Oops, sure thing. Both are in PHB 2...here's the summaries:
The Beguiler is to enchantment, illusion and roguery what the Warmage is to evocation, conjuration, and combat. Both classes have similar "structures," (ie - spont casting, Advanced Learning, rigid spell lists of which all spells are known), just different focus.
Hit Die: 1d6
BAB: As wizard
Saves: Good Will
Skill Points: 6+Int bonus (x4 at 1st)
Skill List: Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Info, Hide, Jump, Knowledge (Arcana), Knowledge (Local), Listen, Move Silently, OPen Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device.
Spellcasting: Spontaneous, keys off of Intelligence for bonus and DC. Slots as Sorceror. Learns all spells of appropriate level from a class list.
Class Features:
Armored Mage - Ignore Arcane Fail Chance from light armor (doesn't include shields) for Beguiler spells only.
Trapfinding - As per Rogue.
Cloaked Casting - Spells cast on unwary targets (targets that would lack Dex bonus to AC) are more potent. Eventually gains +2 DC and ability to bypass SR.
Silent Spell and Still Spell as bonus feats.
Surprise Casting - Can use Bluff to feint in melee to deny a target Dex bonus to AC on next attack or spell cast. Can do so as a Move action, or as a Swift action if Improved Feint feat is also known.
Advanced Learning - Can select a spell not on the Beguiler list to add to known spells. Learned spells MUST be sorceror/wizard spells of Enchantment or Illusion schools, of level no higher than can be cast when the ability is gained.
Note that the Class Spell List is reproduced on the character sheet under Spells Known for the Beguiler class.
Duskblade
A synthesis of warfare and magic, the Duskblade is most similar mechanically to a bard, though with emphasis on combat skills and spells rather than trickery and support. Despite the name, there is nothing 'shadowy' or sinister about the class. They cast spells spontaenously, with more slots per day per level than a sorceror, but FAR fewer spell picks, and from a much more limited list. Also, they can cast spells only up to 5th level, though some spells are a different level on t heir list than on the core wiz/sorceror.
Hit Die: 1d8
BAB: As fighter
Saves: Good Fort and Will
Skill Points: 2+Int bonus (x4 at 1st)
Skill List: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (Any), Ride, Sense Motive, Spellcraft, Swim
Spellcasting: Spontaneous, keys off of Intelligence for bonus and DC. Slots on new class list. Starts knowing two 0 level and two 1st level spells from the class list. Thereafter, a duskblade learns one new spell per level, of any spell level availiable (2nd lvl spells at 5th level, 3rd level spells at 9th, etc). Gains ability to cast several cantrips as Spell Like Abilities a limited number of times per day as well (see class features).
Class Features:
Arcane Attunement - Use as spell like abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic a combined number of times per day equal to 3 +Int mod.
Armored Mage - Cast Duskblade spells in light armor with no Arcane Fail Chance. eventually allows Medium armor and shields (other than tower) as well.
Combat Casting - As bonus feat
Arcane Channelling - As standard action you can cast any known touch spell and deliver it through a melee attack. Does not provoke AoO, but spell must have casting time of 1 standard action or less. If attack hits, it does normal damage, then spell effect is resolved. At level 13, this can be done as part of a Full Attack.
Quick Cast - Once per day for each 5 levels (1 at lvl 5, 2 at 10, etc) a Duskblade can cast a known spell with casting time of 1 std action or less as a swift action.
Spell Power - When a duskblade injures a target with a melee attack, spells cast on that same target can more easily penetrate SR. Bonus starts at +2, ranging up to +5.
Class Spell List
0 Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1 Bigby's Tripping Hand, Blade of Blood, BUrning Hands, Cause Fear, Chill Touch, Color Spray, Jump, Kelgore's Firebolt, Lesser Deflect, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Rouse, Shocking Grasp, Stand, Swift Expeditious Retreat, True Strike
2 Animalistic Power, Bear's Endurance, Bigby's Striking Fist, Bull's Strength, Cat's Grace, Darkvision, Deflect, Dimension Hop, Ghoul Touch, Melf's Acid Arrow, Scorching Ray, See Invisible, Seeking Ray, Spider Climb, Stretch Weapon, Sure Strike, Swift Fly, Swift Invisibility, Touch of Idiocy
3 Crown of Might, Crown of Protection, Dispelling Touch, Doom Scarabs, Energy Aegis, Energy Surge, Greater Magic Weapon, Halt, Keen Edge, Protection from Energy, Ray of Exhaustion, Regroup, Vampiric Touch
4 Bigby's Interposing Hand, Channeled Pyroburst, Dimension Door, Dispel Magic, Enervate, Fire Shield, Phantasmal Killer, Shout, Toxic Weapon
5 Bigby's Clenched Fist, Chain Lightning, Disintegrate, Hold Monster, Polar Ray, Slashing Dispel, Sonic Shield, Waves of Fatigue