, your magic missiles might take the form of glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is "lightning," your haste 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.

Combat Casting (Ex): You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive (see Casting on the Defensive, page 140 of the PHB) or while you are grappling or pinned.

Arcane Channeling (Su): 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, and 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 of the spell is resolved.

At 10th level, you can cast any touch 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 longer than 1 round.

Arcane Preparation (Su): 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. 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 17.

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 are 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 (SR), it does not gain its spell resistance against the spell that is being channeled.


Duskblade (Redux) Spell List Index[edit]


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, 4th, 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 spells spontaneously as a Sorcerer does.


1st Level: Armor Skin / Elemental Shield, Lesser / Elemental Touch, Lesser / Force Shield / Improve Armor / Improve Shield

2nd Level: Elemental Burst, Lesser / Elemental Touch / Fly / Haste / Keen Edge / Tongues

3rd Level: Arcane Agility / Arcane Durability / Arcane Strength / Displacement / Elemental Shield / Magic Weapon, Greater

4th Level: Debilitating Touch / Dimension Door / Elemental Burst / Freedom of Movement / Swift Split Channel / Weapon of Energy

5th Level: Arcane Abode / Draining Touch / Elemental Burst, Greater / Elemental Shield, Greater / Heroes' Feast / True Seeing

Duskblade (Redux) Spell Descriptions[edit]

1st-Level Spells

- Armor Skin
Transmutation
Level: Duskblade 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Armor Skin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th. The enhancement bonus provided by Armor Skin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

- Elemental Shield, Lesser
Conjuration
Level: Duskblade 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: 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 at the beginning of their turn. This shield does not stack with Elemental Shield or Elemental Shield, Greater.

- Elemental Touch, Lesser
Evocation
Level: Duskblade 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instant
Saving Throw: None
Spell Resistance: 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 deals with his melee weapon.

- Force Shield
Transmutation
Level: Duskblade 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Force Shield creates a field of deflecting force around the caster. The effect grants a +2 enhancement bonus to the creature’s existing deflection bonus to armor class. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by Force Shield stacks with the target’s natural deflection bonus (if any), but not with other enhancement bonuses to deflection. A creature without a deflection bonus has an effective deflection bonus of +0.

- Improve Armor
Transmutation
Level: Duskblade 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Improve Armor magically enhances the armor a spellcaster is wearing. This effectively grants a +2 enhancement bonus to the armor (but not the shield) the caster is wearing when the spell is cast. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
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.

- Improve Shield
Transmutation
Level: Duskblade 1
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Improve Shield magically enhances the shield a spellcaster is wearing. This effectively grants a +2 enhancement bonus to the shield (but not the armor) the caster is wearing when the spell is cast. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
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.

2nd-Level Spells

- Elemental Burst, Lesser
Evocation
Level: Duskblade 2
Components: V, S
Casting Time: 1 standard action
Range: N/A
Target: 10 ft. Radius
Duration: Instant
Saving Throw: Reflex for half
Spell Resistance: Yes
This spell creates a 10 ft. radius burst effect that emanates from the caster. 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.

- Elemental Touch
Evocation
Level: Duskblade 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
With a successful touch attack, the Duskblade can deal 2 points 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 deals with his melee weapon.

- Fly
Transmutation
Level: Duskblade 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: 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.

- Haste
Transmutation
Level: Duskblade 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: 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).
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. 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.

- Keen Egde
Transmutation
Level: Duskblade 2
Components: V, S,
Casting Time: 1 Standard Action
Target: Any Melee Weapons Wielded
Duration: 1 hour/level
Saving Throw: 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 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons, but effects all weapons the caster is holding when he casts the spell.

- Tongues
Divination
Level: Duskblade 2
Components: V
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: 10 min./level
Saving Throw: 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, although 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.
Tongues can be made permanent with a permanency spell.

3rd-Levels Spells

- Arcane Agility
Transmutation
Level: Duskblade 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes more agile. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to armor class, reflex saves, and any other uses of the Dexterity modifier. This bonuses increases to a +8 bonus at caster level 13, and a +12 bonus at caster level 20.

- Arcane Durability
Transmutation
Level: Duskblade 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, any other uses of the Constitution modifier. This bonuses increases to a +8 bonus at caster level 13, and a +12 bonus at caster level 20.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are (see page 146 of the PHB).

- Arcane Strength
Transmutation
Level: Duskblade 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and any other uses of the Strength modifier. This bonuses increases to a +8 bonus at caster level 13, and a +12 bonus at caster level 20.

- Displacement
Illusion (Glamer)
Level: Duskblade 3
Components: V
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes (harmless)
Emulating the natural ability of the displacer beast (see the Monster Manual), the subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, Displacement does not prevent enemies from targeting the creature normally. True Seeing reveals its true location.

- Elemental Shield
Conjuration
Level: Duskblade 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You enclose yourself in a shield of elemental energy that does not harm you and conforms to the shape of yourself and any equipment you are wearing. 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 2 points 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 at the beginning of their turn. This shield does not stack with Elemental Shield, Lesser or Elemental Shield, Greater.
Any spell you cast that deals damage of the same elemental type that you have chosen for your shield deals an extra 1 point of damage per damage die, or per caster level, whichever applies, for so long as the shield remains.

- Magic Weapon, Greater
Transmutation
Level: Duskblade 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Any Melee Weapons Wielded
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
This spell functions the same as Magic Weapon, except that it grants a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This spell affects any weapons wielded when the spell is cast.

