Spell List

BARD SPELLS

0-LEVEL BARD SPELLS (CANTRIPS)
Source Spell Name Brief Description
Core Dancing Lights: Creates torches or other lights.
Core Daze: Humanoid creature of 4 HD or less loses next action.
Core Detect Magic: Detects spells and magic items within 60 ft.
Core Flare: Dazzles one creature (–1 on attack rolls).
Core Ghost Sound: Figment sounds.
Core Know Direction: You discern north.
Core Light: Object shines like a torch.
Core Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Core Mage Hand: 5-pound telekinesis.
Core Mending: Makes minor repairs on an object.
Core Message: Whispered conversation at distance.
Core Open/Close: Opens or closes small or light things.
Core Prestidigitation: Performs minor tricks.
Core Read Magic: Read scrolls and spellbooks.
Core Resistance: Subject gains +1 on saving throws.
Core Summon Instrument: Summons one instrument of the caster’s choice.
1ST-LEVEL BARD SPELLS
Source Spell Name Brief Description   
Core Alarm: Wards an area for 2 hours/level.
Core Animate Rope: Makes a rope move at your command.
Core Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Core Charm Person: Makes one person your friend.
Core Comprehend Languages: You understand all spoken and written languages.
Core Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Core Detect Secret Doors: Reveals hidden doors within 60 ft.
Core Disguise Self: Changes your appearance.
Core Erase: Mundane or magical writing vanishes.
Core Expeditious Retreat: Your speed increases by 30 ft.
Core Feather Fall: Objects or creatures fall slowly.
Core Grease: Makes 10-ft. square or one object slippery.
Core Hideous Laughter: Subject loses actions for 1 round/ level.
Core Hypnotism: Fascinates 2d4 HD of creatures.
Core Identify: Determines properties of magic item.
Core Lesser Confusion: One creature is confused for 1 round.
Core Magic Aura: Alters object’s magic aura.
Core Magic Mouth: Speaks once when triggered.
Core Obscure Object: Masks object against scrying.
Core Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Core Silent Image: Creates minor illusion of your design.
Core Sleep: Puts 4 HD of creatures into magical slumber.
Core Summon Monster I: Calls extraplanar creature to fight for you.
Core Undetectable Alignment: Conceals alignment for 24 hours.
Core Unseen Servant: Invisible force obeys your commands.
Core Ventriloquism: Throws voice for 1 min./level.
BoED Ray of Hope: Subject gains +2 bonus on attacks, saves, and checks.
CAd Accelerated Movement: Take no speed penalty when using Balance, Climb, or Move Silently.
CAd Distort Speech: Target's speech becomes incomprehensible and may miscast verbal spells.
CAd Expeditious Retreat, Swift: You speedily retreat for a round.
CAd Focusing Chant: Chant to block out distractions.
CAd Healthful Rest: Double healing from rest.
CAd Herald's Call: Shout slows creatures with 5HD or less.
CAd Inspirational Boost: Increase bonus given by Bardic Music.
CAd Joyful Noise: Negate magical silence.
CAd Master's Touch: Become proficient with a held weapon or shield.
CM Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus.
CM Combined Talent: Allows one subject to use the skill ranks of a second subject in place of her own.
CM Guided Path: Find nearest establishment of designated type.
CM Immediate Assistance: Allow subject to reroll a skill check.
CM Resinous Tar: Sticky substance slows movement or renders object difficult to drop.
CM Summon Component: Create a noncostly spell component.
CM Vigilant Slumber: Set specific conditions under which you immediately wake up.
CS Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft
CS Lucky Streak: Subject gains +2 luck bonus on rerolls made with luck feats
CS Mage Burr: Double arcane spell failure chance for target’s armor
CS Mimicry: Perfectly mimic familiar sounds, voices, or accents
City Detect Weaponry: Reveals weapons within 60 feet.
City Secret Weapon: Makes hidden weapon almost impossible to detect.
Drac Cheat: Caster rerolls when determining the success of a game of chance.
DotU Combat Readiness: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
DotU Snuff the Light: Extinguish one nonmagical light source.
Frost Ivory Flesh: Flesh turns white, granting +5 cir cumstance bonus on Hide checks in snow and ice.
MoI Detect Incarnum: Detect soulmelds and essentia within 60 feet.
