Anglesey Bards: 1st Level Spell Effects
Anticipate Peril
A willing creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell’s duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell’s caster level (maximum +5). Once this bonus applies, the effects of the spell end. To produce this effect, the Bard softly imitates the sound of any creature that may be a threat to the subject close to its ear and then repeats the sound 3 more times, each quieter than the preceding sound.
Casting Time: 1 turn for both Bard and subject; Components: (see description); Range: touch; Target: creature touched; Duration 2 minutes/level or until activated; Saving Throw: Spell negated unless subject is willing; Schools: Valour
Aspect of the Nightingale
You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. To produce the effect, the Bard sings 1 set of scales (do, re, mi…).
Casting Time 1 turn; Components: (see description); Range: personal; Target: you; Duration: 2 minutes/level; School: music.
Auditory Hallucination
You cause the targets to believe they hear any sound you imagine. The sound can include intelligible speech. Instead of precisely imagining a sound, you can identify a sound the subjects know and they imagine it doing what you describe as you cast the spell. For example, you could cast this spell on orc warriors and have them imagine the sound of their chieftain calling for help, even if you’ve never heard their chieftain and even if the chieftain speaks in a language you don’t understand. All targets hear the same hallucination. You can change the sound as part of concentrating on the spell. To produce this effect, the Bard roughly imitates what he/she wants the subjects to hear at the time they will hear it . (Note: the Bard could whisper his/her performance and have it heard by the subjects at a different volume – e.g. a shout coming from another room).
Casting Time: 1 action; Components: (see description); Range: 400 ft. + 40 ft./level; Target: one creature/level, no two of which can be more than 30 ft. apart; Duration: As long as the Bard continues his/her performance (requires concentration); Saving Throw: Wisdom; School: Acting.
Bane
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw. To produce the effect, the Bard makes the symbol of “Ill Fortune” at each creature or brandishes a Tarot card indicating Ill Fortune (such as an inverted ‘Wheel of Fortune’ card).
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Casting Time: 1 action Components: (see description) Range: 30 ft Duration: 1 minute (10 rounds) Save: Charisma saving throw, Schools: Fortune telling.
Beguiling Gift
Used by less reputable Bards, this spell effect needs to be used carefully as it violates the Anglesey laws against any spell influencing someone’s mind. As a result, it is a difficult effect to find a teacher for as Bards tend to pretend, to outsiders, it does not exist.
You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Wisdom Saving Throw, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a cursed item difficult to be rid of. If the target succeeds in its Saving Throw, then it is aware of the attempted coercion (and it’s possible so are other witnesses to the attempt…..). To produce this effect, the Bard must be able to talk to the subject and try to talk the subject into the desired action (with success, it will simply look like the Bard talked the subject into the action….).
Casting Time 1 turn + (time needed to talk the subject into the action); Components: (see description - plus the object to be offered); Range: 5 ft; Targets one creature; Duration: 3 turns once activiated; Saving Throw: Wisdom Spell Resistance yes; Schools: All.
Blurred Movement
This spell functions as Blur (attacks against you are at Disadvantage), except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn. To produce this effect, the Bard flicks his/her hand in the direction he/she is going and makes a humming noise.
Casting Time: 1 action; Components: (see description); Range: personal; Target: you; Duration: 1 minute/level; School: Valour.
Borrow Skill
You borrow one of the target’s known skills. You can make a single check with the chosen skill using the subject’s skill statistics, plus your own default for that area. For example, you borrow a skill you don’t have - Animal Handling – from a ranger with +6 so you use that number plus your own Wisdom bonus – the default for Animal Handling – of +2 which equals +8. Unfortunately, if your default is a negative, your bonus will be lowered (if your Wisdom check is at -2 rather than +2 then your borrowed Animal Handling Skill would be at +6-2 = +4). If you take longer than the spell’s duration to make the check or the check requires more time, then it fails and you must use your own skill defaults (if any) or fail completely. If the borrowed skill is a Bard skill, you gain the +3 bonus on checks using that skill. To produce this effect, the Bard traces a symbol representing the skill on first the ‘donor’ and then on him/herself.
Casting Time: Turn; Components: (see description); Range: touch; Targets: creature touched; Duration up to 1 minute/level; Schools: Lore.
Cause Fear
The affected creature becomes frightened (Disadvantage on Attack rolls, ability checks and will not move willingly closer to the Bard). If the subject succeeds on a Wisdom Saving Throw, it cannot attack for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear. To produce this effect, the Bard brandishes the card “Death” at the subject.
Casting Time: 1 standard action; Components: (see description); Range close (25 ft. + 5 ft./2 levels); Target one living creature with 5 or fewer HD; Duration: 1d6 rounds; Saving Throw: Wisdom; Spell Resistance yes; School: Fortune Telling.
Charm Person
This is another spell with mind control aspects which are illegal in Anglesey. Bards use this spell at their own risk and it is difficult for a Bard to find a trainer in this spell effect.
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. To produce the effect, the Bard must smile and make a friendly greeting to the creature without any weapons readied.
Casting Time 1 action; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Target: one humanoid creature; Duration: 1 hour/level; Saving Throw: Wisdom; Spell Resistance: yes; Schools: All.
Chord of Shards
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.
Casting Time: 1 action; Components: (see description); Range : from Bard out to 15 ft. area cone-shaped burst; Duration: instantaneous; Saving Throw: Dexterity check for ½ damage; Spell resistance no; Schools: Music
Enhanced Chord of Shards
The Bard may choose to enhance the spell which requires a Performance Check. The damage dealt increases to 2d8 points of piercing damage. In addition, any creature damaged by the shards takes 1d8 points of sonic damage. The creatures’ saving throws are at Disadvantage. A failed performance check means the Bard and all friendly creatures within 15’ must make a Dexterity Saving throw – success = no damage, failure = full damage. A critical fail on the performance means the Bard and allies make their saving throws at Disadvantage….. All other details as per “Chord of Shards”.
