Bardic Spells

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BARDIC MAGIC

The following are the spells that a Bard can gain access to.

Level Name Effect
0 Freedom of Movement You are no longer affected by spells and abilities that impair movement. You can cast this spell at any time even if you are currently paralyzed. This lasts a number of rounds equal to your wisdom modifier and casting this spell is a swift action.
0 Zone of Truth You create an area were people can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. This effect is centered on you and has a radius of 10ft and lasts a number of hours equal to 1/2 your caster level rounded up. This takes 1 minute to cast.
0 Endure Elements You are more resistant to extreme weather. Subject can exist comfortably in hot or cold environments. This spell lasts for 24 hours
0 Ventriloquism You can talk or make any sound that you are familiar with seam to emanate from a location that you can see. The spell lasts a number of rounds equal to 1/2 your caster level rounded up. There is no saving throw for this spell.
1 Disguise Self You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile or audible properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. This spell lasts a number of minutes equal to 1/2 your caster level rounded up. A creature that directly interacts with you is subject to Will save.
1 Sway Emotion You gain a enhancement bonus to your next bluff, diplomacy or sense motive check equal to intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
1 Rejuvenate You rejuvenate the body and mind of your target. The target of your spell gains the equivalent of 8 hours of uninterrupted sleep. This spell takes 1 minute to cast.
1 Shadow Play You can move and shape the natural shadows around you. This can be used to hide you or intimidate others. You gain a bonus equal to your wisdom modifier to your intimidate and hide in shadows. This lasts a number of hours equal to your caster level rounded up.
2 Create Illusion You create an illusion of an object, creature, or force, as visualized by you. The illusion has sound, smell, and thermal illusions are included in the spell effect. You can move the image or have it move, act and speak as a swift action. The spell lasts a number of minutes equal to 1/2 your caster level rounded up. Anyone directly interacting with the illusion is subject with a will save.
2 Cure Wounds You heal a target of their wounds. This spell can close wounds and mend bones. The target of the spell gains 1+ your wisdom modifier in HP. This spell takes 1 minute to cast.
2 Illuminate You can illuminate a number of 5ft squares equal to your wisdom modifier. Any creature in this area that is hiding or invisible is revealed. The area emanates out from you in a line. This lasts a number of minutes equal to 1/2 your caster level rounded up.
2 Identify You gain knowledge of a single object you are touching. You learn all of its properties magic or otherwise and gain a bonus to appraise the object equal to 1/2 your caster level rounded up plus your charisma modifier.
3 Break Enchantment You remove any mind altering effects from a single target. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
3 Charm Person You can make a person regard you as its trusted friend and ally. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way possible. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Any act by you or your apparent allies that threatens the charmed person or ordering them to do something obviously harmful or suicidal breaks the spell. You must speak the person’s language for this spell to function. This lasts for a number of minutes equal to your intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
3 Dispel magic One object, creature, or spell is the target of the dispel magic spell. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
3 Protection from Weapons Subject gains damage reduction equal to 1/4 of your caster level rounded up. This damage reduction can not be bypassed and it lasts a number of minutes equal to your charisma modifier.
4 Break Illusion You can dispel a single illusion. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
4 Neutralize Poison You purge the target of your spell of all poisons. You make a dispel check 1d20 + your caster level against the poison on the or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that poison is neutralized; if you fail, that poison remains in effect. This spell takes 1 minute to cast. This spell takes 1 minute to cast.
4 Blindness You effect a target with blindness. The target cannot see. He takes a 2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a 4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. This spell lasts a number of minutes equal to 1/2 your caster level rounded up. The target of this spell is subject to a will save.
4 Dimension Door You can instantly teleport to anywhere within 50ft. You don’t have to be able to see the area but you need to have at least seen the area once in some way. Casting this spell is a swift action.
5 Spell Resistance Subject gains spell resistance equal to 10+ caster level. Lasts a number of hours equal to 1/2 your caster level rounded up.
5 Suggestion You influence the actions of the target creature by suggesting a course of activity. The command is limited to one sentence and has to be a single activity. An example of this can be walk way, don’t move, or go to sleep. This last a number of minutes equal to your intelligent modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
5 Haste You can move more quickly. They gain one extra attack, +1 to attack roles, +1 dodge bonus to ac, +1 bonus to reflex saves and your speed is increased by 30ft. This spell lasts a number of rounds equal to 1/2 your caster level rounded up.
5 Cure Disease You cure the target of your spell of all dieses. You make a dispel check 1d20 + your caster level against the disease on the or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that disease is cured; if you fail, that disease remains in effect. This spell takes 1 minute to cast.
6 Alter Memory You can change or erase a single memory from a person. They accept the altered memory as reality or simply think they forgot what happened during the time frame. The memory can not be longer than a number of minutes equal to your intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
6 Zone of Non-Aggression You create an area were people can’t make any deliberate and intentional action that would harm another. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. This effect is centered on you and has a radius of 20ft and lasts a number of hours equal to 1/2 your caster level rounded up. This takes 1 minute to cast.
6 Remove Curse You remove all of the curses that are afflicting the target of your spell. You make a dispel check 1d20 + your caster level against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. This spell takes 1 minute to cast.
6 Scrying You gain the ability to see and hear a creature which may be at any distance. You can look directly around the person if you want but your perception is limited to 20ft centered around the focus of the spell. If the subject succeeds on a Will save, the scrying attempt simply fails. The casting time of this spell is 10 minutes and lasts a number of hours equal to 1/2 your caster level rounded up.

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Bardic Spells

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