MH Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round (swift).
MH Incite: Subject can’t ready actions or delay.
MH Inhibit: Subject delays until next round.
Planar Beastland Ferocity: Subject fights without penalty while disabled or dying.
Planar Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.
PHBII Share Talents: Subjects gain +2 bonus on skill checks.
PHBII Stay the Hand: Change subject creature’s attitude to helpful for 1 round.
RoD Discern Bloodline: Know the race of one creature/level.
RoD Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.
RoD Locate City: Find nearest city.
RoD Scholar’s Touch: Read books in seconds.
RotD Instant Diversion: Creates illusory doubles of you.
Storm Quickswim: Your swim speed increases by 10 ft.
ToM Beckon Person: Force a humanoid to approach you against its will.
ToM Scramble True Position: Teleport your foes 10 feet in a random direction, knocking them over.
2ND-LEVEL BARD SPELLS
Source Spell Name Brief Description   
Core Alter Self: Assume form of a similar creature.
Core Animal Messenger: Sends a Tiny animal to a specific place.
Core Animal Trance: Fascinates 2d6 HD of animals.
Core Blindness/Deafness: Makes subject blind or deaf.
Core Blur: Attacks miss subject 20% of the time.
Core Calm Emotions: Calms creatures, negating emotion effects.
Core Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Core Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Core Darkness: 20-ft. radius of supernatural shadow.
Core Daze Monster: Living creature of 6 HD or less loses next action.
Core Delay Poison: Stops poison from harming subject for 1 hour/ level.
Core Detect Thoughts: Allows “listening” to surface thoughts.
Core Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Core Enthrall: Captivates all within 100 ft. + 10 ft./level.
Core Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Core Glitterdust: Blinds creatures, outlines invisible creatures.
Core Heroism: Gives +2 on attack rolls, saves, skill checks.
Core Hold Person: Paralyzes one humanoid for 1 round/level.
Core Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Core Invisibility: Subject is invisible for 1 min./level or until it attacks.
Core Locate Object: Senses direction toward object (specific or type).
Core Minor Image: As silent image, plus some sound.
Core Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Core Misdirection: Misleads divinations for one creature or object.
Core Pyrotechnics: Turns fire into blinding light or choking smoke.
Core Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Core Scare: Panics creatures of less than 6 HD.
Core Shatter: Sonic vibration damages objects or crystalline creatures.
Core Silence: Negates sound in 20-ft. radius.
Core Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Core Suggestion: Compels subject to follow stated course of action.
Core Summon Monster II: Calls extraplanar creature to fight for you.
Core Summon Swarm: Summons swarm of bats, rats, or spiders.
Core Tongues: Speak any language.
Core Whispering Wind: Sends a short message 1 mile/level.
BoED Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
BoED Faerinaal’s Hymn: Up to one creature/level cannot take attacks of opportunity.
CAd Bladeweave: Make an extra attack with your weapon that dazes.
CAd Fly, Swift: You fly for a round.
CAd Insidious Rhythym: Catchy tune makes it harder to concentrate and think.
CAd Invisibility, Swift: Short lived invisibility.
CAd Iron Silence: Your armor does not hinder attempts to be stealthy.
CAd Mindless Rage: Target does nothing but try to attack you.
CAd Sonic Weapon: Your weapon deals extra sonic damage.
CAd Tactical Precision: You and your allies deal extra damage from flanking.
CAr Force Whip Whip of force scare animals away,
CAr Whirling Blade Thrown blade hits all creatures in a line.
CD Wave of Grief: Cone imposes –3 penalty on attacks, checks, and saves.
CM 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 Caterwaul: Horrible wail renders creatures nauseated or sickened for 1 round.
CM Deceptive Facade: Disguise appearance of another creature or object.
CM Doublespeak: Subjects' speech is masked from listeners.
CM False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is not.
CM 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 Painful Echoes: Deal 1d4 sonic damage per round and sicken targets.
CM Summon Weapon: Create normal, nonmagical light weapon.
CM Torrent of Tears: Subject is temporarily blinded and emotionally distraught.
CS Animate Instrument: Your instrument animates and plays by itself
CS Catapult: Magically propel an object from your hand
CS Opportune Dodge: Subject can avoid a single attack of opportunity.
CS Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation
Drac Miser’s Envy: Subject jealously covets a nearby object.