Clarion Call
The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15. This spell is particularly prized by battlefield commanders and champions who wish to make themselves clearly heard or gain the attention of their allies or foes. To produce the effect, the Bard mimes the above actions and then touches the subject.
Casting Time: 1 action; Components: (see description); Range: touch; Target: creature touched; Duration 10 minutes/level; Subject must be willing; Schools: Valour.
Compel Hostility
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s spell resistance, and the creature can attempt a Wisdom saving throw to ignore the compulsion. To produce this effect, the Bard makes an especially offensive insult directed at the subject.
Casting Time: 1 action; Components: (see description); Range; 5 (target must be able engage you in combat without shifting position); Target: 1 opponent; Duration: 1 round/level; Saving Throw: Wisdom Saving Throw; Schools: Valour.
Comprehend Languages
For the Duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written Language. To produce the effect, the Bard must imitate one word of the language for spoken language or trace one word of the written language with his/her finger.
Casting time: 1 action. Components: (see description). Range: Self Duration: 1 hour + 10 minutes/level School: Lore.
Compulsive Liar
The target becomes unable to speak the truth. Lies the target speaks don’t need to be convincing, nor do they even need to be consistent, but they can’t be true as far as the target is aware. This extends to non-verbal communication, such as hand signs or written notes. The spell allows talking in metaphors and talking about fictional figures. The spell doesn’t affect the target’s ability to say things that are neither true nor false, such as questions, commands, or verbal spell components. If the target of this spell is simultaneously compelled to tell the truth (for instance, by being within a zone of truth), the target is only able to say things that are neither true nor false. To produce the effect, the Bard speaks a lie out of one side of his/her mouth and then a 2nd one out of the other side and then points at the subject.
Casting Time: 1 turn; Components: (see description); Range: 5’/level; Duration: 1 hour/level; Saving Throw: Wisdom; Spell Resistance: yes; Schools: Actor or Lore.
Cultural Adaptation
When casting this spell, you must concentrate on a culture or subculture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent. The spell doesn’t teach you the language in question, but can be combined with tongues or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy checks to influence members of the culture to which you have adapted, which doesn’t stack with other circumstance bonuses you might possess by virtue of being a member of the chosen culture. You also gain a +2 circumstance bonus on Disguise checks to pass yourself off as if you were a member of the culture, if you are not.
This doesn’t provide benefits when disguising yourself as a specific member of the culture, though it negates any circumstance penalties you might otherwise have taken due to not acting appropriately for that person’s culture. Finally, the DCs of enchantment/charm spells you cast against natives of the culture to which you are attuned increase by 1. To produce the effect, the Bard needs to recite and act out his favourite soliloquy in the native’s language.
Casting Time: 2-4 minutes; Components: (see description); Range: personal; Target: you; Duration: 10 minutes/level; Schools: Acting and Lore.
Curse of Ineptitude
You impart a streak of bad luck on the target. Any actions the target takes in the round in which it is affected have a 50% chance of failing. To produce the effect, the Bard points the Tarot card “Wheel of Fortune” at the target.
Casting Time: 1 action; Components: (see description); Range (25 ft. + 5 ft./2 levels); Target: one creature; Duration 1 round; Saving Throw Intelligence negates; Spell Resistance yes; School: Fortune Telling.
Detect Charm
As detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. You can attempt to identify the properties of each aura (Performance check). In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by making a second Performance check (DC 20 + caster level). To produce this effect, the Bard uses a dowsing charm (a silver ring or charm on a silver chain) which will be drawn towards the effects and then the casters.
Casting Time: 1 action/subject; Components: (see description); Range 60 ft; Area 60 ft.; Duration concentration, up to 5 minutes/level; Schools: Fortune Telling.
Detect Magic
For the Duration, you sense the presence of magic al items or creatures within 30 feet of you. The magic that you surround yourself with to cast spells will feel as if it is slightly agitated (Yes, a disturbance in the Force, if you want an analogy). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. If the item/creature is not visible, you will get a sense of what direction the object/creature from you (Yes, you’re ‘getting warmer’ sort of direction from the DM….). The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. With a successful Lore check (versus intelligence as default, otherwise lore related skill), the Bard can tell if the creature/object’s magic is beneficial or neutral or harmful to the Bard (and party) and the relative strength of that magic. To produce the effect, the Bard whistles quietly (as if for a dog) and then concentrates as he/she moves around.
Casting Time: 1 action; Components: (see description). Range: Self (30ft) Duration: Up to 10 minutes; School: Lore.
Discern Next of Kin
You can scan the thoughts of one individual and learn the names and locations of the target’s living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn the target’s father’s name, that the father lives on a nearby farm, and that the target and his father don’t get along. Since this spell reads the target’s mind, you can learn only what the target knows or believes. To produce this effect, the Bard tells the subject’s fortune (Tarot Card reading for example).
Casting Time: 1 minute (to lay the cards out); Components; (see description); Range: Touch; Target: one creature; Duration: concentration, up to 1 minute/level; Saving Throw: Wisdom but no saving throw if the subject is willing to have his/her fortune told; Spell Resistance yes; School: Fortune Telling.
Disguise Self
You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Acting skill. (DM sets bonuses and penalties based on environment and the disguise – e.g. dark alley and a disguise that’s very close to your own shape and size would give you bonues…..).
To produce this effect, the Bard runs his/her hands down the side of his/her body from head to toe while chanting a suitable nonsense rhyme or song (e.g. “Now you see, now you don’t. Got you fooled, you ugly goat.”).
Casting Time: 1 action; Components: (see description); Range: Self; Duration: 1 hour; School: Acting
Fabricate Disguise
You change outfits or create a disguise out of materials you are wearing or carrying (potentially including a disguise kit). The spell can’t alter your body or change the structure of objects, but can style wigs, apply makeup or piercings, and otherwise make use of tools to make superficial changes. In an instant, you have a non-magical disguise or clothing change. Attempt a Disguise check to determine the effectiveness of the disguise. Essentially, the Bard goes through the motions of making a disguise, this spell just greatly increases the speed and provides more ‘opportunities’ and better results (e.g. a mop will look like actual hair as opposed to – well – a mop on your head….). The materials you use become first class disguise materials and last as long as they would….
