The duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess. A student of ancient elven spellcasting techniques, the duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millennia the secrets of the duskblade have been disseminated to the other races and today members of any race can become a duskblade.
Characteristics
Choosing the path of the duskblade means you don’t have to choose between being a combat specialist and a spellcaster. You enjoy the best of both worlds, and you’ll undertake any quest that promises to improve either your spellcasting or your melee prowess.
Alignment
Since the duskblade class originated among the elves, those who undergo the intense training required to master the class abilities at the hands of an elf mentor often end their apprenticeship sharing the chaotic good alignment of most elves. However, duskblades are highly individualist and can be of any alignment.
Religion
The demands of martial and arcane discipline don’t leave much room for religion in the typical duskblade. Good-aligned duskblades typically venerate Corellon Larethian, even if they aren’t elves, because he supposedly taught the first duskblades the secret of combining melee combat with arcane casting. A few worship Boccob as the personification of their own mastery of magic, while more honor Wee Jas, who exemplifies both the magic they wield and also the death that they deal.
Background
The original duskblades were elite guardians in an ancient elf empire, duelmasters and arcane spellcasters beyond compare. Historical accounts vary on why they were called duskblades; some say the name is symbolic of how they combined swordplay and arcane magic—a night-and-day combination. Others contend that the duskblades earned their name when they were charged with preserving the elf race in the face of a tide of darkness and evil.
Races
The duskblade class originated among the ancient elves, and to this day most duskblades are elves. However, some humans and half-elves also have proved adept at mastering the class’s dual focus on combat and spellcasting. Halflings, gnomes, dwarves, and half-orcs rarely enter this class.
Hit Die
d8
Class Skills
The duskblade's class skills (and the key ability for each skill) are:
Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).
Skill Points Per Level
2 + Int Modifier
Level | BAB | Fort Save | Reflex Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +2 | Arcane pool, Cantrips, Spell Combat | 1 | - | - | - | - | - |
2nd | +1 | +3 | +0 | +3 | Spellstrike | 2 | - | - | - | - | - |
3rd | +2 | +3 | +1 | +3 | Magus arcana | 3 | - | - | - | - | - |
4th | +3 | +4 | +1 | +4 | Spell recall | 3 | 1 | - | - | - | - |
5th | +3 | +4 | +1 | +4 | Bonus feat | 4 | 2 | - | - | - | - |
6th | +4 | +5 | +2 | +5 | Magus arcana | 4 | 3 | - | - | - | - |
7th | +5 | +5 | +2 | +5 | Knowledge pool, medium armor | 4 | 3 | 1 | - | - | - |
8th | +6/+1 | +6 | +2 | +6 | Improved spell combat | 4 | 4 | 2 | - | - | - |
9th | +6/+1 | +6 | +3 | +6 | Magus arcana | 5 | 4 | 3 | - | - | - |
10th | +7/+2 | +7 | +3 | +7 | Fighter training | 5 | 4 | 3 | 1 | - | - |
11th | +8/+3 | +7 | +3 | +7 | Bonus feat, improved spell recall | 5 | 4 | 4 | 2 | - | - |
12th | +9/+4 | +8 | +4 | +8 | Magus arcana | 5 | 5 | 4 | 3 | - | - |
13th | +9/+4 | +8 | +4 | +8 | Heavy armor | 5 | 5 | 4 | 3 | 1 | - |
14th | +10/+5 | +9 | +4 | +9 | Greater spell combat | 5 | 5 | 5 | 4 | 2 | - |
15th | +11/+6/+1 | +9 | +5 | +9 | Magus Arcana | 5 | 5 | 5 | 4 | 3 | - |
16th | +12/+7/+2 | +10 | +5 | +10 | Counterstrike | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +10 | +5 | +10 | Bonus Feat | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Magus Arcana | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Greater Spell Access | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | True Magus | 5 | 5 | 5 | 5 | 5 | 5 |
Weapon and Armor Proficiency
A duskblade is proficient with all simple and martial weapons. A duskblade is also proficient with light armor. He can cast duskblade spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a duskblade wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass duskblade still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A duskblade casts arcane spells drawn from the duskblade spell list. A duskblade must have the spell he wishes to cast recorded in his book at the time he studies it.
To learn or cast a spell, the duskblade must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a duskblade’s spell is 10 + the spell level + the duskblade’s Intelligence modifier.
A duskblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score
A duskblade may know any number of spells. He must get 8 hours of sleep to rejuvenate his spells per day. In addition, he must spend 1 hour studying his spellbook in order to memorize them for use throughout the day.
Cantrips: A duskblade can cast an unlimited number of cantrips, or 0-level spells, each day. These spells are cast like any other spell.
Spellbooks: A duskblade must study his spellbook each day to memorize his spells. He cannot memorize any spell not recorded in his spellbook except for read magic, which all duskblades can prepare from memory. A duskblade begins play with a spellbook containing all 0-level duskblade spells plus three 1st-level duskblade spells of his choice. The duskblade also selects a number of additional 1st-level duskblade spells equal to his Intelligence modifier to add to his spellbook. At each new duskblade level, he gains two new duskblade spells of any spell level or levels that he can cast (based on his new duskblade level) for his spellbook. At any time, a duskblade can also add spells found in other spellbooks to his own.
A duskblade can learn spells from a wizard’s spellbook, just as a wizard can from a duskblade’s spellbook. The spells learned must be on the duskblade spell list, as normal. An alchemist can learn formulae from a duskblade’s spellbook, if the spells are also on the alchemist spell list. A duskblade cannot learn spells from an alchemist.
Arcane Pool (Su)
At 1st level, the duskblade gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his duskblade level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the duskblade prepares his spells.
At 1st level, a duskblade can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing,flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not duskbladescal, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the duskblade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the duskblade.
A duskblade can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex)
At 1st level, a duskblade learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the duskblade must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the duskblade spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A duskblade can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Spellstrike (Su)
At 2nd level, whenever a duskblade casts a spell with a range of “touch” from the duskblade spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a duskblade can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the duskblade makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by thekeen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Duskblade Arcana
As he gains levels, a duskblade learns arcane secrets tailored to his specific way of blending martial puissance and duskbladescal skill. Starting at 3rd level, a duskblade gains one duskblade arcana. He gains an additional duskblade arcana for every three levels of duskblade attained after 3rd level. Unless specifically noted in a duskblade arcana’s description, a duskblade cannot select a particular duskblade arcana more than once. Duskblade arcana that affect spells can only be used to modify spells from the duskblade spell list unless otherwise noted.
Spell Recall (Su)
At 4th level, the duskblade learns to use his arcane pool to repeat spells he has already cast. With a swift action he can cast any single duskblade spell that he has already cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1).
Bonus Feats
At 5th level, and every six levels thereafter, a duskblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metaduskbladesc feats. He must meet the prerequisites for these feats as normal.
Knowledge Pool (Su)
At 7th level, when a duskblade memorizes his duskblade spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell from the duskblade spell list as if it were in his spellbook and can memorize that spell as normal that day. If he does not cast spells memorized in this way before the next time he memorizes spells, he loses those spells. He can also cast spells added in this way using his spell recall ability, but only until he memorizes spells again.
Medium Armor (Ex)
At 7th level, a duskblade gains proficiency with medium armor. A duskblade can cast duskblade spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a duskblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Improved Spell Combat (Ex)
At 8th level, the duskblade’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the duskblade receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
Fighter Training (Ex)
Starting at 10th level, a duskblade counts 1/2 his total duskblade level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Improved Spell Recall (Su)
At 11th level, the duskblade’s ability to repeat spells using his arcane pool becomes more efficient. Whenever he repeats a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell’s level (minimum 1).
Heavy Armor (Ex)
At 13th level, a duskblade gains proficiency with heavy armor. A duskblade can cast duskblade spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a duskblade using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Greater Spell Combat (Ex)
At 14th level, the duskblade gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.
Counterstrike (Ex)
At 16th level, whenever an enemy within reach of the duskblade successfully casts a spell defensively, that enemy provokes an attack of opportunity from the duskblade after the spell is complete. This attack of opportunity cannot disrupt the spell.
Greater Spell Access (Su)
At 19th level, the duskblade gains access to an expanded spell list. He learns and places 14 spells from the wizard’s spell list into his spellbook as duskblade spells of their wizard level. He gains two of each of the following wizard spells not on the duskblade spell list:
0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.
He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.
True Duskblade (Su)
At 20th level, the duskblade becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively. Whenever the duskblade uses spell combat and his spell targets the same creature as his melee attacks, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.
