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.
  • 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.
  • 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.
  • 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.
  • 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

  • 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.
  • 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.
  • 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.
  • 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.
  • Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
  • Suggestion: Compels subject to follow stated course of action.
  • Summon Monster II: Calls extraplanar creature to fight for you.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
  • Tongues: Speak any language.
  • Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
  • Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Bard Spells

4th-Level Bard Spells

5th-Level Bard Spells

6th-Level Bard Spells

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