Spells:Duskblades have a limited list, so it's easy to comment on every spell they get. Remember not to get many spells that require saving throws to affect their targets and to avoid spells that you are not going to use much. Those are better on a wand or eternal wand.
Touch of fatigue, chill touch, shocking grasp, resist energy, dimension hop, ghoul touch, touch of idiocy, dispelling touch and vampiric touch are all
range:touch spells.
Shocking grasp, chill touch, vampiric touch are the main damaging spells of the duskblade.
Touch of fatigue, ghoul touch, touch of idiocy, dispelling touch are mainly used to debuff.
Dimension Hop is interesting when you want the enemies away from you, or throw them down a cliff.
Greater magic weapon and resist energy are buffs.
Now, while the offensive uses are pretty straightforward, there can be defensive/buffing uses as well.
e.g. you can channel resist energy and buff your party or greater magic weapon. That way you affect multiple targets per casting instead of just one. Use a weapon that deals nonlethal damage such as a whip or your unarmed strike.
It may not be much, but it becomes really interesting with spells with expensive material components. An example of this is Raise Dead. With just a whip you pay the material component of one spell (5.000) and raise 4 subjects which would normaly cost 4x the price (20.000).
Here is a small analysis and tips for each spell, listed by level:
0-LevelNot much to say here. You get
acid splash,
disrupt undead,
ray of frost and
touch of fatigue. Eventually you'll get most of them, but be sure to grab
touch of fatigue, the only spell that you can channel from this level. Unfortunately, when you get your channeling ability at 3rd level, 0-level spells lack significantly in power, but you can see it as an extra effect on your attack.
1st LevelNow there are two categories. The first one is the spells you'll need early before you get your channeling ability, but you'll want to quickly get rid of them later. The second category consists of spells that work great when you channel them.
- Bigby's Tripping Hand: This is a bad spell. You effectively trade a standard action for a crappy trip attack at range. The numbers are not worth it. +1 on the trip attempt for every three caster levels, to a maximum at +5, is the equivalent of a first level tripper roughly.
- Blade of Blood Touch: You can channel a spell, deal more than 3d6 and do all that without hurting yourself. The duration is limited, so it isn't useful even as a pre-combat buff. People often like this, but i strongly advise to not go this way. First of all you can't channel it, at least to hurt an enemy, as it is a swift action mini-buff spell. Duskblades do not have a way to heal themselves and doing extra damage doesn't mean you are going to hit your enemy. Most who defend blade of blood suggest that you can use it to mini-nova at early levels, but what do you want a spell that eats away a large portion of your hit points? That means you are not going to use it regularly. It's better from an eternal wand with a wand chamber from inside your weapon. The only use i see for this is if you have martial teamates. You can use a whip (or your hands if they are close to you) to buff all your friends' weapons while only taking 5 damage yourself. The most effective way to use this on a Duskblade would be coupled with temporary hit points (like those from Vampiric Touch).
- Burning Hands: It's a low level area spell. The damage isn't impressive and it requires a saving throw. It is wise to avoid this spell. Low level is about disabling people, not dealing crappy damage, especially when its type is one of the most common.
- Cause Fear: Another spell you are most likely better without it. It's mind-affecting and fear. Moreover it requires a saving throw. The worst part is that it has a close range, so you cannot channel it.
- Chill Touch Touch: This should be one of your first choices. It deals negative energy damage, which is useful in many situations. It has an option of dealing strength damage, which is a great thing. Reducing the strength of key enemies can reduce their fighting capabilities, or even disable them. Best used with bracers of entangling blast to multidebuff martial characters (cannot run or charge, -2 penalty on attack rolls, -4 penalty to dexterity, -1d3 strength, duration 1d3 rounds). Chill Touch is also a prime candidate for Poison Spell (assuming you're not channeling it), because you can apply a single dose of poison with multiple touch attacks.
- Color Spray: If your intelligence score is big enough to provide a decent difficulty class, this can be a low level gem. However at later levels it gets increasingly less useful, so get rid of it as soon as possible. It's probably better than cause fear.