4th-Level Spells

- Debilitating Touch
Evocation
Level: Duskblade 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
With a successful touch attack, the Duskblade can deal 2 points of temporary ability score damage. The ability score that is targeted is decided by the Duskblade when he casts the spell. This damage fades after 12 hours. If this spell is channeled through a two handed weapon, it deals an additional 1 point of ability score damage.

- Dimension Door
Conjuration (Teleportation)
Level: Duskblade 4
Components: V,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: Self
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction, such as "900 feet straight downward", or "upward to the northwest, 45-degree angle, 1,200 feet". After using this spell, you can't take any other actions until your next turn.
You can bring along objects as long as their weight doesn't exceed your maximum load. If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you take an additional 4d6 points of damage and the spell simply fails.

- Elemental Burst
Evocation
Level: Duskblade 4
Components: V, S
Casting Time: 1 standard action
Range: N/A
Target: 15 ft. Radius
Duration: Instant
Saving Throw: Reflex for half
Spell Resistance: Yes
This spell creates a 15-foot-radius burst effect that emanates from the caster. This burst deals whatever type of elemental damage the caster wishes, and deals 1d6 points of damage per caster level, to a maximum of 15d6 to any enemies within the area.

- Freedom of Movement
Abjuration
Level: Duskblade 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
This spell enables you to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, Solid Fog, Slow, and Web. The caster automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The Freedom of Movement spell does not, however, allow water breathing.

- Swift Split-Channel
Evocation
Level: Duskblade 4
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: Self
Duration: Special (See Text)
Saving Throw: None
Spell Resistance: Yes
When a Duskblade uses this spell, the next touch spells he casts can be channeled into both weapons that he wields. Normally, without the use of this spell, a Duskblade could not channel a spell into two weapons. This still only uses one casting of the touch spell cast. The duration of this spell is determined by the strength of the touch spell it is used to cast. This spell can be used to cast 4 first-level touch spell, 3 second-level touch spells, 2 third-level touch spells, or a single fourth or fifth-level touch spell before it's effect dissipates.

- Weapon of Energy
Transmutation
Level: Duskblade 4
Components: V, S, DF,
Casting Time: 1 action
Range: Person
Target: Any Melee Weapons Wielded
Duration: 1 hour/level
Saving Throw: Fortitude (object, harmless)
Spell Resistance: None
You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a flaming burst weapon deals extra fire damage on a hit or critical hit. The weapon can deal acid, cold, electricity, fire, or sonic damage, chosen by you at the time of casting.
The weapon deals +1d6 damage of that energy type on a successful hit.
On a critical hit, the weapon deals an additional +1d10 points of energy damage. If the weapon's critical multiplier is x3, add +2d10 points of energy damage instead, and if the multiplier is x4, add +3d10 points of bonus energy damage. This spell can be cast on a weapon that already deals energy damage, but if the weapon already creates the same type of damage as the spell, the effects do not stack.
For example, if cast on a +1 flaming longsword to give it additional fire damage, the spell has no effect, but it can give the weapon any of the other types of energy damage. This spell has a subtype that is the same as the energy created by the target weapon. For example, weapon of energy is a fire spell when used to give a weapon bonus fire damage.

5th-Level Spells

- Arcane Abode
Conjuration (Creation)
Level: Duskblade 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional Dwelling, up to 1 50-ft. cube/level (S)
Duration: 24 Hours
Saving Throw: None
Spell Resistance: No
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the abode, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a dignified foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell's effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to six people per caster level. A staff of near-transparent servants (as many as one per caster level), liveried and obedient, wait upon all who enter. The servants function as Unseen Servant spells except that they are visible and can go anywhere in the area.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. If this spell is cast again from within the Arcane Abode, the duration of the spell is increased by another 24 hours, and the food stocks are replenished. If it is cast outside the abode, it can create another abode, or simply move the door of the current abode and add an additional 24 hours to the current spells’ duration.

- Draining Touch
Evocation
Level: Duskblade 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
With a successful touch attack, the Duskblade can deal 1 temporary negative level. The negative level fades after 12 hours. If this spell is channeled through a two-handed weapon, it deals an additional 2 points of ability score damage to whatever ability score the caster chooses with a casting of this spell.

- Elemental Burst, Greater
Evocation
Level: Duskblade 5
Components: V, S
Casting Time: 1 standard action
Range: N/A
Target: 20 ft. Radius
Duration: Instant
Saving Throw: Reflex for half
Spell Resistance: Yes
This spell creates a 20-foot-radius burst effect that emanates from the caster. This burst deals whatever type of elemental damage the caster wishes, and deals 1d8 points of damage per caster level, to a maximum of 20d8 to any enemies within the area.

- Elemental Shield, Greater
Conjuration
Level: Duskblade 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You enclose yourself in a shield of elemental energy that does not harm you, and conforms to the shape of yourself and any equipment you are wearing. 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 3 points 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 at the beginning of their turn. This shield does not stack with Elemental Shield or Elemental Shield, Lesser. Any spell you cast that deals damage of the same elemental type that you have chosen for your shield deals an extra 1 point of damage per damage die, or per caster level, whichever applies, for so long as the shield remains.

- Heroes' Feast
Conjuration (Creation)
Level: Duskblade 5
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour plus 12 hours; see text
Saving Throw: None
Spell Resistance: No
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

- True Seeing
Divination
Level: Duskblade 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
The caster gains the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under Blur or Displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True Seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True Seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use True Seeing through a crystal ball or in conjunction with Clairaudience/Clairvoyance.




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