DotU Magical Backlash: Target takes 2 points of damage per spell level affecting it.
DrM 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.
Frost Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold.
FC1 Beckoning Call: Lures target creature closer to you.
FC1 Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
HoB Resounding Voice: Your voice carries 100 ft./level.
MH Curse of Impending Blades: Subject takes –2 penalty to AC.
MH Fly, Swift: You fly for 1 round (swift).
MH Invisibility, Swift: Invisibility lasts 1 round (swift).
MH Undeniable Gravity: Flying creature loses flying ability.
Planar Cloak Pool: Hide a color pool on the Astral Plane from view.
Planar Discolor Pool: Change the color of a color pool on the Astral Plane.
Planar Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
PHBII Blade Brothers: Use higher saving throw result between two creatures, but both suffer effects if the saves fail.
PHBII Celerity, Lesser: Take a move action immediately, but be dazed for a round.
PHBII Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
PHBII Increase Virulence: Poison’s DC increases by 2.
PHBII Insight of Good Fortune: Subject rolls twice, takes best result.
PHBII Master’s Touch: Subject gains immediate +4 bonus on a skill check.
PHBII Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity,–10 ft. penalty to speed.
PHBII Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
PHBII Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
RoD Insignia of Alarm: Alert bearers of special insignia.
RoD Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.
RoS Harmonize Starting a bardic music effect only requires a move action.
RotD Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.
Sand Hydrate: Heals dessication damage.
Storm Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement.
ToM Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.
ToM Horror of the Spoken Name: Frighten creature that hears its own truename.
3RD-LEVEL BARD SPELLS
Source Spell Name Brief Description   
Core Blink: You randomly vanish and reappear for 1 round/level.
Core Charm Monster: Makes monster believe it is your ally.
Core Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Core Confusion: Subjects behave oddly for 1 round/level.
Core Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Core Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Core Daylight: 60-ft. radius of bright light.
Core Deep Slumber: Puts 10 HD of creatures to sleep.
Core Dispel Magic: Cancels magical spells and effects.
Core Displacement: Attacks miss subject 50%.
Core Fear: Subjects within cone flee for 1 round/level.
Core Gaseous Form: Subject becomes insubstantial and can fly slowly.
Core Geas, Lesser: Commands subject of 7 HD or less.
Core Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Core Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Core Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Core Illusory Script: Only intended reader can decipher.
Core Invisibility Sphere: Makes everyone within 10 ft. invisible.
Core Major Image: As silent image, plus sound, smell and thermal effects.
Core Phantom Steed: Magic horse appears for 1 hour/level.
Core Remove Curse: Frees object or person from curse.
Core Scrying: Spies on subject from a distance.
Core Sculpt Sound: Creates new sounds or changes existing ones.
Core Secret Page: Changes one page to hide its real content.
Core See Invisibility: Reveals invisible creatures or objects.
Core Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Core Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
Core Speak with Animals: You can communicate with animals.
Core Summon Monster III: Calls extraplanar creature to fight for you.
Core Tiny Hut: Creates shelter for ten creatures.
BoED Refreshment: Cures all nonlethal damage on one creature.
BoED Warcry: Creatures within a 30-foot cone cower for 1d4 rounds.
CAd Allegro: You and your companions become faster.
CAd Dirge of Discord: You create a dirge that impairs your enemies.
CAd Dissonant Chord: Horrible note deals sonic damage.
CAd Harmonic Chorus: Increase the caster level and DCs of another spellcaster.
CAd Hymn of Praise: Song hallows the area around you and increases the caster level of good spellcasters.
CAd Infernal Threnody: Song unhallows the area around you and increases the caster level of evil spellcasters.
CAd Speechlink: Continuously communicate at any distane.
CC Moral Facade: Divination spells give a false alignment reading.
CM Deafening Blast: Permanently deafen all targets in 20-foot radius spread.
CM Enduring Scrutiny: Become aware when target performs designated action.
CM Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
CM Otto’s Imperative Ambulation: Subject must move at least 10 feet each round.
CS Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders
CS Disobedience: Subject is shielded from mind control.
Drac Suppress Breath Weapon: Subject can’t use breath weapon.
LoM Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
HoB Crisis of Confidence: Target loses commander rating, aura; can’t add Cha to rally checks.
MH Curse of Impending Blades, Legion’s: Subjects take –2 penalty to AC.