- Jump: Get an enchantment bonus to your jump check. This is a bad spell choice. First the skill in question is a class skill for duskblades, second your spell list is extremely limited and third you don't have to make big jump checks. Now in the rare occasion that you find yourself wanting to hop around regularly, get an eternal wand of this.
- Kelgore's Fire Bolt: It's a trap! Just channel a spell and deal damage. If you strike and spell resistance blocks your spell, you still deal your weapon damage, which is probably more than 1d6. Moreover at early levels you don't usually mind about spell resistance and later you get spell power.
- Lesser Deflect: An immediate action that grants you an AC bonus and hopefully prevents opponents from hitting you. The bonus is crappy though and it lasts only for one round.
- Magic Weapon Touch: Make your weapon magical for a short period of time. This helps at low levels, but make sure that you swap it for something better later.
- Obscuring Mist: This is usually used to gain strategic advantage, but since you are actually a melee character that needs to pick targets, you don't have much synergy with it. Better pass. Nice on wands since it doesn't really depend on caster level.
- Ray of Enfeeblement: Now this is a ray that helps you. Unfortunately it bestows a strength penalty, but it has no saving throw and your BAB is great, so it can support nearly any touch attack. Usually a great pick.
- Resist Energy Touch: Nice buff for your whole career. It has no damage cap, so it can potentially absorb large amounts of elemental damage. Duskblades are full casters, so you will quickly upgrade it to open up higher resistance numbers. The duration is great.
- Rouse: Another bad spell. The listen check to wake up is not great, so this is actually the same as spending a standard action making noise.
- Shocking Grasp Touch: Another great first level offensive spell, this will add a bit of electricity damage on your attacks. However it adds a extra synergy, as when your opponent wears metal armor, you get a +3 unnamed bonus on attack rolls. Now it mentions that you get it when you are delivering the spell, but since the arcane channeling's effect states [...]any touch spell you know and deliver the spell through your weapon[...] it probably works. Thus it can help as a small power attack boost for you occasionally.
- Stand: This is most helpful if you are dealing with trippers. If you are worried about tripper builds, better get the skill tricks from complete scoundrel that do the exact same thing and skip this. Otherwise, eternal wands will do the trick.
- Swift Expeditious Retreat: Huge amount of bonus to your speed, this spell gives you a variety of options. Escape easily from a tight battle, get into better position for channeling your spell, etc.
- True Strike: Sometimes it is crucial that you strike true, and this spell does exactly that. Not only it gives you a +20 insight bonus on attack rolls, but it also gives you the ability to avoid miss chance if your opponents have concealment. Actually, this is an average spell, but since you have many abilities that involve hitting your opponents' AC, you probably won't regret taking it. Unfortunately it doesn't work with knowledge devotion because both provide insight bonuses.
2nd Level- Animalistic Power Touch: It's nice if used as an all-around boost, but it will quickly diminish in power. It's probably equal to the bear's endurance series of spells.
- Bear's Endurance Touch: It's a nice buff for low levels, but once you get an item to boost the attribute in question, you should get rid of it. The same goes for the other stat buffs (bull's strength, cat's grace, etc).
- Bigby's Striking Fist: As with the previous fist, this isn't worth the trouble.
- Bull's Strength Touch: See Bear's Endurance.
- Cat's Grace Touch: See Bear's Endurance.
- Darkvision Touch: You shouldn't spend a spell known for an effect like this. If you want this so bad, you're better off selecting a race with darkvision. This spell can come from an eternal wand, but even then, it's not worth the trouble.
- Deflect: Same with the previous version, but worse, since you add just 1/2 of your caster level to the next attack that targets you. Seems to be a waste.
- Dimension Hop Touch: This is a great all-around spell. You teleport the subject of this spell 5ft per two caster levels. You can use it on yourself for better positioning, easy escape, to move pass barriers or difficult terrain. You can channel it, knocking enemies back (and possibly down a cliff ), closer to you, to a flaning position or behind your lines, dividing the opponents' set up. You can probably save a friend from danger in-battle by attacking and teleporting him. The same goes if you want to provide strategic advantage (e.g. giving up one of your attacks and teleporting your barbarian/charger to a charge position before his turn comes). The uses are probably endless, so this is a great pick. The problem is that it requires a will save, but that doesn't limit its uses.
