Index of Spells by Class - Brd

Bard

Bard Spells

0-Level Bard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
  • Force BlowF: This spell description has been self-censored.
  • Lullaby: Makes subject drowsy; 5 on Spot and Listen checks, 2 on Will saves against sleep.
Evoc
Illu
Tran
  • Easy Math: Allows instant counting and distance calculation.
  • Fine-Tuning: Makes an instrument masterwork; +2 on Perform checks.
  • 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.
  • Silvered Weapon: Transforms a single weapon or projectile into a silvered weapon or silvered projectile
  • Songbird: Perform and gain +1 on your next Cha check.
  • Stick: Glues an object weighing 5 pounds or less to a larger object.
Univ

1st-Level Bard Spells

Abjur
Conj
Div
Ench
  • Beastland Ferocity: Subject fights without penalty while disabled or dying.
  • Charm Person: Makes one person your friend.
  • Distract: Distracts targets with the zest for life.
  • Focusing Chant: Improves concentration; +1 on attack rolls or selected checks.
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
  • Herald's Call: Shout slows those within 20 ft.
  • Hideous Laughter: Subject loses actions for 1 round/level.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Incite: Subject can't ready actions or delay.
  • Inhibit: Subject delays until next round.
  • Insidious Rhythm: Implants melody in subject's mind; -4 penalty on Concentration checks, requires Concentration check for spellcasting.
  • Inspirational Boost: Swift. The bonuses granted by your inspire courage ability increase by 1
  • Lesser Confusion: One creature is confused for 1 round.
  • Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
  • Shock and Awe: Reduces a surprised creature's initiative roll.
  • 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.
Evoc
Illu
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Tran

2nd-Level Bard Spells

Abjur
Conj
Div
Ench
  • Addiction: Subject becomes addicted to a drug.
  • 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.
  • Calm Emotions: Calms creatures, negating emotion effects.
  • Daze Monster: Living creature of 6 HD or less loses next action.
  • Disquietude: Target avoids physical contact with others.
  • 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 its holding.
  • Faerinaal's Hymn: Up to one creature/level cannot take attacks of opportunity.
  • Harmonic Chorus: Give another caster +2 caster levels and +2 on save DCs as long as you concentrate.
  • Heroism: Gives +2 on attack rolls, saves, skill checks.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement.
  • Mesmerizing Glare: Your gaze fascinates creatures.
  • Mindless Rage: Incite a rage in an opponent that drives them to attacking you by melee only.
  • Miser's Envy: Subject jealously covets nearby object.
  • Nightmare Lullaby: Target is confused as long as you concentrate +2 rounds.
  • Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.
  • Rage: Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
  • Ray of Dizziness: Dizzying ray staggers enemy.
  • Suggestion: Compels subject to follow stated course of action.
  • Wave of Grief: Cone imposes -3 penalty on attacks, checks, and saves.
Evoc
  • Cloud of Bewilderment: Generates a nauseating 10-ft. cone.
  • Crescendo: Grants increasing bonus on attack rolls.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Fortissimo: Doubles volume of sound; +2 on save DCs and +1d6 damage for sonic attacks.
  • Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
  • Heartfire: Passions of targets ignite as real fire upon the target.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Song of Festering Death: Subject takes 2d6 damage per round while caster concentrates.
  • Sonic Whip: Scares animals, normal whip in combat.
  • Sonorous Hum: Removes need to concentrate to maintain next spell cast.
  • Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Illu
Necr
Tran

