Bard Spells

0-Level Bard Spells (Cantrips)

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Dancing Lights: Creates torches or other lights. {PH}

Daze: Humanoid creature of 4 HD or less loses next action. {PH}

Detect Magic: Detects spells and magic items within 60 ft. {PH}

Flare: Dazzles one creature (–1 on attack rolls). {PH}

Ghost Sound: Figment sounds. {PH}

Ghostharp: Object records, plays a song at your command. {SC}

Know Direction: You discern north. {PH}

Light: Object shines like a torch. {PH}

Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep. {PH}

Mage Hand: 5-pound telekinesis. {PH}

Mending: Makes minor repairs on an object. {PH}

Message: Whispered conversation at distance. {PH}

Minor Disguise: Makes slight changes to your appearance. {SC}

Open/Close: Opens or closes small or light things. {PH}

Prestidigitation: Performs minor tricks. {PH}

Read Magic: Read scrolls and spellbooks. {PH}

Resistance: Subject gains +1 on saving throws. {PH}

Songbird: Perform and gain +1 on your next Cha check. {SC}

Stick: Glues an object weighing 5 pounds or less to another object. {SC}

Summon Instrument: Summons one instrument of the caster’s choice. {PH}

1st-Level Bard Spells

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Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check. {SC}

Alarm: Wards an area for 2 hours/level. {PH}

Amplify: Lowers Listen DC by 20. {SC}

Animate Rope: Makes a rope move at your command. {PH}

Appraising Touch: Gain +10 bonus on Appraise checks. {SC}

Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft. {CS}

Beastland Ferocity: Subject fights without penalty while disabled or dying. {SC}

Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus. {CM}

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}

Charm Person: Makes one person your friend. {PH}

Cheat: Caster rerolls when determining the success of a game of chance. {SC}

Combined Talent: Allows one subject to use the skill ranks of a second subject in place of her own. {CM}

Comprehend Languages: You understand all spoken and written languages. {PH}

Confusion, Lesser: One creature is confused for 1 round. {PH}

Crabwalk: Touched creature gains bonus while charging. ﴾⁠Barlen’s crabwalk⁠﴿ {SC}

Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats. {SC}

Cure Light Wounds: Cures 1d8 damage +1/level (max +5). {PH}

Dead End: Removes spoor of one creature/level. {SC}

Detect Secret Doors: Reveals hidden doors within 60 ft. {PH}

Detect Weaponry: Reveals weapons within 60 feet. {Ci}

Discern Bloodline: Know the race of one creature/level. {RoDe}

Disguise Self: Changes your appearance. {PH}

Distort Speech: Subject’s speech is 50% unintelligible, so it might miscast spells. {SC}

Distract: Subjects take –4 on Concentration, Listen, Search, and Spot. {SC}

Erase: Mundane or magical writing vanishes. {PH}

Expeditious Retreat: Your speed increases by 30 ft. {PH}

Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round. {SC}

Feather Fall: Objects or creatures fall slowly. {PH}

Focusing Chant: Gain +1 on attack rolls, skill checks, and ability checks. {SC}

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks. {RoDe}

Grease: Makes 10-ft. square or one object slippery. {PH}

Guided Path: Find nearest establishment of designated type. {CM}

Guiding Light: +2 on ranged attacks against creatures in illuminated area. {SC}

Healthful Rest: Subjects heal at twice the normal rate. {SC}

Herald’s Call: Creatures of 5 HD or less within 20 ft. slowed for 1 round. {SC}

Hideous Laughter: Subject loses actions for 1 round/level. ﴾⁠Tasha’s hideous laughter⁠﴿ {PH}

Hypnotism: Fascinates 2d4 HD of creatures. {PH}

IdentifyM: Determines properties of magic item. {PH}

Immediate Assistance: Allow subject to reroll a skill check. {CM}

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. {SC}

Incite: Subjects can’t ready actions or delay. {SC}

Inhibit: Subject delays until next round. {SC}

Insidious Rhythm: Subject has –4 penalty on Intelligence-based skill checks and Concentration checks, and must make Concentration check to cast spells. {SC}

Inspirational Boost: The bonuses granted by your inspire courage ability increase by 1. ﴾⁠Harmony⁠﴿ {SC}

Instant Diversion: Creates illusory doubles of you. {RoDr}

Invisibility, Swift: You are invisible for 1 round or until you attack. {SC}

Ironguts: Subject gains +5 bonus on saving throws against poison. {SC}

Ironthunder Horn: Intense vibrations trip those in area. ﴾⁠Balagarn’s iron horn⁠﴿ {SC}

Ivory Flesh: Flesh turns white, granting +5 circumstance bonus on Hide checks in snow and ice. {Fr}

Joyful Noise: You negate silence in a 10-ft.-radius emanation for as long as you concentrate. {SC}

Locate City: Find nearest city. {RoDe}

Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.

