Dark Knight Spells
Spell Name School Comp. Description
Bless Enchantment Allies gain +1 on attack rolls and saves against fear.
Cause Fear Necromancy One creature of 5 HD or less flees for 1d4 rounds.
Command Enchantment One subject obeys selected command for 1 round.
Curse Water Necromancy M Makes unholy water.
Death Knell Necromancy Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Detect Poison Divination Detects poison in one creature or small object.
Disguise Self Illusion Changes your appearance
Doom Necromancy One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Inflict Light Wounds Necromancy Touch deals 1d8 damage +1/level (max +5).
Longshot Transmutation Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Magic Weapon Transmutation Weapon gains +1 bonus.
Protection from Evil/Good/Chaos Abjuration +2 to AC and saves, plus additional protection against selected alignment.
Detect Magic Divination Detects all spells and magic items within 60 ft.
Summon Monster I Conjuration Summons extraplanar creature to fight for you.
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