Bard Spells

Player’s Guide

0-Level Bard Spells

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).

Ghost Sound: Figment sounds.

Know Direction: You discern north.

Light: Object shines like a torch.

Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

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.

Summon Instrument: Summons one musical instrument.

1st-Level Bard Spells

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all languages.

Confusion, Lesser: One creature is confused for 1 round.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Detect Secret Doors: Reveals hidden doors within 60 ft.

Disguise Self: Changes your appearance.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base land speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Grease: Makes 10-ft. square or one object slippery.

Hideous Laughter: Subject loses actions for 1 round/ level.

Hypnotism: Fascinates 2d4 HD of creatures.

Identify: Gives +10 bonus to identify magic items.

Magic Aura: Alters object’s magic aura.

Magic MouthM: Objects speaks once when triggered.

Obscure Object: Masks object against scrying.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Summon Monster I: Summons extraplanar creature to fight for you.

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

Alter Self: Assume form of a Small or Medium humanoid.

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Blindness/Deafness: Makes subject blind or deaf.

Blur: Attacks miss subject 20% of the time.

Calm Emotions: Calms creatures, negating emotion effects.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Daze Monster: Living creature of 6 HD or less loses next action.

Delay Poison: Stops poison from harming target for 1 hour/level.

Detect Thoughts: Allows “listening” to surface thoughts.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Fox’s Cunning: Subject gains +4 to Int for 1 min./level.

Glitterdust: Blinds creatures, outlines invisible creatures.

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.

Locate Object: Senses direction toward object (specific or type).

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.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Scare: Panics creatures of less than 6 HD.

Shatter: Sonic vibration damages objects or crystalline creatures.

Silence: Negates sound in 20-ft. radius.

Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Suggestion: Compels subject to follow stated course of action.

Summon Monster II: Summons extraplanar creature to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tongues: Speak and understand any language.

Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Bard Spells

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.

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Daylight: 60-ft. radius of bright light.

Deep Slumber: Puts 10 HD of creatures to sleep.

Dispel Magic: Cancels one magical spell or effect.

Displacement: Attacks miss subject 50% of the time.

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.

Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.

Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.

Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.

Illusory Script: Only select creatures can read text.

Invisibility Sphere: Makes everyone within 10 feet invisible.

Major Image: As silent image, plus sound, smell, and thermal effects.

Phantom Steed: Magic horse appears for 1 hour/level.

Remove Curse: Frees object or person from curse.

Scrying: Spies on subject from a distance.

Sculpt Sound: Creates new sounds or changes existing ones into new sounds.

Secret Page: Changes one page to hide its real content.

See Invisibility: Reveals invisible creatures or objects.

Sepia Snake Sigil: Creates a snake-shaped text symbol that immobilizes reader.

Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

Speak with Animals: You can communicate with animals.

Summon Monster III: Summons extraplanar creature to fight for you.

Tiny Hut: Creates shelter for 10 creatures.

4th-Level Bard Spells

Break Enchantment: Frees subjects from enchantments, transmutations, and curses.

Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).

Detect Scrying: Alerts you to magical eavesdropping.

Dimension Door: Teleports you a short distance.

Dominate Person: Controls humanoid telepathically.

Freedom of Movement: Subject moves normally despite impediments to restrict movement.

Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).

Hold Monster: As hold person, but any creature.

Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Legend Lore: Lets you learn tales about a person, place, or thing.

Locate Creature: Indicates direction to known creature.

Modify Memory: Changes 5 minutes of subject’s memories.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.

Rainbow Pattern: Lights fascinate 24 HD of creatures.

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.

Secure Shelter: Creates sturdy cottage.

Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Speak with Plants: You can talk to plants and plant creatures.

Summon Monster IV: Summons extraplanar creature to fight for you.

Zone of Silence: Keeps eavesdroppers from overhearing you.

5th-Level Bard Spells

Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.

Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.

Dream: Sends message to anyone sleeping.

False Vision: Fools scrying with an illusion.

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.

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.

Nightmare: Sends vision dealing 1d10 damage, fatigue.

Persistent Image: As major image, but no concentration required.

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.

Suggestion, Mass: As suggestion, affects subject/level.

Summon Monster V: Summons extraplanar creature to fight for you.

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 1 subject/level.

Charm Monster, Mass: As charm monster, but all within 30 ft.

Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.

Eagle’s Splendor, Mass: As eagle’s splendor, affects 1 subject/level.

Eyebite: Target becomes panicked, sickened, and/or comatose.

Find the Path: Shows most direct way to a location.

Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/level.

Geas/Quest: As lesser geas, but affects any creature.

Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

Irresistible Dance: Forces subject to dance.

Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.

Programmed Image: As major image, plus triggered by event.

Project Image: Illusory double can talk and cast spells.

Scrying, Greater: As scrying, but faster and longer.

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.

Summon Monster VI: Summons extraplanar creature to fight for you.

Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.

Veil: Changes appearance of group of creatures.

Bard Spells

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