Lucky Streak: Target gains +2 luck bonus on rerolls made with luck feats. {CS}

Mage Burr: Double arcane spell failure chance for target’s armor. {CS}

Magic Aura: Alters object’s magic aura. ﴾⁠Nystul’s magic aura⁠﴿ {PH}

Magic MouthM: Speaks once when triggered. {PH}

Mimicry: Perfectly mimic familiar sounds, voices, or accents. {CS}

Obscure Object: Masks object against scrying. {PH}

Phantom Threat: Subject thinks it’s flanked. {SC}

Quickswim: Your swim speed increases by 10 ft. {Sto}

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. {PH}

Remove Scent: Hides touched creature’s scent. {SC}

Resinous Tar: Sticky substance slows movement or renders object difficult to drop. {CM}

Scholar’s Touch: Read books in seconds. {RoDe}

Secret Weapon: Makes hidden weapon almost impossible to detect. {Ci}

Serene Visage: Gain insight bonus on Bluff checks equal to half your level. {SC}

Share Talents: Subjects gain +2 bonus on skill checks. {PH2}

Shock and Awe: Flat-footed creatures get –10 on initiative. {SC}

Silent Image: Creates minor illusion of your design. {PH}

Sleep: Puts 4 HD of creatures into magical slumber. {PH}

Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}

Sticky Fingers: You get +10 on Sleight of Hand checks. {SC}

Summon Component: Create a noncostly spell component. {CM}

Summon Monster I: Calls extraplanar creature to fight for you. {PH}

Targeting Ray: You and allies are +1 to hit/3 levels against subject. {SC}

Undersong: Make Perform checks instead of Concentration checks. {SC}

Undetectable Alignment: Conceals alignment for 24 hours. {PH}

Unseen Servant: Invisible force obeys your commands. {PH}

Ventriloquism: Throws voice for 1 minute/level. {PH}

Vigilant Slumber: Set specific conditions under which you immediately wake up. {CM}

Weaponmaster’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. ﴾⁠Master’s touch⁠﴿ {SC}

2nd-Level Bard Spells

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Alarm, GreaterF: As alarm, and it works on coexistent planes. ﴾⁠Alarm, improved⁠﴿ {SC}

Alter Self: Assume form of a similar creature. {PH}

Animal Messenger: Sends a Tiny animal to a specific place. {PH}

Animal Trance: Fascinates 2d6 HD of animals. {PH}

Animate InstrumentF: Your instrument animates and plays by itself. {CS}

Battle Hymn: Allies can reroll one Will save/round. {SC}

Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail. {PH2}

Bladeweave: Your melee attack dazes your opponent. {SC}

Blindness/Deafness: Makes subject blind or deaf. {PH}

Blur: Attacks miss subject 20% of the time. {PH}

BonefiddleF: Spectral fiddle bow deals 3d6 damage/round. {SC}

Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful. {CM}

Cacophonous Alarm: First creature to trigger alarm affected by sound burst spell. {CM}

Calm Emotions: Calms creatures, negating emotion effects. {PH}

Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}

Catapult: Magically propel an object from your hand. {CS}

Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round. {CM}

Celerity, Lesser: Take a move action immediately, but be dazed for a round. {PH2}