Casting Time: 1 minute per element (makeup, hair, clothes, padding, tattoos/jewelry/markings); Components: (you’ll need a base – e.g. clothes, something that can colour skin, hair-like material – even straw or moss…); Range: personal; Target: you; Duration: instantaneous (lasts until you remove the disguise); School: Acting.
Feather Fall
When you or a creature within 60 feet of you falls Choose up to five Falling creatures within range. A Falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature. To produce this effect, the Bard points at the target creatures and makes a whistling sound that gradually slows. Note: This spell can be set up as a Reaction (if one or more of these people fall, then the spell is cast) or as an Action.
Casting Time: 1 action; Components: (see description); Range: 120 ft; Duration: The effects of the spell can last up to 5 minutes; the time between casting and when it will dissipate is 1 hour.; School: Acrobat.
Heroism
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining Temporary Hit Points from this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. To produce this effect; the Bard must chant the name of an epic hero and the name of his/her most memorable deed (the subject of the spell must know the name and story). Then the Bard makes a performance check (see below).
Casting Time: 1 action; Components: (see description); Range: Touch; Duration: Up to 1 minute; School: Valour.
Rolled Effects: On a failed performance check, the subject of the spell must make an all-out attack on the most dangerous foe on the battlefield. On a critical fail, effects are as above with no temporary hit points (the Bard inspired the subject too much!). On a critical success, the temporary hit points are doubled.
Hidden Diplomacy
*Spell that affects a person’s mind. See cautions on earlier spells. * As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you. If you succeed, the target assists you normally, but hidden diplomacy clouds the memory of any threats or pressure you applied. The target remembers assisting you, but can’t remember why, and its attitude toward you doesn’t worsen as a result of being intimidated. Whether a creature fails or succeeds at its saving throw, it becomes immune to further castings of hidden diplomacy for 24 hours.
Casting Time: 1 action plus the act of intimidation; Components: Act of intimidation; Range: 5’; Target one creature; Duration: instant; Saving Throw: Wisdom; Spell Resistance yes; Schools: All.
Hideous Laughter
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. To produce the effect, the Bard makes a ‘funny face’ (Acting) or a slapstick action (Acrobat) and makes a performance check (see below).
Casting Time: 1 action; Components: (see description); Range: 30’; Duration: Up to 1 minute; Concentration: Yes; Schools: Acting; Acrobat.
Rolled Effects: Critical fail – one of your allies/party sees your performance and must make a Wisdom Saving Throw or be affected as above. Critical success – 1d4 additional creatures are affected if they fail their saving throws…..
Identify
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you can learn its properties and how to use them. If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it. Note: The Bard should cast the 1st level spell, “Warded Sphere” – otherwise, side effects of this spell may affect nearby creatures/party members and outside forces may interfere with this spell. To produce this effect, the Bard first makes a lore check or intelligence check (rolled by the DM in secret) which will tell the Bard – whether the object is safe to identify or not (critical fail = definitely safe, fail = not sure). If the Bard decides it is safe to proceed, then he/she softly hums or sings to the Magic being investigated. Writing will appear on the object/subject only visible to the Bard that is information about the Magic. The process takes 30 minutes +10 minutes per attribute of the Magic (e.g. longsword +1 = 40 minutes but a longsword +1, +3 versus undead = 50 minutes). The process requires a performance check (Bards with the “lore” school get their lore check bonus as a bonus on this performance and avoid the critical fail).
Rolled effects: (rolled by the DM in secret) – Critical fail = the information you gain is opposite to the object’s actual attributes (e.g. longsword -3 cursed is actually longsword +3); Fail = you don’t know and any renewed attempt is at disadvantage; Success = you know; Critical success = you know and have a vague idea of the existence and location, if nearby, of companion items (the armour +1 worn by the person who used that longsword +3). For spells affecting a creature – critical fail = the spell that affected it, now affects you (note: if the effect is beneficial, the Bard gets the opposite effect). Fail + don’t know and any renewed attempt is at disadvantage; Success = you know; Critical success = you know and can dispel the effect.
Casting Time (see description); Components (see description); Range: Touch; Duration: for one object or creature; Concentration: Yes; Schools: All (but Lore has advantages (see description);
Illusory Script
You may write on any surface that will take a mark, provided you have the material to make that mark (e.g. you may write on wood with ink, paint, etc. but you may also scratch/carve the wooden surface). To you and any creatures you instruct when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in a script that is constantly changing and dancing around on the page (those insisting on continuing to view it will start to feel nauseous). Alternatively, you can cause the writing to appear in a different hand but in a language that you know. This message must be in the form of insults and/or dirty limericks…. To produce this effect, the Bard must hum/chant/sing while writing out the intended message in ink/scratches/etc. and continue to hum/chant/sing while going over the message with his/her finger ‘writing’ out the ‘cover’ message (for the ‘dancing effect’ the Bard simply retraces the message with moving his/her fingers in a random fashion). To read the message, the viewer must continue to hum part of the same tune the Bard used when making the message.
Notes: Should the spell be dispelled, the original script and the Illusion both disappear. A creature with truesight can read the hidden Message.
Casting time: Variable (see description); Components: (see description – must have materials to make the marks); Range: touch; Duration: 10 days (School of Lore up to 20 days); Schools: All.
Enhanced Illusionary Script: For a particularly clever and amusing cover message, the Magic may be persuaded to stay up to double the time ….
Invigorate
This spell banishes feelings of weariness. For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an illusion, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s). A creature can be under the effects of only one invigorate spell at a time; if it is cast a second time on that creature, the first immediately ends. To produce this effect, the Bard either plays a lively tune or gives an encouraging speech (pep talk).
Casting Time: 1 minute; Components: (see description); Range: 10’; Duration 10 minutes/level; Saving Throw: Subject must be willing; Schools: All.
Two additional subjects can be targeted for each level beyond level one (e.g. 3 subjects if “Invigorate” is cast as a level 2 spell, 5 subjects if it’s level 3….).