Driven to simultaneously master both swordplay and spellcasting, you might devote yourself to delving into ancient ruins to learn more about the original duskblades or wander far and wide looking for other duskblades interested in restoring the class to its previous glory.
The information below is intended to help new players. They are the suggestions and opinions of those that have some experience. All players have the right to play their class however they see fit.
Pros and Cons of playing a duskblade
The duskblade class melds arcane power with straight-up fighting ability. Some duskblades forget that they can fill two roles in an adventuring party and tend to favor either their martial or arcane sides. Such characters never quite achieve their full potential. Other duskblades can lead the charge into battle and toss off a few spells to even the odds when things get tough. Such characters are deadly in battle thanks to the broad array of options they have available.
Class Assets
The duskblade class offers excellent combat power and magical potential. Here's a look at what you get when you choose a duskblade.
- Good Attack Bonus: A duskblade's base attack bonus is +1 per duskblade level — the best in the game. As a duskblade, you can expect to hit what you attack.
- Good Fortitude and Will Saves: Duskblades use the best progression for Fortitude saves and for Will saves. Duskblades are both physically and mentally resilient.
- Arcane Spells: A duskblade learns arcane spells from the duskblade spell list, which, though short, includes spells for both offense and defense. The duskblade spell list also includes spells that enhance your physical fighting abilities.
- Spontaneous Spellcasting: Duskblades don't use spellbooks. Like a sorcerer, a duskblade chooses a personal repertoire of spells that are ready to cast almost all the time. You have a daily limit on the number of spells you can cast, but you can freely cast any spell you know until your limit is reached. You can cast a particular spell several times in a day without needing to guess which spells to prepare ahead of time.
- Good Weapon Selection: Duskblades are proficient with all simple and martial weapons, which gives them access to some of the best weapons in the game. You have plenty of combat options when your spells fail or when you feel the need to conserve your spells.
- Good Skill Points: Though a duskblade receives only two skill points per class level, most duskblades have high Intelligence scores because Intelligence governs their spells (and other magical powers). High Intelligence brings extra skill points to spend.
- Arcane Attunement: Starting at 1st level, a duskblade learns to use dancing lights, detect magic, flare, ghost sound, and read magic as spell-like abilities. You can use these powers a combined total of times each day equal to three plus your Intelligence modifier. These powers don't count against your number of spells known or against the spells you can cast each day.
- Combat Casting: At 2nd level, a duskblade gains Combat Casting as a bonus feat.
- Arcane Channeling: Starting at 3rd level, a duskblade can use a standard action to deliver touch-range spells he knows through his weapon as a melee attack, provided that the spell has a casting time of one standard action or less. A successful attack delivers normal damage from the weapon and delivers the spell as well. Casting a spell this way does not provoke an attack of opportunity. At 13th level, a duskblade can use this power as part of the full attack action, and the channeled spell affects each target the duskblade hits in melee during that round.
- Quick Cast: Starting at 5th level, a duskblade can cast one spell each day as a swift action, provided that the spell has a casting time of one standard action or less. This power is usable twice a day at 10th level, three times a day at 15th level, and four times a day at 20th level.
- Spell Power: Starting at 6th level, a duskblade gains a +2 bonus on caster level checks to overcome a foe's spell resistance after he strikes that foe in combat. The bonus lasts until the encounter ends. At 11th level, the bonus rises to +3. At 18th level, the bonus increases to +4.
Class Weaknesses
The duskblade's martial and arcane potential come at a price. Keep the following in mind when considering a duskblade character.
- Fairly Low Hit Points: The duskblade's eight-sided hit dice give the character a respectable number of hit points for an arcane spellcaster but not a great total for a fighting character. As a duskblade, you can take a few hits, but you must avoid getting in over your head.
- Fairly Weak Armor Class: Duskblades are proficient with all types of armor and all shields except tower shields. They can build up formidable Armor Classes just by wearing armor. Unfortunately, most armor interferes with the duskblade's arcane spells, which limits the character's Armor Class. To reduce this, the armored mage class feature allows a duskblade to avoid some arcane spell failure chances. Starting at 1st level, a duskblade can ignore the arcane spell failure chance from light armor or a light shield when casting a duskblade spell. Starting at 4th level, this power extends to medium armor. At 7th level this power extends to heavy shields.
