Hexblade+Spells

1st-Level Hexblade Spells

 * ~ Abjur || * [|Alarm]: Wards an area for 2 hours/level.
 * [|Entropic Shield]: Ranged attacks against you have 20% miss chance.
 * [|Protection from Chaos]: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * [|Protection from Evil]: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * [|Protection from Good]: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * [|Protection from Law]: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * [|Undetectable Alignment]: Conceals alignment for 24 hours. ||
 * ~ Conj || * [|Mount]: Summons riding horse for 2 hours/level.
 * [|Unseen Servant]: Invisible force obeys your commands. ||
 * ~ Div || * [|Detect Magic]: Detects spells and magic items within 60 ft.
 * [|Identify]M: Determines properties of magic item.
 * [|Read Magic]: Read scrolls and spellbooks. ||
 * ~ Ench || * [|Charm Person]: Makes one person your friend.
 * [|Distract Assailant]: Swift. One creature is [|//flat-footed//][|//*//] for 1 round.
 * [|Hideous Laughter]: Subject loses [|//actions//] for 1 round/level.
 * [|Sleep]: Puts 4 HD of creatures into magical slumber. ||
 * ~ Evoc || * [|Light]: Object shines like a torch. ||
 * ~ Illu || * [|Disguise Self]: Changes your appearance.
 * [|Magic Aura]: Alters objects magic aura.
 * [|Phantom Threat]: Subject is flanked despite nothing being there. ||
 * ~ Necr || * [|Backbiter]F: Cause two handed or reach weapon to strike its wielder.
 * [|Cause Fear]: One creature of 5 HD or less flees for 1d4 rounds. ||
 * ~ Tran || * [|Armor Lock]: Target's armor becomes restrictive, slowing movement to 10 ft.
 * [|Augment Familiar]: Your familiar becomes more powerful.
 * [|Expeditious Retreat]: Your [|//speed//][|//*//] increases by 30 ft.
 * [|Mage Burr]: Double arcane spell failure chance for target's armor.
 * [|Magic Weapon]: Weapon gains +1 bonus. ||
 * ~ Univ || * [|Arcane Mark]: Inscribes a personal rune (visible or invisible).
 * [|Prestidigitation]: Performs minor tricks. ||

2nd-Level Hexblade Spells

 * ~ Abjur || * [|Protection from Arrows]: Subject immune to most ranged attacks.
 * [|Resist Energy]: Ignores 10 (or more) points of damage/attack from specified energy type. ||
 * ~ Conj || * [|Glitterdust]: Blinds creatures, outlines invisible creatures.
 * [|Summon Swarm]: Summons swarm of bats, rats, or spiders. ||
 * ~ Div || * [|Critical Strike]: Swift. For 1 round you gain +1d6 [|//damage//], doubled threat [|//range//], and +4 on [|//attack//] rolls to confirm [|//critical hits//].
 * [|See Invisibility]: Reveals invisible creatures or objects. ||
 * ~ Ench || * [|Crisis of Confidence]: Target loses commander rating, aura; can't add Cha to rally checks.
 * [|Enthrall]: Captivates all within 100 ft. + 10 ft./level.
 * [|Rage]: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
 * [|Suggestion]: Compels subject to follow stated course of action.
 * [|Touch of Idiocy]: Subject takes 1d6 points of [|//Int//], [|//Wis//], and [|//Cha damage//]. ||
 * ~ Evoc || * [|Darkness]: 20-ft. radius of supernatural shadow.
 * [|Invoke the Cerulean Sign]: Aberrations become sickened, nauseated, dazed, or stunned. ||
 * ~ Illu || * [|Invisibility]: Subject is invisible for 1 min./level or until it attacks.
 * [|Mirror Image]: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
 * [|Phantasmal Assailants]: Phantasm deals 4 Wis damage and 4 Dex damage.
 * [|Swift Invisibility]: [|//Invisibility//] lasts 1 round (swift). ||
 * ~ Necr || * [|Blindness/Deafness]: Makes subject blind or deaf.
 * [|False Life]: Gain 1d10 temporary hp +1/level (max +10). ||
 * ~ Tran || * [|Alter Self]: Assume form of a similar creature.
 * [|Bull's Strength]: Subject gains +4 to Str for 1 min./level.
 * [|Eagle's Splendor]: Subject gains +4 to Cha for 1 min./level.
 * [|Pyrotechnics]: Turns fire into blinding light or choking smoke.
 * [|Spider Climb]: Grants ability to walk on walls and ceilings.
 * [|Whirling Blade]F: Make an attack on a line of foes with your slashing weapon. ||