Longstrider
You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. To produce and maintain this effect, the Bard chants a suitable encouraging set of words/rhyme. The subject creature must remain within hearing range of the Bard.
Casting Time: 1 action; Components: (see description); Range: (see description); Duration: 1 hour; Schools: Valour.
Memorize Page
The target gains a perfect memory of the page you used as a focus component. The target can visualize this page as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so another person can read them.
The maximum number of pages that a particular target can memorize through repeated castings of this spell is equal to the target’s Intelligence modifier (minimum 1); any attempts beyond this limit have no effect, although the target’s memory of a page could be erased (using modify memory or a similar effect) to effectively make room for a different one.
A creature that memorizes magical writing (such as a scroll or a page from a spellbook) cannot borrow, duplicate, or retain any of the magic in the writing. However, this would allow a wizard to copy a spell into his spellbook so he could prepare the spell from his book (assuming the spell takes up only one page in a spellbook). To produce this effect, the Bard traces the first symbol/letter on the page onto the subject’s forehead.
Casting Time 10 minutes; Components: (as described – “Page” memorized can also be a fresco, painting, etc. as long as the amount of information could be contained on a normal piece of paper); Range: touch; Target: one living creature; Duration: instantaneous; Subject must be willing; Schools: Lore.
Play Instrument
You may play one instrument of your choice as if you had 1 rank in the appropriate Perform skill. Instead of a conventional instrument, you may use an object as an improvised instrument, such as using a barrel as a drum or a bow as a harp, playing it as if it were crafted to make music. To produce this effect, the Bard briefly hums the beginning notes of the first song he/she will perform.
Casting Time: 1 action: Components: (see description – must have ‘instrument’); Range: personal; Target: you; Duration: 10 minute/level; School: Music.
***** Note: both Play Instrument spells count as only 1 spell for known spells (they are variants of the same spell). The Bard may choose to cast the spell on himself (this one) OR on a willing subject (the ‘Accompaniment’ variation.********
Play Instrument - Accompaniment
You may gift a willing humanoid with the ability to play an instrument that the caster loans to the target (must be one of the caster’s usual instruments). The target must stay within 10’ + 5’/level of caster of you and can only play as an accompaniment to your performance. To produce this effect, the Bard and the target briefly hum together the beginning notes of the first song they will perform.
Casting Time: 1 action: Components: (see description – must have ‘instrument’); Range: 10’ + 5’/level; Target: Willing subject; Duration: 10 minute/level; School: Music.
Note: A Bard may move up to the maximum range from the Subject without the spell ending as long as the Bard continues to perform with the Subject in some fashion (that can be as unobtrusive as humming or even tapping his/her hand against a leg).
Remove Fear
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. To produce this effect, the Bard uses his/her turn to heroically chant the past deeds of the subject or its ancestors. The chant must be in a language understood by the targets.
Casting Time: 1 turn; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Targets: one creature plus one additional creature per three levels, no two of which can be more than 30 ft. apart; Duration 10 minutes; Schools: All.
See Alignment
When you cast this spell, the alignments (such as lawful good or chaotic evil) of all creatures within your vision are revealed. Each creature will have a ghostly overlay of an appropriate Tarot Card (the Hierophant for Lawful, Justice for Neutral, the Fool for Chaos. If the image is right side up – good, reversed – evil, split with half up and half down – neutral). Though you can see the images, other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell. To produce this effect, the Bard holds the 3 named cards in his/her hand.
Casting Time: 1 action; Components: (see description); Range: visual; Target: you; Duration: 1/round per level; Schools: Fortune Telling.
Skill Lore
You enhance a creature’s knowledge about a particular skill. While the spell is in effect, the target gains an insight bonus equal to +1 per caster levels (max +5) to one skill check chosen at the time of casting. If this skill check takes more than one round it gains no benefit from this spell. Only one skill lore can be in effect on a creature at a time as a second casting counters the first. To produce this effect, the Bard makes up a short rhyme about the increase in that skill while touching the target.
Casting Time: 1 turn; Components: (see description); Range: touch; Target: 1 willing creature touched; Duration: until discharged or until the Bard takes any form of Rest; Schools: Lore.
Sleep
This spell sends creatures into a magical slumber. Roll 5d10, the total is how many hit points of creatures this spell can affect. Creatures within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring Unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Note: Undead and creatures immune to being Charmed aren't affected by this spell.
To produce this effect, the Bard must perform a lullaby. The Bard may either have the creatures’ attention and willingness to listen for the entire casting time (Performance Check – DC set by DM and shared with Bard as conditional on audience, etc.) or slowly increase the effect on a group of unaware creatures (lullaby volume increases from not perceived at all to being heard – requires a stealth check to get within range and start the performance…).
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Casting time: 10+ minutes – with at least 3 minutes being audible lullaby; Components: (see description); Range: 80’ +10’/caster level; Target: Each creature inside a 30-foot-radius Sphere centered on a point within range; Duration: As long as the Bard plays the lullaby up to 1 hour plus conditions in the description. Schools: Music.
Solid Note
You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round. To produce the effect, the Bard plays the one note on a musical instrument and draws it out for the full turn while visualizing the note appearing.
Casting Time: 1 turn; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Duration: concentration while looking at the note + 1 minute/level; Schools: Music.
Sonic Dart
You create a tiny missile of sonic energy that flies forth at a target you designate. To hit the target, you must make a ranged touch attack. A success inflicts 1d4 points of sonic damage plus an additional 1d4 points of sonic damage per three caster levels (to a maximum of an additional 3d4). To produce the effect, the Bard whistles a note and gestures at the target.
Casting Time: 1 action; Components: (see description); Range: 50 ft.; Target: one creature or object; Duration: instantaneous; Saving Throw: none; School: All.
Songstrike
With a single note, you blast forth a cone of sonic energy from a musical instrument that inflicts 1d4 points of damage per two caster levels (maximum 5d4) in a cone that extends 30’ from the Bard. To produce the effect, the Bard plays a high pitch note on an instrument with a flourish that ends with a gesture towards the target.