Circle Dance: Indicates direction to known individual. {SC}

Cloak Pool: Hide a color pool on the Astral Plane from view. {SC}

Cloud of Bewilderment: Generates a nauseating 10-ft. cube. {SC}

Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}

Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). {PH}

Curse of Impending Blades: Subject takes –2 penalty to AC. {SC}

Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. ﴾⁠Bridge of sound⁠﴿ {SC}

Darkness: 20-ft. radius of supernatural shadow. {PH}

Daze Monster: Living creature of 6 HD or less loses next action. {PH}

Deceptive Façade: Disguise appearance of another creature or object. {CM}

Delay Poison: Stops poison from harming subject for 1 hour/ level. {PH}

Delusions of Grandeur: Subject thinks it is better than it is. {SC}

Detect Thoughts: Allows “listening” to surface thoughts. {PH}

Discolor Pool: Change the color of a color pool on the Astral Plane. {SC}

Disquietude: Subject avoids physical contact with others. {SC}

Dissonant Chant: Concentration checks more difficult within area of spell. {SC}

Distracting Ray: Ray forces spellcaster to make Concentration check. {SC}

Doublespeak: Subjects’ speech is masked from listeners. {CM}

Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}

Enthrall: Captivates all within 100 ft. + 10 ft./level. {PH}

Entice Gift: Subject gives caster what it’s holding. {SC}

False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is not. {CM}

Fly, Swift: Gain fly speed of 60 ft. for 1 round. {SC}

Fox’s Cunning: Subject gains +4 to Int for 1 minute/level. {PH}

Glitterdust: Blinds creatures, outlines invisible creatures. {PH}

Grace: Silvery light grants +2 Dexterity, +10 feet to land speed, melee attacks treated as good; take –20 to Hide checks. ﴾⁠Eilistraee’s grace⁠﴿ {SC}

Harmonic Chorus: Give another caster +2 to caster level and +2 on save DCs as long as you concentrate. {SC}

Harmonize: Starting bardic music becomes a move action for 1 minute/level. {RoS}

Heartfire: Subjects outlined by fire, take 1d4 damage/round. {SC}

Heroism: Gives +2 on attack rolls, saves, skill checks. {PH}

Hold Person: Paralyzes one humanoid for 1 round/level. {PH}

Hydrate: Heals desiccation damage. {Sa}

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. {PH}

Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold. {Fr}

Increase Virulence: Poison’s DC increases by 2. {PH2}

Insight of Good FortuneM: Subject rolls twice, takes best result. {PH2}

Insignia of AlarmF: Alert bearers of special insignia. {RoDe}

Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}

Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level. {SC}

Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement. {Sto}

Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. {SC}

Lively Step: You and allies gain +10 increase to speed. {SC}

Locate Object: Senses direction toward object (specific or type). {PH}

Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks. {CM}

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures. {CM}

Master’s Touch: Subject gains immediate +4 bonus on a skill check. {PH2}

Mesmerizing Glare: Your gaze fascinates creatures. {SC}

Mindless Rage: Subject compelled to attack you physically for 1 round/level. {SC}

Minor Image: As silent image, plus some sound. {PH}

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). {PH}

Misdirection: Misleads divinations for one creature or object. {PH}

Miser’s Envy: Subject jealously covets a nearby object. {SC}

Nightmare Lullaby: Subject is confused. {SC}

Opportune Dodge: Subject can avoid a single attack of opportunity. {CS}

Painful Echoes: Deal 1d4 sonic damage per round and sicken targets. {CM}

Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects. {RoDr}

Portal Alarm: You are alerted when a creature passes through a warded portal. {SC}

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear. {RoDe}

Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. {PH}

Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity, –⁠10 ft. penalty to speed. {PH2}

Reflective Disguise: Viewers see you as their own species and gender. {SC}

Resounding Voice: Subject’s voice carries 100 ft./level. {HB}

Reveille: Dead creature speaks a short sentence about what caused its death. {SC}

Scare: Panics creatures of less than 6 HD. {PH}

Shatter: Sonic vibration damages objects or crystalline creatures. {PH}

Silence: Negates sound in 20-ft. radius. {PH}

Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit. {SC}

Sonic Whip: Whip of magical force keeps animals at bay and can frighten animals as ranged touch attack. ﴾⁠Force whip⁠﴿ {SC}

Sonorous Hum: Removes need to concentrate to maintain next spell cast. {SC}

Soul of Anarchy: Gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adjudicating effects. {DrM}

Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. {PH}

Speak to Allies: Subjects can converse at distance without moving lips. {SC}

Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation. {CS}

Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells. {SC}

Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}

Suggestion: Compels subject to follow stated course of action. {PH}

Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing. {SC}

Summon Monster II: Calls extraplanar creature to fight for you. {PH}

Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}

Summon Weapon: Create normal, nonmagical light weapon. {CM}

Surefooted Stride: You can move over rubble as easily as you can over open ground. {SC}

Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes. {SC}

Tongues: Speak any language. {PH}

Torrent of Tears: Subject is temporarily blinded and emotionally distraught. {CM}

Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round. {PH2}

War Cry: Gain +4 on attack rolls and damage rolls if you charge. Any opponent you damage must save or become panicked for 1 round. {SC}

Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves. {SC}

Weapon Shift: Touched weapon changes form. {SC}

Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}

Whispering Wind: Sends a short message 1 mile/level. {PH}

3rd-Level Bard Spells

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Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}

Allegro: You and your allies gain +30 ft. speed for 1 minute/level. {SC}

Alter FortuneX: Cause one creature to reroll any die roll. {PH2}

Analyze Portal: Find a nearby portal and discover its properties. {SC}

Analyze Touchstone: Find a nearby planar touchstone and discover its properties.