- Ghoul Touch Touch:
It paralyzes for a great duration creatures you touch. As a side bonus, all living creatures in a 10ft radius of the paralyzed target become sickened. Paralysis is a condition. Paralyzed creatures have effective dexterity and strength scores of 0 and are helpless. This spell is too great to pass by, as it helps your allies take care of enemies more easily and it has great strategic uses. One less enemy, even paralyzed, can turn the tide of battle. Unfortunately this spell is not blue because it has a great drawback. You need a material component to cast it, thus it requires a free hand. I used to think that this was good and indeed the effects are great, but you can only use it against living targets, which narrows down the available targets. Moreover, a save negates the effects completely, which is a major drawback, as boosting spell DCs are not a Duskblade's first priority. - Melf's Acid Arrow: This is a strange spell, but the best plus is that it doesn't require a saving throw or spell resistance. It's not the best pick for this level, but if you choose to go with it you won't be disappointed. This spell however should only be used if you can't meet the spell resistance of your opponents and your intelligence is low.
- Scorching Ray: The damage output is nice, but once you get to 13th level, even a lowly shocking grasp will probably deal more damage by channeling it and using power attack. The problem is that you can't channel it.
- See Invisibility: Great spell, but unfortunately it's better on a eternal wand as it has a pretty big duration.
- Seeking Ray: This is possibly useful to other arcane spellcasters that make heavily use of rays, but it isn't going to help duskblades (remember that your BAB is full, while normally arcane casters have half BAB. A +4 bonus is next to nothing for touch attacks if you have perfect BAB). Skip this.
- Spider Climb Touch: Can be used as a tactical spell for ambushes and attacks from unexpected positions. Unfortunately this isn't useful to you as duskblades are purely melee characters and by the level you will be able to buff your party, there will be lots of other ways to move tactically, possibly through flight.
- Stretch Weapon: Self-explanatory. It is obviously bad to trade one of your few 2nd level spells for a situational +5ft of reach.
- Sure Strike: It's like true strike, but worse. There is no reason to get this.
- Swift Fly: Nice ability, but unfortunately the duration is too limited. Still it has its uses and is the only way to fly with your class abilities alone. If you get another way for an alternative movement mode, absolutely retrain this.
- Swift Invisibility: As above, this is the only way to turn invisible with your class abilities. This invisibility has various uses, from a power attack boost (targets are possibly flat-footed, you gain a +2 bonus to your attack roll) to an escape mechanism.
- Touch of Idiocy Touch: It's a touch spell, so you can undermine enemy spellcasters with this, but note that it is a mind-affecting spell. It can do some damage and even undermine enemy spellcasters, especially if that isn't their primary role (like paladin or ranger).
- Swift Ready: Only works if the items are in your possession and you have a line of sight to them, so you need to carry them. That ruins using the spell as an element of surprise or using it to steal equipment.
3rd Level- Crown of Might Touch: I don't think that this spell is worth it. It even occupies space as an item, who wants that :S
- Crown of Protection Touch: As above, the bonuses are too lousy for a 3rd level spell.
- Dispelling Touch Touch: You can end ongoing spell effects with this dispel-like spell. Unfortunately, you can't treat it like a targeted dispel magic, but it is a touch spell, so you can channel it. It has quite a few uses and serves as a debuff on your attack. Dispelling enemy buffs is always good and you have good caster level.
- Doom Scarabs: Deal some non-impressive damage in a 60ft cone and gain some situational temporary hit points. Not worth it, choose it only if you want some crude crowd control through spells.
- Energy Aegis: Bad spell. Just cast resist energy that lasts a lot more and is a 1st level spell.
- Energy Surge: Use your swift action to surge your weapon to deal extra elemental damage. I am against this spell, because first of all you are going to duplicate it even better through arcane strike (3d4 + 3 attack roll against 2d6 elemental damage). Second it eats your swift action, which you are going to need. Moreover, this reminds me a lot of blade of blood spell, which i absolutely despise.