Casting Time: 1 action; Components: (see description); Range 30 ft. ; Area: cone; Duration: instantaneous; Saving Throw: Dexterity saving throw for ½ damage; Spell Resistance yes; Schools: Music.
Stunning Note
You stun a creature for 1 round with a shrieking note. To produce the effect, the Bard whistles or sings a very high pitched note and gestures towards the creature.
Casting Time: 1 action; Components: (see description); Range 50 ft.; Target: one creature; Duration: 1 round; Saving Throw: Constitution Saving Throw negates; Spell Resistance yes; Schools: All.
Tap Inner Beauty
This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. To produce this effect, the Bard looks into a reflective surface and says his/her most likeable personality trait.
Casting Time: 1 turn; Components: (see description); Range: personal; Target: you; Duration: 1 minute/level; School: All.
Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you (including any allies) must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In either case, any creature in the cube will lose concentration – even if it makes a successful save. In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. To produce this effect, the Bard strikes a drum 3 times in a row, each louder than the last, and then pushes his drum hand out in the direction the cube will form.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Casting Time: 1 turn; Components: drum (see description); Range: Self; Target: Each creature in a 15-foot cube originating from you; Duration: Instantaneous; Save: Constitution; Damage: 2d8; Damage Type: Thunder; Save Success: Half damage and not pushed; Schools: Music and valour.
Twisted Futures
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result or to choose the die result in lieu of rolling. This doesn’t affect abilities that force a creature to take the lower of two rolls. To produce this effect, the Bard points the Tarot card “The Hanged Man” at the target and turns the card upside down.
Casting Time: 1 action; Components: (see description); Range: (25 ft. + 5ft./2 levels); Target: one creature/level, no two of which can be more than 30 ft. apart; Duration 1 round/level; Saving Throw: Wisdom Saving throw negates the spell; Schools: Fortune telling.
Undetectable Alignment
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. To produce this effect, the Bard lays out the cards for telling a fortune but underneath a cloth and upside down (so no one can see the cards).
Casting Time: 1 action; Components: (see description); Range: touch; Target: one willing creature or object; Duration: 24 hours; Spell Resistance yes (object); School: Fortune telling.
Unnatural Lust
Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting. That creature or object must be within the spell’s range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its saving throw. To produce this effect, the Bard (music) needs to perform a love song about the creature/object of desire in the target’s presence OR the Bard (actor) needs to do a ‘makeover’ of the desired creature/object and then draw the target’s attention to that creature/object.
Casting Time: 1 action; Components: (see description); Range (for Bard, desired object/creature, and target); within 25 ft. + 5 ft./2 levels of each other; Duration: 3 minutes (attack or any damage to target ends the spell); Saving Throw: Wisdom Saving Throw negates; Spell Resistance yes: Schools: Acting or Music (see description).
Unseen Companion (Unseen Servant – Bard Version)
Note: This spell is different than the normal “Unseen Servant” where a magic user compels the Magic to work for him (i.e. “Servant”).
This spell creates an Invisible, shapeless, roughly human-sized, force with a relatively simple “mind” that can perform simple tasks until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 4 (can carry 60 pds, push/drag/lift 120 pds,). It is not affected by any Elements provided the Bard can see that danger before it affects the Unseen Companion. The Companion cannot Attack and it is affected by conscious attacks against it (e.g. while it is possible to ‘fire-proof’ it; a successful attack using a torch will destroy it). If it drops to 0 hit points, the spell ends.
The companion can perform simple tasks that a human companion could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the companion one set of instructions, it can complete up to 3 separate tasks, but then requires new verbal instructions from the Bard. The companion may not move beyond listening distance from the Bard. To produce this affect, the Bard needs to perform (play instrument/chant/sing/tell stories, etc.). To maintain the effect, the Bard must either help the companion with the tasks it is doing or continue to perform.
Enhanced Unseen Servant: The companion may move beyond listening range and without any actions by the Bard if the Magic that makes up the companion finds the task either in its own interests/compelling or it amuses the Magic. The task may be more complicated – but the instructions still must be simple enough to give in 30 seconds or less. To produce this effect, the Bard needs to negotiate with the Magic (interest/compelling will require a Magic with a degree of self awareness…)
Casting Time: 1 action; Range: listening range (will depend on the type/volume of the performance) Components: (see description); Duration: 1 hour School: Music
Ventriloquism
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). To produce this effect, the Bard speaks/makes noise at any volume and then gestures towards the spot it is to ‘come from’.
Casting Time: 1 action; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Duration: 1 min./level; Saving Throw: Intelligence; Spell Resistance no; Schools: Acting.
Vocal Alteration
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the Disguise check when trying to fool a listener. The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice and accent could speak in falsetto, with a rural halfling accent, and so on. To produce the effect, the Bard points at the target the target and imitates the desired new voice.
Casting Time: 1 minute; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Target: one humanoid creature; Duration: 2 minutes/level; Saving Throw: Constitution Saving Throw negates, no Saving throw if target is willing; Spell Resistance yes; School: Acting.
Warded Sphere
This spell is known by all Bards. While it requires a 1st level slot of power to cast, it does not count as one of the “Known” spells (i.e. the Bard has this spell automatically without needing to count it as one of his/her known spells). All Bards use this spell as it protects both the Bard and the ones around them; thus, all fledging Bards are taught it to save themselves and their instructors…..
This spell creates a magical barrier for an area 5 to 15’ in diameter (Bard’s choice/space available). Magic is generally blocked from exiting and entering unless the Sphere is dismissed by the Bard, the Bard crosses the boundary of the Sphere or it is destroyed (Sphere has 1d10 hp X Bard’s level). Non-magical objects, creatures, etc. may freely enter or leave the Sphere (it’s a barrier for magic, not physical objects). Likewise, creatures, objects, etc. with magic as an innate and permanent part of their being may enter or leave the Sphere unaffected (e.g. a creature who has a born in ability to become/is invisible – no effect; a wizard who casts invisibility on himself become visible when he enters the Sphere). If the Bard becomes unconscious or takes an action/casts a spell with effects that leave the confines of the Sphere, the spell ends; otherwise, the spell continues for 1 hour X Bard’s level. To produce the effect, the Bard uses his/her performance skills to set out the boundaries of the Sphere (music = sing and dance the boundaries, Fortune = laying out the deck of Tarot cards to form the boundary, etc.)