Planar Analyze Portal: find a nearby portal and discover its properties.
Planar Analyze Touchstone: find a nearby planar touchstone and discover its properties.
PHBII Alter Fortune: Cause one creature to reroll any die roll.
PHBII Halt: Subject’s feet become stuck to ground.
PHBII Hesitate: Force subject to lose actions.
PHBII Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
PHBII Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
RoD Insignia of Healing: Bearers of special insignia healed 1d8 damage +1 point/level (max +10)
RoD Winding Alleys: Trap foe in phantasmal maze.
Sand Tormenting Thirst: Subject is overwhelmed by thirst.
Storm Detect Ship: Detect and identify ships.
Storm Roar of the Waves: Make one target/2 levels deafened and shaken.
Storm Siren’s Call: Compel one creature/2 levels to submerse itself.
ToM Beckon Monster: Force a creature to approach you against its will.
WoL Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
4TH-LEVEL BARD SPELLS
Source Spell Name Brief Description   
Core Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Core Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Core Detect Scrying: Alerts you of magical eavesdropping.
Core Dimension Door: Teleports you short distance.
Core Dominate Person: Controls humanoid telepathically.
Core Freedom of Movement: Subject moves normally despite impediments.
Core Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Core Hold Monster: As hold person, but any creature.
Core Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Core Legend Lore: Lets you learn tales about a person, place, or thing.
Core Locate Creature: Indicates direction to familiar creature.
Core Modify Memory: Changes 5 minutes of subject’s memories.
Core Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Core Rainbow Pattern: Lights fascinate 24 HD of creatures.
Core Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Core Secure Shelter: Creates sturdy cottage.
Core Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Core Shout: Deafens all within cone and deals 5d6 sonic damage.
Core Speak with Plants: You can talk to normal plants and plant creatures.
Core Summon Monster IV: Calls extraplanar creature to fight for you.
Core Zone of Silence: Keeps eavesdroppers from overhearing conversations.
BoED Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
BoED Dolorous Motes: Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures.
BoED Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
CAd Listening Coin: Turn a pair of coins into magical listening devices.
CAd Spectral Weapon: Create a weapon of shadow that bypasses armor.
CAd War Cry: Your cry gives you a bonus on attacks, and enemies are panicked by your attacks.
CAr Resonating Bolt Tremendous bolt of sound deals full damage to objects.
CM Battlecry: Gain bonus on attack, save; bardic music effects extended.
CM Interminable Echo: Illusory sound applies –10 penalty on Listen checks, deals 2d6 damage each round.
CM Lingering Chorus: Magic voices maintain your bardic music.
CM Melf’s Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour.
CM Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.
CS Spell Theft: Dispel spells on target and gain their benefit for yourself
City Leomund’s Spacious Carriage: Summons carriage and horses to pull it.
Drac Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
DrM Adoration of the Frightful: Make fearful creatures friendly to you.
DrM Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire.
FC1 Inner Beauty: Target’s physical appearance changes to match its personality; creatures nearby might be nauseated or stunned, target’s Charisma and Dexterity scores are adjusted.
HoB Drums of War: Enemies take –2 penalty on attacks and saves.
MoI Valiant Spirit: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
MH Undeniable Gravity, Legion’s: Flying creatures lose flying ability.
Planar Lay of the Land: You gain an overview of the geography around you.
PHBII Baleful Blink: Subject has 50% chance of failure on attacks and spells.
PHBII Celerity: Take a standard action immediately, but be dazed for a round.
PHBII Healing Spirit: Ball of light heals 1d8/round.
PHBII Mirror Image, Greater: As mirror image, but gain an additional image each round.
PHBII Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
RoD Charm Person, Mass: As charm person, but all within 30 feet.
RoS Harmonize, Greater Starting and concentrating on a bardic music effect only requires a move action.
Sand Dispel Water: Cancels water spells and effects or dismisses water creatures.
Storm Flowsight: You can scry creatures in contact with a body of water.
ToM Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
5TH-LEVEL BARD SPELLS
Source Spell Name Brief Description   
Core Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Core Dispel Magic, Greater: As dispel magic, but +20 on check.
Core Dream: Sends message to anyone sleeping.
Core False Vision: Fools scrying with an illusion.
Core Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Core Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Core Mirage Arcana: As hallucinatory terrain, plus structures.
