Bard Spells

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0th 1st 2nd 3rd 4th 5th 6th

Level 0 Bard Spells

Level 0 bard spells are also referred to as "Cantrips".

Name Description
Dancing Lights Creates illusory torches or other lights.
Detect Magic Detects all spells and magic items within a 60 ft cone.
Flare Dazzles one creature.
Ghost Sound Create figment sounds in a location.
Hand of the Magus You can telekinetically move and attack with a modest object.
Know Direction You discern north.
Light Object shines like a torch.
Lullaby Can make one or more subjects Drowsy.
Mending Makes minor repairs on a non-magical object that is damaged or Broken.
Message Whisper conversation at distance.
Prestidigitation Performs minor tricks.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Sift Examine an area at a distance
Spark Dangerous spark injures your attacker.
Summon Instrument Summons one musical instrument
Unwitting Ally Subject is considered ally for 1 round

Level 1 Bard Spells

Name Description
Adjuring Step You can move slowly and safely and still cast spells, until you move quickly.
Alarm Wards an area for the night.
Alter Musical Instrument Treat any instrument as your bard instrument.
Animate Rope Makes a rope move at your command, to trip or entangle an enemy.
Anticipate Peril Targets gain a scaling bonus on their next initiative check.
Blurred Movement As Blur (Bard Spell), but only while you are moving, unless you move twice in a single round.
Bungle Inflict a penalty on a target's d20 roll as an immediate action.
Cause Fear One creature gains the Cringing condition.
Charm Person Makes one Humanoid creature or person your friend.
Cure Light Wounds Cures 2d8 damage + 1/lvl (max +10).
Dancing Lantern Animates a lantern-flame that follows you and can be used as a ray attack.
Deja Vu Make a creature realize that things aren't so bad after all.
Disguise Self Changes your appearance.
Ear-Piercing Scream Deal Sonic Damage to an enemy target, or deafen an ally to all but yourself.
Embrace Destiny Dice with Fate, for good or ill.
Expeditious Retreat Your Walk speed increases.
Feather Fall Instantly changes the rate at which the targets falls.
Feather Step Ignores the adverse movement effects of difficult terrain.
Fumbletongue Causes a creature to be unable to speak intelligibly.
Grease Covers a 10-ft. square or one object with a layer of slippery grease.
Hideous Laughter Subject becomes wobbly due to gales of forced mirth.
Horn of Pursuit Create 3 notes that can be heard up to five miles away.
Hypnotism Distracts and inflicts psychic damage.
Liberating Command Restrained target may make an Escape Artist check to escape as an immediate action.
Lock Gaze Compel the target to look at you and only you, no matter how painful.
Magic Aura Alter your aura to grant AC.
Magic Mouth Objects speaks once when triggered.
Memory Lapse Subject forgets events back to last turn.
Peacebond Locks a weapon in place on the target's body.
Poisoned Egg Transform the contents of a normal egg into a single dose of Simple Venom.
Remove Fear Suppresses fear or gives +4 bonus on saves against fear
Shillelagh Target's bludgeoning (physical, common) or buffeting (physical, uncommon) weapon deals damage as a larger weapon.
Silent Image Creates a visual-based illusion of your design.
Solid Note Creates a tangible, immovable music note.
Summon Monster I Summons one Summoned Monster to fight for you.
Tap Inner Beauty Gain a bonus on all Charisma-based skill checks.
Timely Inspiration Immediate spell gives an Arcane Bonus on failed skill check or attack roll.
Toilsome Chant Inspire Competence (Performance) persists until the target’s next skill check.
Unseen Servant Creates an invisible, mindless, shapeless force that performs simple tasks.
Vanish Immediately become Invisible for 1 round.
Ventriloquism Make your voice seem to issue from someplace else.