Casting time: 5-10 turns; Range (see description); Components: (see description); Duration: (see description). Schools: All.
White Noise
This spell causes the target object to emit loud, unspecific sound bursts and white light that makes hearing and seeing difficult. All Perception checks within 60 feet of the target object suffer a –5 penalty. A foot of stone or three inches of iron blocks the sound created by this spell. White noise also negates blindsight and blindsense abilities based on hearing. Creatures relying entirely on hearing for perception are effectively blinded. You do not see or hear anything out of the ordinary beyond 60 feet. To produce the effect, the Bard makes an annoying/irritating noise while touching the target object.
Casting Time: 1 action; Components: (see description); Range: touch; Target: object touched; Duration: 10 min./level; Saving Throw none; Spell Resistance none; Schools: All.
Wizened Appearance
You polymorph your target to look like an older version of itself. You select how much older (for example, “10 years older” or “as an adult”). You can’t otherwise change the target’s appearance other than those details directly associated with aging (for example, a target’s hair might turn gray or the target might develop liver spots). This spell allows children of creatures that are Medium or smaller when fully grown to grow one size category to the normal, adult size of that type of creature, but otherwise the selected age increase doesn’t alter the creature’s size. A change in size doesn’t alter the target’s ability scores. This spell doesn’t affect or cause any age-based modifications to ability scores or other age-related effects like dragon age categories or natural metamorphoses. To produce this effect, the Bard does a very quick make up on the target (materials are not necessary, but the motions are required even though they are very shortened versions of the real thing).
Note: Wizened appearance and youthful appearance counter and dispel each other.
Casting Time: 1 minute; Components: (see description); Range: touch; Target: creature touched; Duration 1 hour/level; Subject must be willing/not resisting; Schools: Acting.
Youthful Appearance
****This spell has the same characteristics as “Wizened Appearance” except it’s the opposite (see below). As a result, a Bard can count both spells as ‘one known spell’; however, casting either spell still requires the Bard to expend a 1st level spell slot…. ****
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.
A willing creature affected by anticipate peril gains a preternatural sense of danger. The first time during this spell’s duration that the target has to make an initiative check, the creature adds an insight bonus on that initiative check equal to the spell’s caster level (maximum +5). Once this bonus applies, the effects of the spell end. To produce this effect, the Bard softly imitates the sound of any creature that may be a threat to the subject close to its ear and then repeats the sound 3 more times, each quieter than the preceding sound.
Casting Time: 1 turn for both Bard and subject; Components: (see description); Range: touch; Target: creature touched; Duration 2 minutes/level or until activated; Saving Throw: Spell negated unless subject is willing; Schools: Valour
Aspect of the Nightingale
You take on an aspect of a nightingale. Your voice becomes clear and pleasant. You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. To produce the effect, the Bard sings 1 set of scales (do, re, mi…).
Casting Time 1 turn; Components: (see description); Range: personal; Target: you; Duration: 2 minutes/level; School: music.
Auditory Hallucination
You cause the targets to believe they hear any sound you imagine. The sound can include intelligible speech. Instead of precisely imagining a sound, you can identify a sound the subjects know and they imagine it doing what you describe as you cast the spell. For example, you could cast this spell on orc warriors and have them imagine the sound of their chieftain calling for help, even if you’ve never heard their chieftain and even if the chieftain speaks in a language you don’t understand. All targets hear the same hallucination. You can change the sound as part of concentrating on the spell. To produce this effect, the Bard roughly imitates what he/she wants the subjects to hear at the time they will hear it . (Note: the Bard could whisper his/her performance and have it heard by the subjects at a different volume – e.g. a shout coming from another room).
Casting Time: 1 action; Components: (see description); Range: 400 ft. + 40 ft./level; Target: one creature/level, no two of which can be more than 30 ft. apart; Duration: As long as the Bard continues his/her performance (requires concentration); Saving Throw: Wisdom; School: Acting.
Bane
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an Attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or saving throw. To produce the effect, the Bard makes the symbol of “Ill Fortune” at each creature or brandishes a Tarot card indicating Ill Fortune (such as an inverted ‘Wheel of Fortune’ card).
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Casting Time: 1 action Components: (see description) Range: 30 ft Duration: 1 minute (10 rounds) Save: Charisma saving throw, Schools: Fortune telling.
Beguiling Gift
Used by less reputable Bards, this spell effect needs to be used carefully as it violates the Anglesey laws against any spell influencing someone’s mind. As a result, it is a difficult effect to find a teacher for as Bards tend to pretend, to outsiders, it does not exist.
You offer an object to an adjacent creature, and entice it into using or consuming the proffered item. If the target fails its Wisdom Saving Throw, it immediately takes the offered object, dropping an already held object if necessary. On its next turn, it consumes or dons the object, as appropriate for the item in question. For example, an apple would be eaten, a potion consumed, a ring put on a finger, and a sword wielded in a free hand. If the target is physically unable to accept the object, the spell fails. The subject is under no obligation to continue consuming or using the item once the spell’s duration has expired, although it may find a cursed item difficult to be rid of. If the target succeeds in its Saving Throw, then it is aware of the attempted coercion (and it’s possible so are other witnesses to the attempt…..). To produce this effect, the Bard must be able to talk to the subject and try to talk the subject into the desired action (with success, it will simply look like the Bard talked the subject into the action….).
Casting Time 1 turn + (time needed to talk the subject into the action); Components: (see description - plus the object to be offered); Range: 5 ft; Targets one creature; Duration: 3 turns once activiated; Saving Throw: Wisdom Spell Resistance yes; Schools: All.
