2nd-Level Bard Spells

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An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.



Addiction: Subject becomes addicted to a drug.

Alarm, Greater F: 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.

Animate Instrument: Your instrument animates and plays by itself.

Athanae’s Discern Creature: Caster learns nature of an animal from its spoor.


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

Battlefield Parlay: Intimidate your opponents through your demeanour and martial appearance.

Beckoning Call: Lures target creature closer to you.

Befuddle: Confusion affects a single target.

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 F: Spectral fiddle bow deals 3d6 damage/round.

Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.

Byanca’s Heart: Enamours the target so that they view the caster as their heart’s desire.


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

Calm Emotions: Calms creatures, negating emotion effects.

Catapult: Magically propel an object from your hand.

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

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

Celerity, Lesser: Take a move action immediately, but be dazed for 1 round.

Charm Person or Ghost: As charm person, but also affecting ghosts.

Circle Dance: Indicates direction to known individual.

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

Clothier’s Closet: Conjure several sets of clothing.

Cloud of Bewilderment: Generates a nauseating 10-ftcube.

Control Darkness and Shadow: Manipulate existing areas of darkness and shadow.

Crafter’s Touch: Subject gains immediate +4 bonus on a skill check.

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.

Curse of the Gypsies: Afflict a target with bad luck, an invisible mark, or an unnatural aura.


Dance of Ruin: Nondemons take 2d20 damage.

Dancing Dragonmark: One dragonmarked creature/level is nauseated.

Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.

Darkness: 20-ft. radius of supernatural shadow.

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

Death Curse: Pronounce a terrible curse upon the cause of your death.

Deceptive Facade: Disguise appearance of another creature or object.

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.

Dimension Leap: Teleport 10 ft./level.

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.

Doublespeak: Subjects' speech is masked from listeners.

Dragonmark Demesne: Creates hemispherical shelter for you and 25 creatures.


Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level.
Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
Enhance Weapons: Imbue up to twenty-five weapons with +1 enhancement.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Entice Gift: Subject gives caster what it’s holding.
Ethereal Alarm: As alarm, but sensing only the Ethereal Plane.
Faerinaal’s Hymn: Up to one creature/level cannot take attacks of opportunity.
False Lie: Subject seems to be lying, both to Sense Motive and divinations, even when she is not.
Festival Feast: Create a meal of good food, wine, ale, and beer.
Flexform: Target's form shifts and deforms, grants +10 on Escape Artist and Tumble.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fool’s Gold: You can affect 10 cubic inches of metal per level, causing it to appear to be made of gold.
Force March: Invigorate all allies within range, allowing them to force march with no ill effect.
Forceful Footfalls: Conjures a pair of spectral boots into existence that can set off certain traps.
Fox’s Cunning: Subject gains +4 to Int for 1 minute/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
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.
Harmonize: Seamlessly blends magic and music.
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.
Hydrate: Heals dessication damage.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold.
Incorporeal Disharmonics: Sonic energy harms an incorporeal creature.
Increase Virulence: Poison’s DC increases by 2.
Insidious Insight: Gain insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive against affected creature.
Insight of Good Fortune M: Subject rolls twice, takes best result.
Insignia of Alarm F: Alert bearers of special insignia.
Invisibility: Subject is invisible for 1 minute/level or until it attacks.
Iron Silence: Armor touched has no armor check penalty on Hide and Move Silently for 1 hour/level.
Jig of the Waves: Force creatures to dance a jig which causes penalties and forces random movement.
Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
Light Step: As fly, except light step provides a maximum speed of 30 feet.
Lively Step: You and allies gain +10 increase to speed.
Locate Object: Senses direction toward object (specific or type).
Magic Savant: Gain +4 bonus on Use Magic Device; take 10 on check if you have 10 ranks.
Magical Backlash: Target takes 2 points of damage per spell level affecting it.
Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.
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.
Misrepresent Alignment F: Projects a false alignment for an object or creature.
Nightmare Lullaby: Subject is confused.
Opportune Dodge: Subject can avoid a single attack of opportunity.
Outside In: Caster steps into an extradimensional closet.
Painful Echoes: Deal 1d4 sonic damage per round and sicken targets.
Peaceful Serenity of Io: Grant subject +4 bonus on Concentration checks and against compulsions and fear effects.
Persuade to Manifest: Target dead creature gains bonus on its attempt to manifest.
Phade’s Fearsome Aspect: Target looks like a demon, gaining a +5 bonus on Intimidate checks and can demoralize an opponent as a swift action.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Portal Well: Wait for a short time within an extradimensional space between a portal’s entrance and exit.
Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.
Psychometry: When you touch an object, you gain an image of the last creature to touch that item.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Subjects gain +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Retaliation: Ray attack is reflected back at its originator to deal force damage.
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.
Resounding Voice: Your voice carries 100 ft./level.
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 15-ft. radius.
Song of Festering Death: Subject takes 2d6 damage per round while caster concentrates.
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.
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.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Speak to Allies: Subjects can converse at distance without moving lips.
Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation.
Staff of Defense: Caster’s staff comes alive for 1 round/level; confers +2 to AC and +4 AC vs. attacks of opportunity.
Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
Suggestion: Compels subject to follow stated course of action.
Summon Elysian Thrush: Summon an Elysian thrush, which accelerates natural healing.
Summon Mirror Mephit: Summon a mirror mephit to attack your opponents.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Summon Weapon: Create normal, nonmagical light weapon.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swift Ready: Enchant armor and weapons so that they appear on you instantly when you wish.
Tactical Precision: Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes.
Tongues: Speak any language.
Torrent of Tears: Subject is temporarily blinded and emotionally distraught.
Tune of the Dancing Weapon: Sword animates and fights for you.
Unseen Crafter: Invisible force obeys your command and can use the Craft skill.
Venom Touch: Deals 1d10 Str damage, repeats in one minute.
Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.

Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.


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.

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

Weapon Shift: Touched weapon changes form.

Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.

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