Level 2 Bard Spells

Name Description
Air Step Tread on air, with limitations.
Allegro Gain Haste (Bard Spell) while maintaining Bardic Performance.
Blade Tutor's Spirit Attack penalties you choose to suffer are reduced.
Blindness/Deafness Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy.
Blistering Invective Target suffers fire damage and may become Slandered.
Blur Attacks miss subject 20% of the time, if the subject moves at least 15 feet each round.
Burning Gaze Inflict fire damage and Burned to creatures simply by looking at them.
Codespeak Recipients gain the ability to speak, read, and write a new, coded language.
Compassionate Ally Target is compelled to help injured ally or suffer the Antagonized condition.
Cure Moderate Wounds Cures 4d8 damage +1/lvl (max. +20).
Disguise Other As Disguise Self (Bard Spell), but affects you or another.
Dust of Twilight Black particles extinguish light sources and damages creatures.
False Life Gain 1d10 temporary hp + 1/lvl (max +10).
Gallant Inspiration Immediate spell allows +2d4 Arcane Bonus on failed attack roll or skill check.
Gentle Repose Preserves one corpse.
Glitterdust Inflicts Light damage, blinds creatures, and outlines invisible creatures or objects.
Haunting Mists Creatures are shaken and take gnashing damage...or DO they?
Heroic Fortune The target gains 1 temporary Action Point.
Heroism Gives +2 bonus on attack rolls, saving throws, and skill checks.
Hold Person Paralyzes one humanoid creature for a brief time.
Honeyed Tongue Roll 2 dice for some uses of Diplomacy, take higher roll.
Invisibility Subject is invisible until the end of its next encounter.
Least Polymorph Assume form of a Small or Medium Humanoid.
Marching Chant Allies can hustle without penalty.
Minor Image Creates a visual and audible illusion of your design that can cause harm to believers.
Mirror Image Creates a decoy duplicate of you.
Pilfering Hand of the Magus You may seize an object or manipulate it from afar, robbing or attacking enemies, and delighting friends.
Pyrotechnics Turns a fire into a burst of dazzling fireworks and a thick column of smoke.
Qualm Target gains Burned or Singed and is at risk of a Synergy until it spends actions doing nothing.
Scare Inflict psychic damage and Cringing on one or two targets.
Seducer's Eyes You first flirt with, then brutally reject, targets, inflicting terrible rugosic damage upon them.
Share Memory Share or inflict one memory upon the target.
Shatter Sonic vibration damages objects or an enemy creature.
Spell Gauge You learn the nature of, and disable, a target creature's supernatural or spell-like ability.
Suggestion Compels subject to follow stated course of action.
Summon Monster II Summons one Summoned Monster to fight for you.
Tactical Acumen Your or your allies gain an additional bonus on attack rolls or to AC due to battlefield positioning.
Touch of Mercy The target creature deals only Non-Lethal Damage with all of its physical attacks.

Level 3 Bard Spells

Name Description
Accept Affliction The caster can transfer the effects of afflictions such as curses, diseases, and poisons from the target creature to himself.
Adjustable Disguise As Disguise Self (Bard Spell), but you can change the disguise as a swift action.
Blot Ruins writings and wipes creatures out of existence.
Charm Monster Makes monster believe it is your ally.
Confusion Subjects struck by ray behave oddly and are at risk of a synergy.
Coordinated Effort Grants allies a Teamwork feat.
Crushing Despair Subjects struggle to keep living against the assault of quiescent damage.
Cure Serious Wounds Cures 6d8 damage + 1/lvl (max +30).
Daylight 60-ft. radius of bright light, or touch a creature to inflict Light damage and Blind.
Dispel Magic Cancels one magical spell or effect
Displacement Attacks miss subject 50% of the time, if the subject moves at least 30 feet each round.
Fear Subjects within cone suffer Psychic damage and gain the Cringing condition.
Feather Step, Mass As Feather Step (Bard Spell), but multiple creatures.
Good Hope Subjects gain +2 Arcane Bonus on attack rolls, damage rolls, saves, and skill checks
Haste Two or more allies move faster, and gain a bonus attack on a full attack action.
Invisibility Sphere Makes creatures within 10 ft. of the touched recipient invisible.
Isolate Your ray attack causes a target to become Exiled.
Jester's Jaunt Teleport target within 30 ft. of itself.
Lucky Strike You gain an increasing Arcane Bonus on attack and damage rolls.
Major Image As Minor Image (Bard Spell), plus bigger, more damaging, and has sound, smell and thermal effects.
Overwhelming Grief Grieving targets suffer psychic damage and are Dazzled by tears unless a save is made for half effect.
Phantom Steed Magic mount appears for the day.
Remove Curse Frees object or person from curse.
See Invisibility Reveals invisible creatures or objects.
Slow Inflicts Hindered upon multiple foes.
Summon Monster III Summons one Summoned Monster to fight for you.
Tiny Hut Creates shelter for 10 creatures on a Material Plane.

