4th-Level Bard Spells
Aggression: Creature goes into frenzied rage.
Apparent Master: Makes a construct regard you as its master.
Asp Arm: Your arm turns into a poisonous snake.
Baleful Blink: Subject has 50% chance of failure on attacks and spells.
Battle Fright: As fear in a 60-ft. burst.
Bear’s Stamina: Subject gains +4 to Constitution for 1 hour/level.
Blinding Beauty: You become as beautiful as a nymph, and can blind humanoids who look at you.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
Cat’s Poise: Subject gains +4 to Dex for 1 hour/level.
Celebration: Intoxicate subjects.
Celerity: Take a standard action immediately, but be dazed for a round.
Charm Person, Mass: As charm person, but all within 30 feet.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Diminish Breath Weapon: Reduces breath weapon damage by 1 die/level.
Dispel Possession M: Forces possessing creature out of its host body.
Dispel War Spell: Dispel war spells.
Dispel Water: Cancels water spells and effects or dismisses water creatures.
Distant Light: As daylight, except for range.
Dolorous Motes: Creates clouds of flickering light (1 10-ft. cube/level) that dazes creatures.
Dominate Person: Controls humanoid telepathically.
Drums of War: Enemies take –2 penalty on attacks and saves.
Eagle’s Grandeur: Subject gains +4 to Cha for 1 hour/level.
Earthbind, Mass: Flying creatures lose flying ability.
Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
Flowsight: You can scry creatures in contact with a body of water.
Forget: Subjects in a 10-ft.-radius burst forget a number of minutes equal to your caster level.
Fox’s Guile: Target gains 1d4+1 Int for 1 hour/level.
Freedom of Movement: Subject moves normally despite impediments.
Fugue F: Your Perform check creates variety of effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Harmonize, Greater: Seamlessly blends magic and music.
Healing Spirit: Ball of light heals 1d8/round.
Hold Monster: As hold person, but any creature.
Huzzah: Gain bonus on attack, save; bardic music effects extended.
Image Swap: Instantly swap locations with a projected image.
Inner Beauty F: Target’s physical appearance changes to match its personality; creatures nearby might be nauseated or stunned, target’s Charisma and Dexterity scores are adjusted.
Insidious Suggestion: Suggestion repeats over and over in creature’s mind.
Inspired Aim: Allies within 40 ft. gain +2 insight bonus on ranged attack rolls.
Interminable Echo: Illusory sound applies –10 penalty on Listen checks, deals 2d6 damage each round.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Lay of the Land: You gain an overview of the geography around you.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Leomund’s Secure Shelter: Creates sturdy cottage.
Leomund’s Spacious Carriage: Summons carriage and horses to pull it.
Lingering Chorus: Magic voices maintain your bardic music.
Locate Creature: Indicates direction to familiar creature.
Melf's Slumber Arrows: Your arrows cause the target to fall asleep for 1 hour.
Mirror Image, Greater: As mirror image, but gain an additional image each round.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Pacification: Breath pacifies 1 creature (as calm emotions spell).
Phantasmal Wasting: Touch causes foe to believe he has aged and become weaker.
Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
Portal View: Turns target portal transparent.
Protégé: Subject can use bardic music and bardic knowledge as bard of half your level.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Ray Deflection: Ray attacks are reflected away.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Resistance, Greater: Subject gains +3 on saving throws.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Sirine’s Grace: You gain bonuses to Charisma and Dexterity, AC, and Perform checks, and can breathe water.
Speak with Plants: You can talk to normal plants and plant creatures.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Spell Theft: Dispel spells on target and gain their benefit for yourself.
Stone Shatter: Shatter a stone object or creature.
Summon Monster IV: Calls extraplanar creature to fight for you.
Taunt Dragon: Dragon must attack you or take a penalty on attack rolls, skill checks, and saving throws.
Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
Time Amok: Spells are consumed at double the normal rate in the area around you.
Valiant Spirit I E: Subject can activate bonus on attack, damage, Fort saves, and Str-based checks for 1 minute.
Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Watchful Ancestors: Spiritual manifestations prevent you from being flanked and grant insight bonus on one Reflex save.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.