Bard Spells

Dancing Lights: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape.
Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth.
Ghost Sound: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Haunted Fey Aspect: You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature.
Know Direction: When you cast this spell, you instantly know the direction of north from your current position.
Light: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
Lullaby: Any creature within the area that fails a Will save becomes drowsy and inattentive.
Mage Hand: You point your finger at an object and can lift it and move it at will from a distance.
Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Message: You can whisper messages and receive whispered replies.
Open-Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice.
Read Magic: You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible.
Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Scrivener's Chant: This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
Sift: You examine an area at range as if you were searching for fine details with the Perception skill.
Spark: You can make an unattended Fine flammable object catch on fire.
Summon Instrument: This spell summons one handheld musical instrument of your choice.

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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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