Blurred Movement
This spell functions as Blur (attacks against you are at Disadvantage), except that the blurring occurs only when you move at least 10 feet on your turn and ceases at the end of your movement. It is therefore mainly used to protect against attacks on your turn, such as attacks of opportunity. If you move at least twice your speed on your turn, the blurring lasts until the start of your next turn. To produce this effect, the Bard flicks his/her hand in the direction he/she is going and makes a humming noise.
Casting Time: 1 action; Components: (see description); Range: personal; Target: you; Duration: 1 minute/level; School: Valour.
Borrow Skill
You borrow one of the target’s known skills. You can make a single check with the chosen skill using the subject’s skill statistics, plus your own default for that area. For example, you borrow a skill you don’t have - Animal Handling – from a ranger with +6 so you use that number plus your own Wisdom bonus – the default for Animal Handling – of +2 which equals +8. Unfortunately, if your default is a negative, your bonus will be lowered (if your Wisdom check is at -2 rather than +2 then your borrowed Animal Handling Skill would be at +6-2 = +4). If you take longer than the spell’s duration to make the check or the check requires more time, then it fails and you must use your own skill defaults (if any) or fail completely. If the borrowed skill is a Bard skill, you gain the +3 bonus on checks using that skill. To produce this effect, the Bard traces a symbol representing the skill on first the ‘donor’ and then on him/herself.
Casting Time: Turn; Components: (see description); Range: touch; Targets: creature touched; Duration up to 1 minute/level; Schools: Lore.
Cause Fear
The affected creature becomes frightened (Disadvantage on Attack rolls, ability checks and will not move willingly closer to the Bard). If the subject succeeds on a Wisdom Saving Throw, it cannot attack for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear. To produce this effect, the Bard brandishes the card “Death” at the subject.
Casting Time: 1 standard action; Components: (see description); Range close (25 ft. + 5 ft./2 levels); Target one living creature with 5 or fewer HD; Duration: 1d6 rounds; Saving Throw: Wisdom; Spell Resistance yes; School: Fortune Telling.
Charm Person
This is another spell with mind control aspects which are illegal in Anglesey. Bards use this spell at their own risk and it is difficult for a Bard to find a trainer in this spell effect.
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it. An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. To produce the effect, the Bard must smile and make a friendly greeting to the creature without any weapons readied.
Casting Time 1 action; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Target: one humanoid creature; Duration: 1 hour/level; Saving Throw: Wisdom; Spell Resistance: yes; Schools: All.
Chord of Shards
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.
Casting Time: 1 action; Components: (see description); Range : from Bard out to 15 ft. area cone-shaped burst; Duration: instantaneous; Saving Throw: Dexterity check for ½ damage; Spell resistance no; Schools: Music
Enhanced Chord of Shards
The Bard may choose to enhance the spell which requires a Performance Check. The damage dealt increases to 2d8 points of piercing damage. In addition, any creature damaged by the shards takes 1d8 points of sonic damage. The creatures’ saving throws are at Disadvantage. A failed performance check means the Bard and all friendly creatures within 15’ must make a Dexterity Saving throw – success = no damage, failure = full damage. A critical fail on the performance means the Bard and allies make their saving throws at Disadvantage….. All other details as per “Chord of Shards”.
Clarion Call
The subject of this spell gains two benefits. First, the affected creature gains the ability to create a sound like the blast of a mighty horn or trumpet simply by miming the action of sounding one. Second, the subject can speak in a booming voice that carries easily over great distances, lowering the DC of any check to hear what is said by –15. This spell is particularly prized by battlefield commanders and champions who wish to make themselves clearly heard or gain the attention of their allies or foes. To produce the effect, the Bard mimes the above actions and then touches the subject.
Casting Time: 1 action; Components: (see description); Range: touch; Target: creature touched; Duration 10 minutes/level; Subject must be willing; Schools: Valour.
Compel Hostility
Whenever a creature you can see that threatens you makes an attack against one of your allies, as an immediate action, you can compel that creature to attack you instead. When you compel a creature to attack you, you must first overcome that creature’s spell resistance, and the creature can attempt a Wisdom saving throw to ignore the compulsion. To produce this effect, the Bard makes an especially offensive insult directed at the subject.
Casting Time: 1 action; Components: (see description); Range; 5 (target must be able engage you in combat without shifting position); Target: 1 opponent; Duration: 1 round/level; Saving Throw: Wisdom Saving Throw; Schools: Valour.
Comprehend Languages
For the Duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written Language. To produce the effect, the Bard must imitate one word of the language for spoken language or trace one word of the written language with his/her finger.
Casting time: 1 action. Components: (see description). Range: Self Duration: 1 hour + 10 minutes/level School: Lore.
Compulsive Liar
The target becomes unable to speak the truth. Lies the target speaks don’t need to be convincing, nor do they even need to be consistent, but they can’t be true as far as the target is aware. This extends to non-verbal communication, such as hand signs or written notes. The spell allows talking in metaphors and talking about fictional figures. The spell doesn’t affect the target’s ability to say things that are neither true nor false, such as questions, commands, or verbal spell components. If the target of this spell is simultaneously compelled to tell the truth (for instance, by being within a zone of truth), the target is only able to say things that are neither true nor false. To produce the effect, the Bard speaks a lie out of one side of his/her mouth and then a 2nd one out of the other side and then points at the subject.
Casting Time: 1 turn; Components: (see description); Range: 5’/level; Duration: 1 hour/level; Saving Throw: Wisdom; Spell Resistance: yes; Schools: Actor or Lore.
Cultural Adaptation
When casting this spell, you must concentrate on a culture or subculture to which you wish to adapt. If you speak the native language of the culture in question, then for the duration of this spell, you speak the language with a native accent. The spell doesn’t teach you the language in question, but can be combined with tongues or a similar spell. Your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in. Combined, these grant you a +2 circumstance bonus on Diplomacy checks to influence members of the culture to which you have adapted, which doesn’t stack with other circumstance bonuses you might possess by virtue of being a member of the chosen culture. You also gain a +2 circumstance bonus on Disguise checks to pass yourself off as if you were a member of the culture, if you are not.
