Table: 1st-Level Dark Knight Spells
Spell Name | Description |
Bed of Iron | You can sleep comfortably in armor without suffering fatigue. |
Black Barding | Your mount gets force armor. |
Bloodbath | Cause yourself and enemies to bleed. |
Blood Blaze | Aura that makes injured creatures spray burning blood. |
Dark | Ranged touch that deals 1d6 points of shadow damage + Cha modifier + 1 per level (max of +5) and inflicts Dimmed status effect. |
Dark Hold | Hands reach out from the target’s shadow or dark areas in the target’s square, attempting to entangle the target. |
Darkvision | Subject gains darkvision up to 60 feet. |
Dread | Target becomes shaken. |
Endark | Infuses weapon with shadow damage of +1 per level (max of +5) + the caster's Charisma modifier on next attack. |
Fear | Target becomes frightened. |
Haunting Reminder | After Intimidating a creature, make it afraid of your retribution. |
Lead Blades | Melee weapons damage as if one size bigger. |
Magic Weapon | Weapon gains +1 bonus. |
Mark of the Outcast | Subject takes –5 penalty on Bluff and Diplomacy checks and –2 penalty to AC. |
Obscure | Target radiates darkness out to a 10-ft.-radius. |
Ohdark | Converts weapon into shadow damage on next attack. |
Ray of Enfeeblement | Target takes a 1d6 Strength penalty + 1 per two levels. |
Saber | For the duration of the spell, you gain a +1 bonus to attack rolls and +2 to damage rolls with any weapon, unarmed strike, or natural attacks. |
Summon Monster I | Summons evil extraplanar creature to fight for you. |
Table: 2nd-Level Dark Knight Spells
Spell Name | Description |
Blade of Pain and Fear | Creates blade of gnashing teeth. |
Curse of Ill Fortune | Subject takes –3 penalty on attacks, checks, and saves. |
Dark II | Ranged touch that deals 3d6 points of shadow damage + Cha modifier + 1 per level (max of +10) and inflicts Dimmed status effect. |
Darkvision, Communal | As darkvision, but may divide the duration among creatures touched. |
Death Knell | Kills dying creature and caster gains temporary hit points and Strength bonus. |
Desecrate | Fills area with negative energy, making undead stronger. |
Dread Spikes | Creatures attacking the subject of this spell take 1d4 points of shadow damage and subject is healed for that much. |
Effortless Armor | Armor you wear no longer slows your speed. |
Endark II | Infuses weapon with shadow damage of +2 per level (max of +10) + double the caster's Charisma modifier on next attack. |
Galka’s Strength, Lesser | Subject gains a +4 enhancement bonus to Strength. |
Mortal Terror | Frighten creature with an existential crisis. |
Obscure II | Target radiates darkness out to a 20-ft.-radius. |
Returning Weapon | Grants a weapon the returning special weapon quality. |
Sense Vitals | Gain the ability to sneak attack. |
Summon Monster II | Summons extraplanar creature to fight for you. |
Temper | Affected weapon deals an additional +2 damage. |
Transfer Hurts | Transfer another’s wounds to yourself. |
Umbral Spikes | Creatures attacking the subject of this spell take 1d6 points of shadow damage. |
Vanish | Subject becomes invisible. |
Vestment of the Champion | Armor or shield gains a +1 enhancement per three levels. |
Table: 3rd-Level Dark Knight Spells
Spell Name | Description |
Aetherial Manipulation | Pull yourself towards an adjacent square to an ally within close range. |
Battle Trance | Gain ferocity monster special ability, temporary hit points, and a morale bonus against mind-affecting effects. |
Dark III | Ranged touch that deals 5d6 points of shadow damage + Cha modifier + 1 per level (max of +15) and inflicts Dimmed status effect. |
Deadly Juggernaut | Your might increases with every kill you make. |
Dispel | Cancels one magical spell or effect. |
Endark III | Infuses weapon with shadow damage of +3 per level (max of +15) + triple the caster's Charisma modifier on next attack. |
Fangs of the Vampire King | Grow vampire fangs. |
Magic Weapon, Greater | Weapon gains +1 bonus/four levels (max +5). |
Obscure III | Target radiates darkness out to a 30-ft.-radius. |
Summon Monster III | Summons evil extraplanar creature to fight for you. |
Vampiric Touch | Touch deals 1d6 points of shadow damage per two levels and caster gains that much in temporary hit points. |
Zeal | You move through foes to attack the enemy you want. |
Table: 4th-Level Dark Knight Spells
Spell Name | Description |
Boneshatter | Target takes 1d6 points of shadow damage per level and becomes exhausted. |
Dark Retribution | Your shadow becomes a sentient guardian for you, lashing out at aggressors within its range. |
Dread Spikes II | Creatures attacking the subject of this spell take 3d4 points of shadow damage and subject is healed for that much. |
Fear, Greater | As fear, but all within 30-ft.-cone burst. |
Forceful Strike | Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit. |
Gravity Ball | Creates a black hole that slowly sucks in creatures within a 20 ft. radius, dealing non-elemental damage and inflicting immobilized/stunned. |
Ohdarkra | As ohdark, but affects multiple creatures instead. |
Poisoned Touch | Touch deals 1d3 Con damage 1/round for 6 rounds. |
Resounding Blow | Melee attack deals 1d6 more damage. |
Shadow Step | Caster is able to transport from an area of dim light or darkness to another. |
Slay Living | Touch attack deals 12d6 +1 per level. |
Summon Monster IV | Summons evil extraplanar creature to fight for you. |
Transfer Hurts, Hostile | Your touch transfers your hurt to another. |
Umbral Spikes II | Creatures attacking the subject of this spell take 3d6 points of shadow damage. |
Unholy Sword | Weapon becomes +5, deals +2d6 damage against good. |
Vanish, Greater | As vanish, except that it doesn’t end if the subject attacks. |
Spell List
Spell Descriptions