Core Mislead: Turns you invisible and creates illusory double.
Core Nightmare: Sends vision dealing 1d10 damage, fatigue.
Core Persistent Image: As major image, but no concentration required.
Core Seeming: Changes appearance of one person per two levels.
Core Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Core Shadow Walk: Step into shadow to travel rapidly.
Core Song of Discord: Forces targets to attack each other.
Core Suggestion, Mass: As suggestion, plus one subject/level.
Core Summon Monster V: Calls extraplanar creature to fight for you.
BoED Telepathy Block: Blocks all telepathic communication within 80-ft. radius.
CAd Improvisation: You gain a pool of luck which can be used to improve rolls.
CAd Wail of Doom: Your shriek damages and panics all that hear it.
CAr Blink, Greater As blink, with more control.
CAr Leomund’s Hidden Lodge Camouflaged secure shelter.
CD Blink, Improved: As blink, but safer and with more control.
CD Blink, Improved: As blink, but safer and with more control.
CM Channeled Sound Blast: Deal sonic damage in cone; area and damage increase based on casting time.
CM Dimension Jumper: Teleport up to 30 feet 1/round.
CM Discordant Malediction: Subject takes sonic damage each time she casts a spell with a verbal component.
CM Endless Slumber: Subject falls asleep and is not easily roused.
CM Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.
CS Evacuation Rune: Create invisible rune that you can teleport to as swift action.
CS Harmonic Void: Nearby casters must succeed on Concentration check to use verbal-component spells
CS Scry Location: Spy on a distant location
Drac Hide from Dragons: Dragons can’t perceive one subject/two levels.
Drac Dragonsight: Gain low-light vision, darkvision, and blindsense.
Frost Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
FC1 Morality Undone: Subject becomes evil.
LoM Morality Undone: Subject becomes evil.
HoB Leomund’s Billet: Creates sturdy barracks.
HoH Cloak of Hate: Target provokes hostile reactions, takes –10 penalty on Diplomacy checks.
PHBII Dance of Blades: A weapon attacks on its own.
PHBII Friend to Foe: Make subject creature believe its allies are its enemies.
PHBII Incite Riot: Subjects attack nearest creature.
PHBII Magic Convalescence: Spells cast nearby heal you 1 hp/spell level.
PHBII Renewed Vigor: Remove fatigue and +2 bonus to Constitution for 1 round/level.
WoL Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
6TH-LEVEL BARD SPELLS
Source Spell Name Brief Description   
Core Analyze Dweomer: Reveals magical aspects of subject.
Core Animate Objects: Objects attack your foes.
Core Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Core Charm Monster, Mass: As charm monster, but all within 30 ft.
Core Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Core Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Core Eyebite: Target becomes panicked, sickened, and comatose.
Core Find the Path: Shows most direct way to a location.
Core Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Core Geas/Quest: As lesser geas, plus it affects any creature.
Core Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Core Irresistible Dance: Forces subject to dance.
Core Permanent Image: Includes sight, sound, and smell.
Core Programmed Image: As major image, plus triggered by event.
Core Project Image: Illusory double can talk and cast spells.
Core Scrying, Greater: As scrying, but faster and longer.
Core Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Core Summon Monster VI: Calls extraplanar creature to fight for you.
Core Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Core Veil: Changes appearance of group of creatures.
BoED Empyreal Ecstasy: Targets immune to pain and mind-influencing effects, and take half damage from melee and ranged attacks; –4 to skill checks.
BoED Heaven’s Trumpet: Blast of music paralyzes foes.
CAd Cacophonic Shield: You create a wall of sonic energy that damages those that cross it.
CAd Hindsight: Look into the past.
CAd Protege: You grant another bardic knowledge and music abilities.
CD Bestow Curse, Greater: As bestow curse, but more severe penalties.
CM Resonating Agony: Subject nauseated or sickened for 1 round/level.
Frost Snowsong: Musical snowfall aids allies in within 30 ft. and hinders enemy spellcasters.
FC1 Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
HoH Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies.
RoD Bestow Curse, Greater: As bestow curse, but more severe penalties.
RoD City Stride: Teleport between two cities.
Sand Mephit Mob: Summons 2d6 mephits of a kind you designate.
Storm Rapture of the Deep: Target becomes comatose.
ToM Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
ToM Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.