Blink: You randomly vanish and reappear for 1 round/level. {PH}

Charm Monster: Makes monster believe it is your ally. {PH}

Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}

Confusion: Subjects behave oddly for 1 round/level. {PH}

Creaking Cacophony: Sound distracts and makes foes vulnerable to sonic damage. {SC}

Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders. {CS}

Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks. {HB}

Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. {PH}

Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). {PH}

Curse of Impending Blades, Mass: Enemies take –2 penalty to AC. {SC}

Daylight: 60-ft. radius of bright light. {PH}

Deep Slumber: Puts 10 HD of creatures to sleep. {PH}

Deafening Blast: Permanently deafen all targets in 20-foot-radius spread. {CM}

Detect Ship: Detect and identify ships. {Sto}

Dirge of Discord: All within 20 ft. take –4 on attack rolls and Dexterity, and reduce speed by 50%. {SC}

Disobedience: Subject is shielded from mind control. {CS}

Dispel Magic: Cancels magical spells and effects. {PH}

Displacement: Attacks miss subject 50%. {PH}

Dissonant Chord: Deal 1d8/2 levels sonic damage in 10-ft. burst. {SC}

Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed. {SC}

Enduring Scrutiny: Become aware when target performs designated action. {CM}

Fear: Subjects within cone flee for 1 round/level. {PH}

G’elsewhere Chant: Teleport subject to random safe place within 100 ft. {SC}

Gaseous Form: Subject becomes insubstantial and can fly slowly. {PH}

Geas, Lesser: Commands subject of 7 HD or less. {PH}

Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. {PH}

Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. {PH}

Halt: Subject’s feet become stuck to ground. {PH2}

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}

Haunting Tune: 1 subject/level becomes shaken. {SC}

Hesitate: Force subject to lose actions. {PH2}

Hymn of Praise: Add +2 to caster level to all good divine casters within range. {SC}

Illusory ScriptM: Only intended reader can decipher. {PH}

Infernal Threnody: Add +2 to caster level to all evil divine casters within range. {SC}

Imperative Ambulation: Subject must move at least 10 feet each round. {CM}

Insignia of HealingF: Bearers of special insignia healed 1d8 damage +1 point/level (max +10). {RoDe}

Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}

Know Opponent: Learn strengths and weaknesses of foe. ﴾⁠Analyze opponent⁠﴿ {SC}

Listening Coin: You can eavesdrop through a magic coin. {SC}

Love’s Lament: Cone deals 1d6 Wisdom damage and causes nausea. {SC}

Major Image: As silent image, plus sound, smell and thermal effects. {PH}

Moral Façade: Divination spells give a false alignment reading. {CC}

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide. {CM}

Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity. {PH2}

Phantom Steed: Magic horse appears for 1 hour/level. {PH}

Puppeteer: Subject mimics your actions. {SC}

Ray of Dizziness: Subject can take only move or standard actions. {SC}

Remove Curse: Frees object or person from curse. {PH}

Roar of the Waves: Make one target/2 levels deafened and shaken. {Sto}

ScryingF: Spies on subject from a distance. {PH}

Sculpt Sound: Creates new sounds or changes existing ones. {PH}

Secret Page: Changes one page to hide its real content. {PH}

See Invisibility: Reveals invisible creatures or objects. {PH}

Sepia Snake SigilM: Creates text symbol that immobilizes reader. {PH}

Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval. {SC}

Siren’s Call: Compel one creature/2 levels to submerse itself. {Sto}

Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. {PH}

Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. {PH2}

Speak with Animals: You can communicate with animals. {PH}

Speechlink: You and one other creature can talk, no matter how far apart. {SC}

Summon Monster III: Calls extraplanar creature to fight for you. {PH}

Suppress Breath Weapon: Subject can’t use breath weapon. {SC}

Tiny Hut: Creates shelter for ten creatures. ﴾⁠Leomund’s tiny hut⁠﴿ {PH}

Tormenting Thirst: Subject is overwhelmed by thirst. {Sa}

Treasure Scent: You detect valuable metals and gems. {SC}

Unluck: Subject remakes all rolls, uses worse result for 1 round/level. {SC}

Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. {DrM}

Weapon of Impact: As keen edge, but aids bludgeoning weapons. {SC}

Winding Alleys: Trap foe in phantasmal maze. {RoDe}

Wounding Whispers: Sonic aura damages foes that strike you. {SC}

4th-Level Bard Spells

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Baleful Blink: Subject has 50% chance of failure on attacks and spells. {PH2}

