3e SRD:Bard Spell List
Bard Spells
0-Level Bard Spells (Cantrips)
- Dancing Lights: Creates torches or other lights.
- Daze: Creature loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Flare: Dazzles one creature (–1 attack).
- Ghost Sound: Figment sounds.
- Light: Object shines like a torch.
- Mage Hand: 5-pound telekinesis.
- Mending: Makes minor repairs on an object.
- 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.
1st-Level Bard Spells
- Alarm: Wards an area for 2 hours/level.
- Cause Fear: One creature less flees for 1d4 rounds.
- Charm Person: Makes one person the caster's friend.
- Cure Light Wounds: Cures 1d8 +1/level damage (max +5).
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Doubles the caster’s speed.
- Feather Fall: Objects or creatures fall slowly.
- Grease: Makes 10-ft. square or one object slippery.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Identify: Determines single feature of magic item.
- Mage Armor: Gives subject +4 armor bonus.
- Magic Weapon: Weapon gains +1 bonus.
- Message: Whispered conversation at distance.
- Protection from Chaos/Evil/Good/Law: +2 AC and saves, counter mind control, hedge out elementals and outsiders.
- Silent Image: Creates minor illusion of the caster’s design.
- Sleep: Puts 2d4 HD of creatures into comatose slumber.
- Summon Monster I: Calls outsider to fight for the caster.
- Unseen Servant: Creates invisible force that obeys the caster’s commands.
- Ventriloquism: Throws voice for 1 min./level.
2nd-Level Bard Spells
- Animal Trance: Fascinates 2d6 HD of animals.
- Blindness/Deafness: Makes subject blind or deaf.
- Blur: Attacks miss subject 20% of the time.
- Bull's Strength: Subject gains 1d4+1 to Str for 1 hr./level.
- Cat's Grace: Subject gains 1d4+1 to Dex for 1 hr./level.
- Cure Moderate Wounds: Cures 2d8 +1/level damage (max +10).
- Darkness: 20-ft. radius of supernatural darkness.
- Daylight: 60-ft. radius of bright light.
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Detect Thoughts: Allows "listening" to surface thoughts.
- Enthrall: Captivates all within 100 ft. + 10 ft./level.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Hold Person: Holds one person helpless for 1 round/level.
- Hypnotic Pattern: Fascinates 2d4+1 HD/level of creatures.
- Invisibility: Subject is invisible for 10 min./level or until it attacks.
- Locate Object: Senses direction toward object (specific or type).
- Magic Mouth: Speaks once when triggered.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of the caster (1d4 +1/three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
- Obscure Object: Masks object against divinations.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Scare: Panics creatures up to 5 HD (15-ft. radius).
- See Invisibility: Reveals invisible creatures or objects.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Silence: Negates sound in 15-ft. radius.
- Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
- Suggestion: Compels subject to follow stated course of action.
- Summon Monster II: Calls outsider to fight for the caster.
- Summon Swarm: Summons swarm of small crawling or flying creatures.
- Hideous Laughter: Subject loses actions for 1d3 rounds.
- Tongues: Speak any language.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Whispering Wind: Sends a short message one mile/level.
3rd-Level Bard Spells
- Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action.
- Blink: The caster randomly vanishes and reappears for 1 round/level.
- Charm Monster: Makes monster believe it is the caster’s ally.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Confusion: Makes subject behave oddly for 1 round/level.
- Cure Serious Wounds: Cures 3d8 +1/level damage (max +15).
- Dispel Magic: Cancels magical spells and effects.
- Displacement: Attacks miss subject 50%.
- Emotion: Arouses strong emotion in subject.
- 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.
- Greater Magic Weapon: +1 bonus/three levels (max +5).
- Gust of Wind: Blows away or knocks down smaller creatures.
- Haste: Extra partial action and +4 AC.
- Illusory Script: Only intended reader can decipher.
- Invisibility Sphere:Makes everyone within 10 ft. invisible.
- Keen Edge: Doubles normal weapon's threat range.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- 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.
- Remove Disease: Cures all diseases affecting subject.
- Scrying: Spies on subject from a distance.
- Sculpt Sound: Creates new sounds or changes existing ones.
- Sepia Snake Sigil: Creates text symbol that immobilizes reader.
- Slow: One subject/level takes only partial actions, -2 AC, -2 melee rolls.
- Summon Monster III: Calls outsider to fight for the caster.
- Tiny Hut: Creates shelter for ten creatures.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Bard Spells
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Critical Wounds: Cures 4d8 +1/level damage (max +20).
- Detect Scrying: Alerts the caster of magical eavesdropping.
- Dimension Door: Teleports the caster and up to 500 lb.
- Dismissal: Forces a creature to return to native plane.
- Dominate Person: Controls humanoid telepathically.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, etc.).
- Hold Monster: As hold person, but any creature.
- Invisibility, Improved: As invisibility, but subject can attack and stay invisible.
- Legend Lore: Learn tales about a person, place, or thing.
- Locate Creature: Indicates direction to familiar creature.
- Modify Memory: Changes 5 minutes of subject’s memories.
- Neutralize Poison: Detoxifies venom in or on subject.
- Rainbow Pattern: Lights prevent 24 HD of creatures from attacking or moving away.
- Secure Shelter: Creates sturdy cottage.
- Shout: Deafens all within cone and deals 2d6 damage.
- Summon Monster IV: Calls outsider to fight for the caster.
5th-Level Bard Spells
- Contact Other Plane: Ask question of extraplanar entity.
- Control Water: Raises or lowers bodies of water.
- Dispelling, Greater: As dispel magic, but +20 on check.
- Dream: Sends message to anyone sleeping.
- False Vision: Fools scrying with an illusion.
- Healing Circle: Cures 1d8 +1/level damage in all directions.
- Mind Fog: Subjects in fog get -10 Wis, Will checks.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Mislead: Turns the caster invisible and creates illusory double.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Persistent Image: As major image, but no concentration required.
- Summon Monster V: Calls outsider to fight for the caster.
6th-Level Bard Spells
- Control Weather: Changes weather in local area.
- Eyebite: Charm, fear, sicken or sleep one subject.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Haste, Mass: As haste, affects one/level subjects.
- Permanent Image: Includes sight, sound, and smell.
- Plane Shift: Up to eight subjects travel to another plane.
- Programmed Image: As major image, plus triggered by event.
- Project Image: Illusory double can talk and cast spells.
- Repulsion: Creatures can't approach the caster.
- Scrying, Greater: As scrying, but faster and longer.
- Suggestion, Mass: As suggestion, plus one/level subjects.
- Summon Monster VI: Calls outsider to fight for the caster.
- Veil: Changes appearance of group of creatures.
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