Bard Spells

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0 Level Spells (Cantrips)

Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 on attack rolls).
Ghostharp: Object records, plays a song at your command.
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Minor Disguise: Makes slight changes to your appearance.
Open-Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Songbird: Perform and gain +1 on your next Cha check.
Stick: Glues an object weighing 5 pounds or less to another object.
Summon Instrument: Summons one instrument of the caster’s choice.

1st Level Spells

Accelerated Movement: Balance, Climb, or Stealth at normal speed with no penalty on skill check.
Alarm: Wards an area for 2 hours/level.
Amplify: Lowers Listen penalties by 10.
Animate Rope: Makes a rope move at your command.
Appraising Touch: Gain +5 bonus on Appraise checks.
Beastland Ferocity: Subject fights without penalty while at negative hit points.
Brighella’s Hideous Laughter: Subject loses actions for 1 round/ level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Cheat: Caster rerolls when determining the success of a game of chance.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for 1 round.
Crabwalk: Touched creature gains bonus damage while charging.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +2 on critical damage multiplier rolls.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Dead End: Removes spoor of one creature/level.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Distort Speech: Subject’s speech is 50% unintelligible, so it might miscast spells.
Distract: Subjects take a -2 on Concentration, Search, and Perception checks.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Expeditious Retreat, Swift: Your speed increases by 30 ft for 1 round.
Feather Fall: Objects or creatures fall slowly.
Focusing Chant: Gain +1 on attack rolls, skill checks, and ability checks.
Grease: Makes 10-ft. square or one object slippery.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Herald’s Call: Creatures of 5 HD or less within 20 ft slowed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Improvisation: You gain a pool of luck bonus points equal to twice your caster level and can spend them to improve attack rolls, skill checks, and ability checks.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Insidious Rhythm: Subject has a -2 penalty on Int-based skill checks and Concentration checks, and must make Concentration checks to cast spells.
Inspirational Boost: The bonuses granted by your inspire courage ability increase by 1.
Invisibility, Swift: You are invisible for 1 round or until you attack.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Ironthunder Horn: Intense vibrations trip those in area.
Joyful Noise: You negate Silence in a 10 ft. radius emanation for as long as you concentrate.
Magic Mouth M: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Obscure Object: Masks object against scrying.
Phantom Threat: Subject thinks it’s flanked.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Remove Scent: Hides touched creature’s scent.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Shock and Awe: Flat-footed creatures get -5 on initiative.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 1d4 HD/level of creatures into magical slumber.
Sticky Fingers: You get +5 on Sleight of Hand checks.
Summon Monster I: Calls extraplanar creature to fight for you.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
Undersong: Make Perform checks instead of Concentration checks.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

2nd Level Spells

Alarm, Greater F: As alarm, and it works on coexistent planes.
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Battle Hymn: Allies can reroll one Will save/round.
Bladeweave: Your melee attack dazes your opponent.
Blindness-Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Bonefiddle F: Spectral fiddle bow deals 3d6 damage/round.
Calm Emotions: Calms creatures, negating emotion effects.
Cat Grace: Subject gains +4 to Dex for 1 min./level.
Circle Dance: Indicates direction to known individual.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Cloud of Bewilderment: Generates a nauseating 10-ft cube.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Curse of Impending Blades: Subject takes –2 penalty to AC.
Darkness: 20-ft. radius of supernatural shadow.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/ level.
Delusions of Grandeur: Subject thinks it is better than it is.
Detect Thoughts: Allows “listening” to surface thoughts.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disquietude: Subject avoids physical contact with others.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check at -2.
Eagle Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Entice Gift: Subject gives caster what it’s holding.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fox Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks.
Harmonic Chorus: Give another caster +2 to caster level and +2 on save DCs as long as you concentrate.
Heartfire: Subjects outlined by fire, take 1d4 damage/round.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Iron Silence: Armor touched has no armor check penalty on Stealth for 1 hour/level.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Lively Step: You and allies gain +10 increase to speed.
Locate Object: Senses direction toward object (specific or type).
Mesmerizing Glare: Your gaze fascinates creatures.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Miser’s Envy: Subject jealously covets a nearby object.
Nightmare Lullaby: Subject is confused.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Reflective Disguise: Viewers see you as their own species and gender.
Reveille: Dead creature speaks a short sentence about what caused its death.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Speak to Allies: Subjects can converse at distance without moving lips.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Suggestion: Compels subject to follow stated course of action.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
Tongues: Speak any language.
War Cry: Gain +4 on attack rolls and damage rolls if you charge. Any opponent you damage must save or become panicked for 1 round.
Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.
Weapon Shift: Touched weapon changes form.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.

Bard Spells

Empire's Foundation Greenbeard