- Greater Magic Weapon: Not a touch spell, but you are a full caster with full BAB, upgrading your weapons is almost always a good tactic. You can go even further with this, using a rod of extend, lesser to make several of your party members' weapons magical. That way you can invest in weapon enhancements and still get the maximum of your weapon, for a very low price.
- Halt: Roughly, stop an opponent from moving. The range is close and you can't channel it. Also it requires a saving throw. Its tactical uses aren't impressive either. I'd avoid this.
- Keen Edge: Note that this spell isn't a range:touch one. You can have multiple weapons receiving the benefit with a rod of extend, lesser, but generally you should leave this spell to those that aren't so tight with their selection, as it isn't going to play a major role in your party tactics.
- Protection from Energy Touch: This spell is a better version of the 1st level resist energy spell. This is because it completely protects you against damage until it absorbs a specific amount of damage. However i would aim for resist energy and pass on this one. Resist energy doesn't have a cap in the amount of damage it can protect you from, and the 30 elemental damage protection of the last upgrade, are pretty much more than enough. At any event, don't take both spells, but choose between the two.
- Ray of Exhaustion: A ray spell, but it has great tactical uses. First of all even if your target fails his save, he becomes fatigued. That means that he receives a penalty in two attributes and he cannot run or charge, which is going to hurt specific builds a lot. The exhausted condition is even worse for the fighting types, reducing dexterity and strength by 6. If you need to nova a target, this is an excellent spell to quick cast.
- Regroup: There are many uses to this, defensive mainly, but can be used as an offensive spell, too (as in charging the enemy and then swift regrouping to bring tanks and your melee focused characters in position for full attacks). This is a nice spell that will get you out of difficult and stressful situations, i'd almost always get it. Also this is great for quick cast.
- Vampiric Touch Touch: Enter your main damage dealing spell for mid-to-high levels. No saving throw listed, deals damage and you gain temporary hit points. It's pretty straightforward and simple, but note that you can gain the temporary hit points only one time, as they don't stack (at least if your DM is sane). On the other hand, weapon damage may be fair deal to be added to the temporary hit points, so abuse that power attack.
4th Level- Bigby's Interposing Hand: Create a large hand that provides you cover against one opponent. It's better than the previous hands, but remains an average spell.
- Channeled Pyroburst: It's a trap! Crappy spell, not worth the trouble.
- Dimension Door: Saves you a lot of trouble and it's one of the best arcane spells. You already have dimension hop, but they are both worth it.
- Dispel Magic: Every caster should be able to use dispel magic if he is able to, it's just too good to pass on it. Your caster level is great and you can even buff it up with items (like dispelling chord). The targeted function is very nice. Great spell to quick cast.
- Enervation: A strong debuff that has no saving throw. If you are having troubles with the high saves of a potential target, this is an option. Again, nice to debuff as a swift action before channeling an attack.
- Fire Shield: Various fire and cold related abilities. Unless you know what you're doing, don't get this.
- Phantasmal Killer: You are going to get this spell so late that the odds to get one through are minimal. It's mind-affecting, fear, requires two saving throws and spell resistance check. That means the chance of success is only 85% and that's only if your target isn't immune to one of the subtypes.
- Shout: This should be your choice if you need an area damaging spell. It can apply a condition to the affected targets and destroy items. It isn't exactly duskblade style, but gets the job done. Still, using your full attack arcane channeling and nice range you get something close to an area effect.
- Toxic Weapon Touch: This seems like a nice choice, but it requires a saving throw. What is great is that you can apply it to different weapons (if you have access to this level of spells, you probably have arcane channeling on full attack, too). So applying the spell to your friends' weapons is an option.
- Fracturing Weapon FoW, Touch: Unfortunately this spell is only useful if you benefit from multiple hits against an opponent, or if your teammates do, as the penalty applies only for a single round. Plus, the duration is very short. Since this is a touch spell however, it could be useful under certain circumstances (like your wizard buddy is using telekinesis on several greatswords, so you multi-buff them).
5th Level- Bigby's Clenched Fist: This is actually a nice spell, contrary to the other hands/fists. Note that is normally a 8th level spell for sorcerer/wizards.