- Poor Reflex Saves: Duskblades have the worst progression for Reflex saves (see Table 3-1 in the Player's Handbook). Duskblades are poor at avoiding effects that that affect whole areas. Duskblades have access to defensive spells that improve their saving throws or even make some saving throws unnecessary, but using them saps their magical potential for the day.
- Limited Magical Options: A duskblade begins play knowing two 0-level spells and two 1st-level spells from the duskblade spell list, plus one additional 0-level spell for each point of Intelligence bonus. A duskblade learns one additional spell at 2nd level and each level beyond that. The duskblade spell list is limited to spells that improve fighting ability or allow the caster to affect a handful of foes. Once you choose your personal assortment of spells, your selection remains more or less permanently fixed. You have a limited ability to change your repertoire, but for the most part you choose your spells only once.
Playing a duskblade
Playing a duskblade well takes a measure of planning and nerve. Consider the following as you approach your career:
Be Bold
You can fight just about as well as any of the strictly martial classes such as fighter or paladin, at least for a short while, and your arcane spells can pack quite a punch. You have enough fighting stamina to walk in your party's front rank and set the pace during an adventure.
Be Flexible
Be ready to use all of your capabilities during an encounter. Your arcane channeling and spell power abilities require you to enter melee with your foes, so be ready to close with the enemy. Sometimes, however, it pays to hang back for a round and soften up the opposition with a spell. In other situations, the best approach will be to fight a while, then fall back and cast spells. Learn to assess a situation quickly so you can act appropriately.
Integrate Spells and Physical Attacks
It's tough to take advantage of your high attack bonus unless you're willing to mix it up with foes at least once in a while. Your arcane spells give you more options than most other fighting characters have, so use them well. Start by thinking about how you'll handle combat and choose spells that will help you make your approach work.
If you favor melee, you can do well with spells that make you more capable. Blade of blood makes your weapon more potent. Stretch weapon and doom scarabs give you new tricks to bedevil your foes. If you prefer to keep the enemy a little farther off, consider spells such as Kelgore's fire bolt, seeking ray, and slashing dispel. If you plan to serve as your group's main fighter, add spells that can help keep you in a fight, such as deflect, crown of protection, or sonic shield.
No matter how you plan to fight, keep in mind that your arcane channeling ability only works when you hit a target with a melee attack, so plan to go toe-to-toe with the enemy at least some of the time. Make sure your repertoire of spells includes at least a few that have touch range. Even low-level spells such as chill touch and ghoul's touch can prove effective when you channel them through a weapon.
As you advance in level, choose spells that enhance your fighting style or give you new tricks to use on the battlefield. For example, if you've emphasized melee, spells such as crown of might and animalistic power can boost your potential. You can give yourself new melee options, however, with powers such as halt, dimension hop, and energy surge.
Use that Magic
You don't know many spells, but you have a fair number of them available, especially if you have a high Intelligence score. Use your spells and spell-like abilities to gain an edge over your foes whenever you can. It's usually not wise to burn through all your spells during the day's first few encounters, but it's an equally bad idea to hold back when you or your friends are taking a beating.
Don't forget the spell-like abilities that your arcane attunement class feature gives you. Detect magic can prove useful when assessing an area for hidden dangers as well as finding loot. Read magic can help your group make quick use of any scrolls you discover. A quick dancing lights effect can help you and your allies see, and it's also useful for distracting opponents and throwing off pursuit. Flare and ghost sound can make enemies think twice before messing with you.
Remember Your Friends
You'll be at your best when you balance your fighting ability, spellcasting, and fairly weak personal defense. That's easiest to achieve with help from your allies.
- Fighting Allies: Characters such as barbarians and fighters have more hit points and usually at least slightly better Armor Class than you have. You might be tempted to leave the bulk of the combat chores to such allies. This isn't necessarily a bad thing, especially when you need time to cast a spell or two to get into fighting trim. Remember, however, that you're a fighting character, too. Don't hang back too long when a fight breaks out. When you join a fight, keep track of what your fighting allies are doing. Do your utmost to make sure those allies don't become surrounded or flanked. Try to gauge the opposition. Double up with an ally to defeat powerful opponents quickly. When facing hordes of lesser foes, form a fighting line or ring and engage as many foes as you can. Remember that some of your spells can affect your allies, too. Spells such as animalistic power, energy aegis, or toxic weapon can give a boost to a fighting ally.