Battlecry: Gain bonus on attack, save; bardic music effects extended. {CM}

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}

Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through. {SC}

Celebration: Intoxicate subjects. {SC}

Celerity: Take a standard action immediately, but be dazed for a round. {PH2}

Charm Person, Mass: As charm person, but all within 30 feet. {RoDe}

Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). {PH}

Detect Scrying: Alerts you of magical eavesdropping. {PH}

Dimension Door: Teleports you short distance. {PH}

Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}

Dominate Person: Controls humanoid telepathically. {PH}

Drums of War: Enemies take –⁠2 penalty on attacks and saves. {HB}

Ethereal Mount: You conjure swift mounts on the Ethereal Plane. {SC}

Freedom of Movement: Subject moves normally despite impediments. {PH}

Flowsight: You can scry creatures in contact with a body of water. {Sto}

FugueF: Your Perform check creates variety of effects. ﴾⁠Fugue of Tvash-Prull⁠﴿ {SC}

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). {PH}

Harmonize, Greater: Starting or concentrating on bardic music becomes a move action for 1 minute/level. {RoS}

Healing Spirit: Ball of light heals 1d8/round. {PH2}

Hold Monster: As hold person, but any creature. {PH}

Interminable Echo: Illusory sound applies –10 penalty on Listen checks, deals 2d6 damage each round. {CM}

Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}

Lay of the Land: You gain an overview of the geography around you. {SC}

Legend LoreMF: Lets you learn tales about a person, place, or thing. {PH}

Lingering Chorus: Magic voices maintain your bardic music. {CM}

Locate Creature: Indicates direction to familiar creature. {PH}

Mirror Image, Greater: As mirror image, but gain an additional image each round. {PH2}

Modify Memory: Changes 5 minutes of subject’s memories. {PH}

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. {PH}

Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it. {SC}

Protégé: Subject can use bardic music and bardic knowledge as bard of half your level. {SC}

Rainbow Pattern: Lights fascinate 24 HD of creatures. {PH}

Ray Deflection: Ray attacks are reflected away. ﴾⁠Minor reflection⁠﴿ {SC}

Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away. {PH}

Resistance, Greater: Subject gains +3 on saving throws. {SC}

Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4). {SC}

Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area. {CM}

Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits. {SC}

Secure Shelter: Creates sturdy cottage. ﴾⁠Leomund’s secure shelter⁠﴿ {PH}

Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real. {PH}

Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}

Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water. {SC}

Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour. ﴾⁠Melf’s slumber arrows⁠﴿ {CM}

Spacious Carriage: Summons carriage and horses to pull it. ﴾⁠Leomund’s spacious carriage⁠﴿ {Ci}

Speak with Plants: You can talk to normal plants and plant creatures. {PH}

Spectral Weapon: Use quasi-real weapon to make touch attacks. {SC}

Spell Theft: Dispel spells on target and gain their benefit for yourself. {CS}

Stone Shatter: Shatter a stone object or creature. {SC}

Summon Monster IV: Calls extraplanar creature to fight for you. {PH}

Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone. {PH2}

Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion. {SC}

Zone of Silence: Keeps eavesdroppers from overhearing conversations. {PH}

5th-Level Bard Spells

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Billet: Creates sturdy barracks. ﴾⁠Leomund’s billet⁠﴿ {HB}

Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level. ﴾⁠Improved blink⁠﴿ {SC}

Body HarmonicF: Piercing tone deals 1d10 damage to one ability/round. {SC}

Bolts of Bedevilment: One ray/round, dazes 1d3 rounds. {SC}

Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}

Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area. {SC}

Channeled Sound Blast: Deal sonic damage in cone; area and damage increase based on casting time. {CM}

Cloak of Hate: Target provokes hostile reactions, takes –⁠10 penalty on Diplomacy checks. {HH}

Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. {PH}

Dancing Blade: A weapon attacks on its own. ﴾⁠Dance of blades⁠﴿ {PH2}

Dimension Jumper: Teleport yourself up to 30 feet once per round. {CM}

Discordant Malediction: Subject takes sonic damage each time she casts a spell with a verbal component. {CM}

Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}

Dragonsight: Gain low-light vision, darkvision, and blindsense. {SC}

Dream: Sends message to anyone sleeping. {PH}

Endless Slumber: Subject falls asleep and is not easily roused. {CM}

Evacuation Rune: Create invisible rune that you can teleport to as swift action. {CS}

False VisionM: Fools scrying with an illusion. {PH}

Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult. {CM}

Friend to Foe: Make subject creature believe its allies are its enemies. {PH2}

Harmonic Void: Nearby casters must succeed on Concentration check to use verbal-component spells. {CS}

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. {PH}

Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings. ﴾⁠Leomund’s hidden lodge⁠﴿ {SC}

Hide from Dragons: Dragons can’t perceive one subject/2 levels. {SC}

Incite Riot: Subjects attack nearest creature. {PH2}

Magic Convalescence: Spells cast nearby heal you 1 hp/spell level. {PH2}

Mind Fog: Subjects in fog get –10 to Wis and Will checks. {PH}

Mirage Arcana: As hallucinatory terrain, plus structures. {PH}

Mislead: Turns you invisible and creates illusory double. {PH}

Morality Undone: Subject becomes evil. {LoM}

Nightmare: Sends vision dealing 1d10 damage, fatigue. {PH}

Persistent Image: As major image, but no concentration required. {PH}

Reflective Disguise, Mass: Viewers see subjects as their own species and gender. {SC}

Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level. {PH2}

Scry Location: Spy on a distant location. {CS}

Seeming: Changes appearance of one person per two levels. {PH}

Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real. {PH}

Shadow Walk: Step into shadow to travel rapidly. {PH}

Song of Discord: Forces targets to attack each other. {PH}

Suggestion, Mass: As suggestion, plus one subject/level. {PH}

Summon Monster V: Calls extraplanar creature to fight for you. {PH}

Surefooted Stride, Mass: As surefooted stride but multiple subjects. {SC}

Wail of Doom: Deal 1d4 damage/level in 30-ft. cone, plus subjects panicked or shaken. {SC}

6th-Level Bard Spells

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

Analyze DweomerF: Reveals magical aspects of subject. {PH}

Animate Objects: Objects attack your foes. {PH}

Cat’s Grace, Mass: As cat’s grace, affects one subject/level. {PH}

Charm Monster, Mass: As charm monster, but all within 30 ft. {PH}

City Stride: Teleport between two cities. {RoDe}

Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. {PH}

Dirge: Enemies take 2 points of Str and Dex damage/round. {SC}

Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. {PH}

Eyebite: Target becomes panicked, sickened, and comatose. {PH}

Find the Path: Shows most direct way to a location. {PH}

Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies. {HH}

Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. {PH}

Geas/Quest: As lesser geas, plus it affects any creature. {PH}

Heroes’ Feast: Food for one creature/level cures and grants combat bonuses. {PH}

HindsightM: You see into the past. {SC}

Irresistible Dance: Forces subject to dance. ﴾⁠Otto’s irresistible dance⁠﴿ {PH}

Mephit Mob: Summons 2d6 mephits of a kind you designate. {Sa}

Nixie’s Grace: You gain a swim speed, water breathing, low-light vision, damage reduction 5/cold iron, and enhancements to Dexterity and Wisdom. {SC}

Permanent ImageM: Includes sight, sound, and smell. {PH}

Programmed ImageM: As major image, plus triggered by event. {PH}

Project Image: Illusory double can talk and cast spells. {PH}

Rapture of the Deep: Target becomes comatose. {Sto}

Ray of Light: Ray blinds subject. {SC}

Resistance, Superior: Subject gains +6 on saving throws. {SC}

Resonating Agony: Subject nauseated or sickened for 1 round/level. {CM}

Revenance: Restores dead creature to life for 1 minute/level. ﴾⁠Recall spirit⁠﴿ {SC}

Scrying, GreaterF: As scrying, but faster and longer. {PH}

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. {PH}

Snowsong: Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters. {Fr}

Summon Monster VI: Calls extraplanar creature to fight for you. {PH}

Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure. {PH}

Symphonic NightmareM: Discordant noise haunts subject’s sleep. {SC}

Veil: Changes appearance of group of creatures. {PH}