3rd-Level Bard Spells

Abjur
Conj
Div
Ench
  • Charm Monster: Makes monster believe it is your ally.
  • Confusion: For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%.
  • Crisis of Confidence: Target loses commander rating, aura; can't add Cha to rally checks.
  • Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Dirge of Discord: Unnatural dirge that causes -4 to attack and concentration checks, and -4 enhancement penalty to Dexterity.
  • Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
  • Greater Sleep: As sleep, except that you roll 4d6 to see how many HD are affected: no creature with more than 10 HD is affected.
  • Haunting Tune: 1 target/level becomes shaken.
  • Hesitate: Force subject to lose actions.
  • Lesser Geas: Commands subject of 7 HD or less.
  • Love's Lament: Creatures in 60-ft. cone take 1d6 Wisdom damage and are nauseated for 1d4 rounds.
  • Puppeteer: Target mimics your actions
  • Siren's Call: Compel one creature/2 levels to submerse itself.
  • Sting Ray: Ray staggers enemies and disrupts spellcasters.
  • Suppress Breath Weapon: Subject can't use its breath weapon.
  • Tormenting Thirst: Subject is overwhelmed by thirst.
  • Verraketh's Shadow Crown: Your bardic music effects tap the Shadow Weave, granting +4 competence bonus to Perform.
  • Warcry: Creatures within 30-foot cone cower for 1d4 rounds.
Evoc
Illu
Necr
Tran
  • Allegro: You and your allies gain +30 ft. speed for 1 minute/level.
  • Blink: You randomly vanish and reappear for 1 round/level.
  • Blunt Weapon: Halves base damage of slashing or piercing weapons.
  • Dolorous Blow: Weapon's threat range is doubled and threats are automatically confirmed.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
  • Halt: Subject's feet become stuck to the ground.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Sculpt Sound: Creates new sounds or changes existing ones.
  • Secret Page: Changes one page to hide its real content.
  • Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.
  • Weapon of Impact: As keen edge, but aids blunt weapons.

4th-Level Bard Spells

Abjur
Conj
Div
  • Detect Scrying: Alerts you of magical eavesdropping.
  • Flowsight: You can scry creatures in contact with a body of water.
  • Lay of the Land: You gain an overview of the geography around you.
  • Legend LoreMF: Lets you learn tales about a person, place, or thing.
  • Locate Creature: Indicates direction to familiar creature.
  • Portal View: Turns target portal transparent.
  • Speak with Plants: You can talk to normal plants and plant creatures.
  • Unluck: All actions involving random elements are rolled twice and the worse roll is used.
Ench
Evoc
  • Cacophonic Shield: Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.
  • Fire Dance: Perform (dance) DC 15 + 2/round, gain fire immunity, cast off light. End dance with ray of heat or personal healing 1d6/level. Failure results in fatigue and no ray of heat or healing.
  • FugueF: The target is hindered or harmed in a manner dictated by your Perform skill.
  • Resonating Bolt: 60 ft. line deals 1d4/level (max 10d4) sonic damage.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
  • Sirine's GraceM: Grants +4 to Cha and Dex. Adds Cha Modifier deflection bonus to AC. +8 to Perform checks. 1d4 Int touch attack.
  • Stone Shatter: Shatter a stone object or creature.
Illu
Tran

5th-Level Bard Spells

Abjur
Conj
Div
Ench
Evoc
  • Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
  • Cacophonic Burst: A burst of low noise which deals sonic damage.
  • Wail of Doom: Deal 1d4 damage/level in 30-ft. cone, plus targets panicked or shaken.
Illu
Necr
  • Soul Shackles: Imprison soul of dead creature in talisman from which you can question it.
Tran

6th-Level Bard Spells

Abjur
Conj
Div
  • Analyze DweomerF: Reveals magical aspects of subject.
  • Find the Path: Shows most direct way to a location.
  • Glimpse Of The Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.
  • Greater Scrying: As scrying, but faster and longer.
  • HindsightM: Divination that allows you to see the history of a location.
Ench
Evoc
  • Dirge: Enemies suffer 2 points of Str and Dex damage per round.
  • Fanfare: Stuns and deafens targets; deals 4d6 damage to creatures and 2d6 damage to objects.
  • Greater Shout: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
  • Heaven's TrumpetF: Blast of music paralyzes foes.
  • Protégé: Grants another creature bardic abilities.
  • Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Illu
Necr
  • Eyebite: Target becomes panicked, sickened, and comatose.
  • Wave of Pain: Stuns all within cone for 1 round/2 levels.
Tran