Bard Spells
0-Level Bard 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.
- Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
- 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 Bard Spells
- Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
- Alarm: Wards an area for 2 hours/level.
- Amplify: Lowers Listen DC by 20.
- Animate Rope: Makes a rope move at your command.
- Appraising Touch: Gain +10 bonus on Appraise checks.
- Beastland Ferocity: Subject fights without penalty while disabled or dying.
- 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 while charging.
- Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
- 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 –4 on Concentration, Listen, Search, and Spot.
- 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.
- Extract Drug: Creates drug from inanimate object.
- Faerinaal's Hymn: Up to one creature/level cannot take attacks of opportunity.
- 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.
- Hideous Laughter: Subject loses actions for 1 round/ level.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Identify: 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 –4 penalty on Intelligence-based skill checks and Concentration checks, and must make Concentration check 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 Aura: Alters object’s magic aura.
- Magic Mouth: Speaks once when triggered.
- Master's Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
- No Light: Prevents normal light from illuminating.
- 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.
- Share Talents: Subjects gain +2 bonus on skill checks.
- Shock and Awe: Flat-footed creatures get –10 on initiative.
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Sorrow: Subject takes -3 penalty on attacks, saves and checks.
- Stay the Hand: Change subject creature’s attitude to helpful for 1 round.
- Sticky Fingers: You get +10 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.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Unseen Servant: Invisible force obeys your commands.
- Ventriloquism: Throws voice for 1 min./level.
2nd-Level Bard Spells
- Addiction: Subject becomes addicted to a drug.
- Alarm, Greater: 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.
- Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
- Bladeweave: Your melee attack dazes your opponent.
- Blindness/Deafness: Makes subject blind or deaf.
- Blur: Attacks miss subject 20% of the time.
- Bonefiddle: Spectral fiddle bow deals 3d6 damage/round.
- Calm Emotions: Calms creatures, negating emotion effects.
- Cat's Grace: Subject gains +4 to Dex for 1 min./level.
- Celerity, Lesser: Take a move action immediately, but be dazed for a round.
- 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.
- Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Curse of Impending Blades: Subject takes –2 penalty to AC.
- Dance of Ruin: Nondemons take 2d20 damage.
- 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.
- Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
- Elation: Allies gain +2 to Strength and Dexterity, +5 ft of speed.
- 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's 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.
- Increase Virulence: Poison’s DC increases by 2.
- Insight of Good Fortune: Subject rolls twice, takes best result.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently 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).
- Master's Insight: Subject gains immediate +4 bonus on a skill check.
- 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.
- Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity,–10 ft. penalty to speed.
- 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.
- Song of Festering Death: Subject takes 2d6 damage per round while caster performs.
- 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 only take standard or move actions, has -2 AC, and must make Concentration checks to cast spells.
- Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
- 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.
- Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
- 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: All within cone take -3 penalty on attacks, saves and checks.
- 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.
3rd-Level Bard Spells
- Allegro: You and your allies gain +30 ft. speed for 1 minute/level.
- Alter Fortune: Cause one creature to reroll any die roll.
- Analyze Portal: Find a nearby portal and discover its properties.
- Blink: You randomly vanish and reappear for 1 round/level.
- Charm Monster: Makes monster believe it is your ally.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Confusion: Subjects behave oddly for 1 round/level.
- Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage.
- Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Curse of the Putrid Husk: Subject is unconscious for 1d10 minutes.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
- Daylight: 60-ft. radius of bright light.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Dirge of Discord: All within 20 ft. take –4 on attack rolls and Dexterity, and reduce speed by 50%.
- Dispel Magic: Cancels magical spells and effects.
- Displacement: Attacks miss subject 50%.
- Dissonant Chord: Deal 1d8/2 levels sonic damage in 10-ft. burst.
- Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
- Fear: Subjects within cone flee for 1 round/level.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Geas, Lesser: Commands subject of 7 HD or less.
- G'elsewhere Chant: Teleport subject to random safe place within 100 ft.
- Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
- Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
- Halt: Subject’s feet become stuck to ground.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Haunting Tune: 1 subject/level becomes shaken.
- Hesitate: Force subject to lose actions.
- Hymn of Praise: Add +2 to caster level to all good divine casters within range.
- Illusory Script: Only intended reader can decipher.
- Infernal Threnody: Add +2 to caster level to all evil divine casters within range.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Know Opponent: Learn strengths and weaknesses of foe.
- Listening Coin: You can eavesdrop through a magic coin.
- Love's Lament: Cone deals 1d6 Wisdom damage and causes nausea.
- Major Image: As silent image, plus sound, smell and thermal effects.
- Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Puppeteer: Subject mimics your actions.
- Ray of Dizziness: Subject can take only move or standard actions.
- Refreshment: Cures all nonlethal damage on one creature.
- Remove Curse: Frees object or person from curse.
- Sadism: For every 10 damage the caster deals, he gains a +1 on attacks, saves and checks. (max +5)
- Scrying: Spies on subject from a distance.
- Sculpt Sound: Creates new sounds or changes existing ones.
