Skills
WIP
Spells
((The following spells are from various D&D sources and apply specifically to the Assassin Class. These are meant as reference to the spells he can cast...as I am way too lazy to re-write each spell to make it free form based))Getaway: This spell helps you elude pursuers by causing them to run down blind alleys, make wrong turns at intersections, and bypass obvious directional indicators during a chase. Any pursuer who loses sight of you and fails a Will save has a 50% chance of making a wrong turn or heading in the wrong direction, even in the face of physical evidence (such as a dangling rope or an open door) as to your true path.
Sniper’s Eye: This spell magically enhances your senses, making you deadly with ranged weapons. When you cast sniper’s eye, you gain the following benefits:
• Darkvision as a spell-like ability, lasting for the duration of sniper’s eye.
• The ability to make a ranged sneak attack against anyone within 60 feet, rather than the usual 30 feet.
• The ability to make a death attack with a ranged weapon within 30 feet.
Sniper’s eye attunes you completely to the vantage point you have when you cast the spell. You understand the nuances of the breeze and every angle and shadow—from that spot. If you move more than 5 feet from there, you lose the benefi ts of sniper’s eye until you return within the spell’s duration.
Addiction: The caster gives the subject an addiction to a drug (see the Drugs section of Chapter 3 for descriptions of drugs and information on addiction). A caster of less than 5th level can force the subject to become addicted to any drug with a low addiction rating. A 6th- to 10th-level caster can force addiction to any drug with a medium addiction rating, and an 11th- to 15thlevel caster can force addiction to a drug with a high addiction rating. Casters of 16th level or higher can give the subject an addiction to a drug with an extreme addiction rating.
Angry Ache: The caster temporarily strains the subject’s muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a –2 circumstance penalty for every four caster levels (maximum penalty –10).
Stupor: The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.
Assassin’s Darkness: You call a globe of absolute darkness into being, which only you can see through. All other creatures within or who enter this spell’s area are blinded while they remain in the area. Even creatures that have darkvision cannot see through this magical obscurement, although creatures capable of seeing in magical darkness (such as devils) are not affected by it. While you are outside the sphere, you can see nothing within, and every creature within has total concealment. Upon entering the spell’s area, however, you can see as if the area were illuminated by bright light and can interact with those within as normal, even though they cannot see you.
Mimicry: You can perfectly mimic familiar sounds, voices, and accents. These sounds can be any that you’ve heard before, and must be within the range of noises your voice is capable of creating. For example, a normal human voice could recreate the roar of a lion—being roughly equivalent to a scream—or approximate the sound of shattering glass. It could not reproduce the rumble of a collapsing building or a high-pitched noise audible only to bats. This spell does not allow you to speak languages you can’t normally speak.
Equipment
Runes of Elemental Protection: These runes upon the backs of Tsabs hands imbue him with a resistance to elemental damage. This would be fire, acid, lightening, ice, and poison. The runes do not grant immunity to the elements. Excessive exposure to the elements will break the enchantment and overcome the runes protection.
Veil of Deception: This flimsy veil seems to be a female accessory. It allows it's wearer to alter how others percieve them. The wearer may choose to have their facial features seem altered from their normal appearance or they may choose to have their face appear as another individuals. The veil itselfcompressesin over Tsab's face and fits to his head perfectly when he is useing it's magic. the veil itself vanish's as the altered effect takes hold. While in this altered form, Tsab's face can be touched and it will feel as if it were real. The veil can be used as many times as desired by Tsab, but only for a total of eight hours accumulative per 24 hr period.