3rd-Level Hexblade Spells

 * ~ Abjur || * [|Dispel Magic]: Cancels magical spells and effects.
 * [|Nondetection]M: Hides subject from divination, scrying.
 * [|Protection from Energy]: Absorb 12 points/level of damage from one kind of energy.
 * [|Repel Vermin]: Insects, spiders, and other vermin stay 10 ft. away. ||
 * ~ Conj || * [|Phantom Steed]: Magic horse appears for 1 hour/level.
 * [|Stinking Cloud]: Nauseating vapors, 1 round/level. ||
 * ~ Div || * [|Arcane Sight]: Magical auras become visible to you. ||
 * ~ Ench || * [|Charm Monster]: Makes monster believe it is your ally.
 * [|Confusion]: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
 * [|Deep Slumber]: Puts 10 HD of creatures to sleep. ||
 * ~ Evoc || * [|Wind Wall]: Deflects arrows, smaller creatures, and gases. ||
 * ~ Illu || * [|Hound of Doom]: Create a shadow dire wolf that serves you.
 * [|Invisibility Sphere]: Makes everyone within 10 ft. invisible.
 * [|Spectral Weapon]: Creates a quasi-real weapon. ||
 * ~ Necr || * [|Poison]: Touch deals 1d10 Con damage, repeats in 1 min.
 * [|Vampiric Touch]: [|//Touch//][|//*//] deals 1d6/two levels [|//damage//]; caster gains //damage// as [|//HP//]. ||
 * ~ Tran || * [|Greater Magic Weapon]: +1 bonus/four levels (max +5).
 * [|Slow]: One subject/level takes only one action/round, -2 to AC and attack rolls. ||

4th-Level Hexblade Spells

 * ~ Abjur || * [|Break Enchantment]: Frees subjects from enchantments, alterations, curses, and petrification.
 * [|Spell Theft]: Dispel spells on target and gain their benefit for yourself. ||
 * ~ Conj || * [|Dimension Door]: Teleports you short [|//distance//].
 * [|Solid Fog]: Blocks vision and slows movement. ||
 * ~ Div || * [|Assay Spell Resistance]: Gain +10 bonus to caster level checks for spell resistance against one creature.
 * [|Contact Other Plane]: Lets you ask question of extraplanar entity.
 * [|Detect Scrying]: Alerts you of magical eavesdropping.
 * [|Scrying]F: Spies on subject from a distance.
 * [|Unluck]: All actions involving random elements are rolled twice and the worse roll is used. ||
 * ~ Ench || * [|Dominate Person]: Controls humanoid telepathically. ||
 * ~ Evoc || * [|Early Twilight]: Reduce light in 80-ft.-radius cylinder.
 * [|Sending]: Delivers short message anywhere, instantly. ||
 * ~ Illu || * [|Phantasmal Killer]: [|//Fearsome//] [|//illusion//] kills subject or deals 3d6 [|//damage//].
 * [|Shadow Form]: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist. ||
 * ~ Necr || * [|Cursed Blade]: Swift, Creature gains a curse that prevents healing or raising until removed.
 * [|Enervation]: Subject gains 1d4 [|//negative levels//].
 * [|Fear]: Subjects within cone flee for 1 round/level. ||
 * ~ Tran ||  ||