- Secret Page: Changes one page to hide its real content.
- See Invisibility: Reveals invisible creatures or objects.
- Sepia Snake Sigil: Creates text symbol that immobilizes reader.
- Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
- Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
- Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
- Speak with Animals: You can communicate with animals.
- Speechlink: You and one other creature can talk, no matter how far apart.
- Stunning Screech: All within 30 ft are stunned for 1 round.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Suppress Breath Weapon: Subject can’t use breath weapon.
- Tiny Hut: Creates shelter for ten creatures.
- Treasure Scent: You detect valuable metals and gems.
- Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
- Warcry: Creatures within a 30 foot cone cower for 1d4 rounds.
- Weapon of Impact: As keen edge, but aids bludgeoning weapons.
- Wounding Whispers: Sonic aura damages foes that strike you.
4th-Level Bard Spells
- Baleful Blink: Subject has 50% chance of failure on attacks and spells.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
- Celebration: Intoxicate subjects.
- Celerity: Take a standard action immediately, but be dazed for a round.
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimension Door: Teleports you short distance.
- Dolorous Motes: Creates clouds of flickering light (One 10 foot cube/level) that dazes creatures.
- Dominate Person: Controls humanoid telepathically.
- Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
- Freedom of Movement: Subject moves normally despite impediments.
- Fugue: Your Perform check creates variety of effects.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Healing Spirit: Ball of light heals 1d8/round.
- Hold Monster: As hold person, but any creature.
- Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Lay of the Land: You gain an overview of the geography around you.
- Legend Lore: Lets you learn tales about a person, place, or thing.
- Locate Creature: Indicates direction to familiar creature.
- Mirror Image, Greater: As mirror image, but gain an additional image each round.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
- Protégé: Subject can use bardic music and bardic knowledge as bard of half your level.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Ray Deflection: Ray attacks are reflected away.
- Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
- Resistance, Greater: Subject gains +3 on saving throws.
- Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
- Ruin Delver's Fortune: Cast on another creature’s turn and choose one of several benefits.
- Secure Shelter: Creates sturdy cottage.
- Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Sirine's Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
- Speak with Plants: You can talk to normal plants and plant creatures.
- Spectral Weapon: Use quasi-real weapon to make touch attacks.
- Stone Shatter: Shatter a stone object or creature.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
- Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
- Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5th-Level Bard Spells
- Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
- Body Harmonic: Piercing tone deals 1d10 damage to one ability/round.
- Bolts of Bedevilment: One ray/round, dazes 1d3 rounds.
- Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Dance of Blades: A weapon attacks on its own.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Dragonsight: Gain low-light vision, darkvision, and blindsense.
- Dream: Sends message to anyone sleeping.
- False Vision: Fools scrying with an illusion.
- Friend to Foe: Make subject creature believe its allies are its enemies.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
- Hide from Dragons: Dragons can’t perceive one subject/2 levels.
- Incite Riot: Subjects attack nearest creature.
- Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
- Mind Fog: Subjects in fog get -10 to Wis and Will checks.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Mislead: Turns you invisible and creates illusory double.
- Morality Undone: Subject becomes evil.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
- Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
- Seeming: Changes appearance of one person per two levels.
- Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
- Shadow Walk: Step into shadow to travel rapidly.
- Song of Discord: Forces targets to attack each other.
- Soul Shackles: Imprisons soul of dead creature in a talisman, from which the caster can question it.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Surefooted Stride, Mass: As surefooted stride but multiple subjects.
- Telepathy Block: Blocks all telepathic communication within 80 ft radius.
- Wail of Doom: Deal 1d4 damage/level in 30 ft cone, plus subjects panicked or shaken.
6th-Level Bard Spells
- Analyze Dweomer: Reveals magical aspects of subject.
- Animate Objects: Objects attack your foes.
- Cat's Grace, Mass: As cat’s grace, affects one subject/level.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Dirge: Enemies take 2 points of Str and Dex damage/round.
- Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Empyreal Ecstasy: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; -4 to all skill checks.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Find the Path: Shows most direct way to a location.
- Fox's Cunning, Mass: As fox’s cunning, affects one subject/level.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Heaven's Trumpet: Blast of music paralyzes foes.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Hindsight: You see into the past.
- Irresistible Dance: Forces subject to dance.
- Nixie's Grace: You gain a swim speed, water breathing, low-light vision, damage reduction 5/cold iron, and enhancements to Dexterity and Wisdom.
- Permanent Image: Includes sight, sound, and smell.
- Programmed Image: As major image, plus triggered by event.
- Project Image: Illusory double can talk and cast spells.
- Ray of Light: Ray blinds subject.
- Resistance, Superior: Subject gains +6 on saving throws.
- Revenance: Restores dead creature to life for 1 minute/level.
- Scrying, Greater: As scrying, but faster and longer.
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
- Symphonic Nightmare: Discordant noise haunts subject’s sleep.
- Veil: Changes appearance of group of creatures.
- Wave of Pain: Stuns all within cone for 1 round/2 levels.
page revision: 18, last edited: 22 Mar 2012 17:03