- Stealthy Allies: Stealthy characters such as rogues and rangers often need the same kinds of combat support that fighting characters do, and stealthy characters also can benefit from spells you place on them or their equipment. As noted earlier, your spell-like abilities can prove useful whenever your group scrutinizes an area. You probably aren't very stealthy yourself, but your presence on a scouting trip can help finish a reconnaissance more quickly, and your fighting ability and spells can help get your group's scout out of danger. If you stay behind by choice or by necessity, be ready to go to the rescue if a stealthy ally gets into trouble. In a stand-up fight, remember that characters with the sneak attack ability need combat support in the form of an ally who helps them flank enemies. Get used to fighting in partnership with such characters,
- Arcane Spellcasters: Wizards, sorcerers, and bards can pack a real punch with their spells, and they often serve as the party's heavy artillery. These characters are notoriously vulnerable to physical attacks thanks to their poor Armor Classes and very low hit points. They will rely on you to keep the opposition at a distance, and it's in your best interest to do so. Be sure any fellow arcane spellcasters in your group are aware of your magical capabilities, and encourage them to choose spells (if they can) to handle situations that you cannot. Develop a plan for using offensive spells against enemies. For example, you can be very effective at distracting or eliminating opposing spellcasters and leaders. You can handle those tasks while other spellcasters deal with the main opposition.
- Divine Spellcasters: Most of what applies to arcane spellcasters in your group also applies to divine spellcasters, though most divine spellcasters are a little less vulnerable and more self-sufficient than arcane spellcasters. In any case, get friendly and stay friendly with you party's cleric, druid, or paladin. This character's healing spells can keep you on your feet when you take damage.
Important Abilities
- Strength: Should be high, for melee combat.
- Intelligence: Secondary, 15 is the minimum needed to cast 5th level spells.
- Constitution: is also important, because you need all the hit points you can get.
Useful Feats
Key Equipment
Your spells are your most important asset, but you won't get far without the right gear. The essentials for you include:
- Primary Melee Weapon: Always carry a martial weapon. A longsword or battle axe is a good choice if you plan to use a shield (and you probably should). A greatsword or great axe is a good choice if you don't plan to use a shield (the right mix of defensive spells and perhaps the Combat Expertise feat might make up for the lack). You might also want to devote a feat to an exotic weapon proficiency such as bastard sword, if you wish to maximize the damage you can deal while using a shield. No matter how you plan to fight, a masterwork weapon is worth the money if you can afford it. If you plan to fight with your primary melee weapon most of the time, a magical weapon is a necessity.
- Backup Melee Weapons: With the right selection of spells, you can attack your foes even without any weapons. It's always a good idea, however, to have a second melee weapon available in case you lose your primary weapon or it proves ineffective. Make sure this weapon deals a different kind of damage from your primary weapon. If you normally use a longsword (a slashing weapon), for example, consider a morningstar (which deals both bludgeoning and piercing damage) as a backup. Having a light slashing weapon is a real lifesaver when a monster swallows you whole or when you must fight in a restricted space. When you're literally in the belly of a beast, it may prove hard to cast a spell.
- Ranged Weapon: Your foes won't always oblige you by staying within melee reach, so carry a martial ranged weapon even if your focus is your melee potential. A longbow has excellent range and deals good damage. If you have a high Strength score (and you probably do), get a composite longbow that gives you your full Strength bonus on damage.
- Armor and Shield: Defensive spells such as deflect and sonic shield can protect you, but they're no substitute for proper armor. At the beginning of your career, you're effectively limited to light armor (unless you want to risk having your arcane spells fail). Start with a light shield and the best light armor you can afford. That's probably studded leather. When you reach 4th level, move up to medium armor, preferably a breastplate unless you have a good reason to maintain your mobility. If you use a shield, switch to a heavy shield when you reach 7th level. You'll find magic armor worth the extra expense, but don't spend too much of your cash on armor you're just going to sell after gaining a level or two.
- Backup Spells: Every spellcaster runs out of spells sooner or later, so it pays to carry a few spares. Scrolls are fairly cheap, and they allow you access to duskblade spells that you have yet to learn. A good collection of scrolls might include spells that you don't use very often, such as stand or rouse, and spells to help get you out of trouble, such as dimension hop and regroup. A wand is a good choice for spells that you use often, such as Kilgore's fire bolt or seeking ray.