Level 4 Bard Spells

Name Description
Adjustable Polymorph As Least Polymorph (Bard Spell), but you can change the shape as a swift action.
Cure Critical Wounds Cures 8d8 damage + 2/lvl (max +40).
Dimension Door Teleports you and possibly others a short distance
Dominate Person Controls Humanoid telepathically.
Echolocation Grants you Echolocation.
Envious Urge Targets suffer damage and want what you have. A lot.
Freedom of Movement Subject moves, despite impediments to restrict movement.
Heroic Fortune, Mass Multiple targets receive an Action Point.
Hold Monster Briefly paralyzes one creature of any type.
Invisibility, Greater As Invisibility (Bard Spell), but works against all senses.
Master's Escape Switch places with one summoned creature you control.
Modify Memory Changes 5 minutes of subject's memories.
Neutralize Poison Immunizes subject against poison, or detoxifies poison in or on subject.
Phantom Steed, Communal Summon up to 6 Phantom Steeds, dividing the duration among them.
Rainbow Pattern Lights fascinate and inflict Light damage on chosen creatures.
Secure Shelter Creates sturdy cottage.
Serenity Peaceful feelings harm those attempting violence.
Shocking Image As Mirror Image (Bard Spell), but the duplicates emit electrical damage when destroyed.
Shout Damages creatures and objects within cone with Sonic damage.
Sonic Thrust Ray of sound damages and moves targets.
Summon Monster IV Summons one Summoned Monster to fight for you.
Utter Contempt Targets suffer heavy Soul (energy, rare) damage as you deride them.
Wall of Blindness Creatures that pass through a translucent wall suffer fictive damage and an assault on their senses.
Wall of Sound Sonic wall damages creatures.
Wandering Star Motes Outlines subject, creating bright light, making concealment and stealth impossible and dealing Stellar damage.

Level 5 Bard Spells

Name Description
Archon's Trumpet Inflicts heavy thundercrash damage to all targets in a 30 foot cone.
Boneshatter A crackling ray deals heavy damage and inflicts wobbly.
Cloak of Dreams Ray causes living creatures to fall asleep and risk a Synergy.
Cure Light Wounds, Mass Cures 1d8 damage + 1/lvl, maximum +15.
Dispel Magic, Greater Cancels multiple magical spells or effects
Foe to Friend Redirect an enemy creature's attack.
Hallucinatory Terrain Appears like any sort of natural terrain, but does not conceal structures or creatures.
Heroism, Greater Gives +3 bonus on attack rolls, saves, and skill checks, and temporary hit points.
Hymn of Mercy As Touch of Mercy (Bard Spell), except affects multiple targets.
Mind Fog Illusory fog obscures vision and causes fictive damage.
Music of the Spheres Grant Fast Healing, ER, and a bonus to saves to targets.
Nap Stack Subjects only need 2 hours for a night's sleep.
Nightmare Sends vision dealing heavy psychic damage and fatigue.
Persistent Image As Minor Image (Bard Spell), but much stronger.
Phantasmal Web Catches subjects in an illusory web.
Resonating Word Target is damaged, and suffers ongoing sonic damage.
Shadow Walk Step into shadow to travel rapidly.
Suggestion, Mass As Suggestion (Bard Spell), affects multiple targets.
Summon Monster V Summons one Summoned Monster to fight for you.

Level 6 Bard Spells

Name Description
Brilliant Inspiration Immediate spell can add 1d4+1 to many rolls for one round.
Charm Monster, Mass As Charm Monster (Bard Spell), but multiple targets within 30 feet of each other.
Cure Moderate Wounds, Mass Cures 3d8 damage + 1/lvl, maximum +20.
Eyebite Targets suffer rugosic damage and are dazzled.
Forced Quiet Muffle sound around the target.
Heroes' Feast Food for several creatures, cures, and grants combat bonuses.
Insanity Subject suffers continuous confusion.
Irresistible Dance Forces subject to dance.
Mad Hallucination Target is locked into an illusionary world of madness, or suffers fictive damage, and is at risk of a Synergy.
Mirage Arcana As Hallucinatory Terrain (Bard Spell), plus structures.
Overwhelming Presence Creatures prostrate themselves before you as if you were divine and are at risk of a Synergy.
Programmed Image As Minor Image (Bard Spell), but dormant until triggered by event.
Project Image Illusory double can talk and cast spells.
Sending Delivers short message anywhere, instantly.
Shout, Greater Devastating yell deals Sonic damage.
Summon Monster VI Summons one Summoned Monster to fight for you.
Sympathetic Vibration Deals Siege Damage to a portion of a freestanding structure.