You can swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that you gain new spells known for the level. For instance, upon reaching 9th level, you could trade in a single 1st-level spell (two levels below the highest-level spell you can cast, which is 3rd) for a different 1st-level spell. The new spell?s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell you can cast. In effect, you lose access to the old spell in exchange for gaining the new one. Upon reaching 5th level, and at every subsequent odd-numbered level, you can choose to learn a new spell in place of one you already know. You also know one additional 0-level spell for each point of Intelligence bonus.Įach time you gain a new class level, you learn one additional spell of any level you can cast, chosen from the duskblade spell list. Spells Known: You begin play knowing two 0-level spells and two 1st-level spells, chosen from the duskblade spell list. In addition, you receive bonus spells per day if you have a high Intelligence score (see Table 1?1: Ability Modi?ers and Bonus Spells, page 8 of the Player?s Handbook). Your base daily spell allotment is given on Table 1?3. You can cast only a certain number of spells of each spell level per day. The Dif?culty Class for a saving throw against your spell is 10 + the spell level + your Int modi?er. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). You can cast any spell you know without preparing it ahead of time. Spells: You cast arcane spells, which are drawn from the duskblade spell list on page 98. Weapon and Armor Pro?ciency: Duskblades are pro?cient with all martial weapons, as well as all armors and shields (except tower shields).
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