- Chain Lightning: A blasting spell, almost perfect for high area damage. Although it's not actually your style, it is helpful sometimes to have bombs like this. Note that it's normally a 6th level spell for sorcerer/wizards.
- Disintegrate: Although this is a ray, it deals heavy damage to specific targets and serves as a good swift casting. Also it has other functions, like destroying Wall of Force. Again this is 6th level normally for sorcerers and wizards.
- Hold Monster: I usually don't pick this. You already have ghoul touch that paralyzes and they both target living targets. Moreover you can't channel it.
- Polar Ray: As with disintegrate, but no save and close range. I'd get one of the two, but personally i prefer disintegrate.
- Slashing Dispel: It's a nice spell, but you already have two dispel effects, there is no reason to get this. If you really want this, retrain the dispel magic spell. However note that the damage this spell deals won't be that important (dispelling 10 spell levels result in only 20 damage).
- Sonic Shield: This is actually good if you are wielding a reach weapon which can't strike on your adjacent squares. The duration is extremely limited though, but the effect has no save. Sonic damage is good.
- Waves of Fatigue: Great tactical spell. Choose between this and ray of exhaustion, as they don't stack unfortunately. What is great about this, is that it has no save, and can really disable some characters that depend on movement.
Arcane Disciple Domain SpellsThe following domains appear in Player's Handbook and Spell Compendium. Special thanks to Bloody Initiate, who compiled the following list.
- Celerity: - 1. expeditious retreat, 2. cat's grace, 3. blur, 4. haste, 5. tree stride [overlaps duskblade list at low levels, but blur and haste are good buffs]
- Competition: - 1. remove feat, 2. zeal*, 3. prayer, 4. divine power, 5. righteous might [zeal is good for melee duskblades to avoid AOOs; div pow _and_ righteous might is almost too good to be true]
- Force: - 1. mage armor, 2. magic missile, 3. blast of force*, 4. resilient sphere, 5. wall of force [force effects are always useful]
- Glory: - 1. disrupt undead, 2. bless weapon, 3. searing light, 4. holy smite, 5. holy sword [bless weapon and holy sword are outstanding weapon buffs]
- Hatred: - 1. doom, 2. scare, 3. bestow curse, 4. rage, 5. righteous might [bestow curse is Touch; r. might is good, others not so good]
- Mysticism: - 1. divine favor, 2. spiritual weapon, 3. lesser visage of the deity*, 4. weapon of the deity*, 5. righteous might [a variety of buffs including r. might]
- Purification: - 1. nimbus of light*, 2. deific vengeance*, 3. recitation*, 4. castigate*, 5. dance of the unicorn* [for duskblades with high enough Wis to have decent DCs; also, recitation is a very good buff]
- Slime: - 1. grease, 2. Melf's acid arrow, 3. poison, 4. rusting grasp, 5. Evard's black tentacles [poison and rusting grasp are both Touch; grease and black tentacles are good battlefield control spells]
- Suffering: - 1. bane, 2. bear's endurance, 3. bestow curse, 4. enervation, 5. feeblemind [bestow curse is Touch; extra slots for bear's end and enervation are never bad; and feelbemind is excellent against opposing spellcasters]
- Time: - 1. true strike, 2. gentle repose, 3. haste, 4. freedom of movement, 5. permanency [gentle repose is lame, and perm is expensive; but haste at 3rd and free/move at 4th are excellent]
- Wrath: - 1. rhino's rush*, 2. bull's strength, 3. rage, 4. shout, 5. righteous might [rhino's rush synergizes well with charging duskblades (perhaps also using Leap Attack); r. might needs no justification]
- Death: - 1. cause fear, 2. death knell, 3. animate dead, 4. death ward, 5. slay living [doesn't get good until 4th and 5th level]
- Good: - 1. protection from evil, 2. aid, 3. magic circle against evil, 4. holy smite, 5. dispel evil [useful buffs at 1st-2nd-3rd, good attack spells at 4th-5th]
- Strength: - 1. enlarge person, 2. bull's strength, 3. magic vestment, 4. spell immunity, 5. righteous might [the best PH domain to take]