This doesn’t provide benefits when disguising yourself as a specific member of the culture, though it negates any circumstance penalties you might otherwise have taken due to not acting appropriately for that person’s culture. Finally, the DCs of enchantment/charm spells you cast against natives of the culture to which you are attuned increase by 1. To produce the effect, the Bard needs to recite and act out his favourite soliloquy in the native’s language.
Casting Time: 2-4 minutes; Components: (see description); Range: personal; Target: you; Duration: 10 minutes/level; Schools: Acting and Lore.
Curse of Ineptitude
You impart a streak of bad luck on the target. Any actions the target takes in the round in which it is affected have a 50% chance of failing. To produce the effect, the Bard points the Tarot card “Wheel of Fortune” at the target.
Casting Time: 1 action; Components: (see description); Range (25 ft. + 5 ft./2 levels); Target: one creature; Duration 1 round; Saving Throw Intelligence negates; Spell Resistance yes; School: Fortune Telling.
Detect Charm
As detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area. You can attempt to identify the properties of each aura (Performance check). In addition to noticing the targets of these effects, you can recognize when creatures in the area are using these effects on others by making a second Performance check (DC 20 + caster level). To produce this effect, the Bard uses a dowsing charm (a silver ring or charm on a silver chain) which will be drawn towards the effects and then the casters.
Casting Time: 1 action/subject; Components: (see description); Range 60 ft; Area 60 ft.; Duration concentration, up to 5 minutes/level; Schools: Fortune Telling.
Detect Magic
For the Duration, you sense the presence of magic al items or creatures within 30 feet of you. The magic that you surround yourself with to cast spells will feel as if it is slightly agitated (Yes, a disturbance in the Force, if you want an analogy). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. If the item/creature is not visible, you will get a sense of what direction the object/creature from you (Yes, you’re ‘getting warmer’ sort of direction from the DM….). The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. With a successful Lore check (versus intelligence as default, otherwise lore related skill), the Bard can tell if the creature/object’s magic is beneficial or neutral or harmful to the Bard (and party) and the relative strength of that magic. To produce the effect, the Bard whistles quietly (as if for a dog) and then concentrates as he/she moves around.
Casting Time: 1 action; Components: (see description). Range: Self (30ft) Duration: Up to 10 minutes; School: Lore.
Discern Next of Kin
You can scan the thoughts of one individual and learn the names and locations of the target’s living relatives, as well as the attitude of the target toward those relatives (and vice versa). You learn about one relative per round you concentrate on the target. For example, you might learn the target’s father’s name, that the father lives on a nearby farm, and that the target and his father don’t get along. Since this spell reads the target’s mind, you can learn only what the target knows or believes. To produce this effect, the Bard tells the subject’s fortune (Tarot Card reading for example).
Casting Time: 1 minute (to lay the cards out); Components; (see description); Range: Touch; Target: one creature; Duration: concentration, up to 1 minute/level; Saving Throw: Wisdom but no saving throw if the subject is willing to have his/her fortune told; Spell Resistance yes; School: Fortune Telling.
Disguise Self
You make yourself, including your clothing, armor, Weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the Illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, Objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Acting skill. (DM sets bonuses and penalties based on environment and the disguise – e.g. dark alley and a disguise that’s very close to your own shape and size would give you bonues…..).
To produce this effect, the Bard runs his/her hands down the side of his/her body from head to toe while chanting a suitable nonsense rhyme or song (e.g. “Now you see, now you don’t. Got you fooled, you ugly goat.”).
Casting Time: 1 action; Components: (see description); Range: Self; Duration: 1 hour; School: Acting
Fabricate Disguise
You change outfits or create a disguise out of materials you are wearing or carrying (potentially including a disguise kit). The spell can’t alter your body or change the structure of objects, but can style wigs, apply makeup or piercings, and otherwise make use of tools to make superficial changes. In an instant, you have a non-magical disguise or clothing change. Attempt a Disguise check to determine the effectiveness of the disguise. Essentially, the Bard goes through the motions of making a disguise, this spell just greatly increases the speed and provides more ‘opportunities’ and better results (e.g. a mop will look like actual hair as opposed to – well – a mop on your head….). The materials you use become first class disguise materials and last as long as they would….
Casting Time: 1 minute per element (makeup, hair, clothes, padding, tattoos/jewelry/markings); Components: (you’ll need a base – e.g. clothes, something that can colour skin, hair-like material – even straw or moss…); Range: personal; Target: you; Duration: instantaneous (lasts until you remove the disguise); School: Acting.
Feather Fall
When you or a creature within 60 feet of you falls Choose up to five Falling creatures within range. A Falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no Falling damage and can land on its feet, and the spell ends for that creature. To produce this effect, the Bard points at the target creatures and makes a whistling sound that gradually slows. Note: This spell can be set up as a Reaction (if one or more of these people fall, then the spell is cast) or as an Action.
Casting Time: 1 action; Components: (see description); Range: 120 ft; Duration: The effects of the spell can last up to 5 minutes; the time between casting and when it will dissipate is 1 hour.; School: Acrobat.
Heroism
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being Frightened and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining Temporary Hit Points from this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. To produce this effect; the Bard must chant the name of an epic hero and the name of his/her most memorable deed (the subject of the spell must know the name and story). Then the Bard makes a performance check (see below).
Casting Time: 1 action; Components: (see description); Range: Touch; Duration: Up to 1 minute; School: Valour.
Rolled Effects: On a failed performance check, the subject of the spell must make an all-out attack on the most dangerous foe on the battlefield. On a critical fail, effects are as above with no temporary hit points (the Bard inspired the subject too much!). On a critical success, the temporary hit points are doubled.
Hidden Diplomacy
*Spell that affects a person’s mind. See cautions on earlier spells. * As part of casting this spell, you can attempt a single Intimidate skill check to make a target act friendly toward you. If you succeed, the target assists you normally, but hidden diplomacy clouds the memory of any threats or pressure you applied. The target remembers assisting you, but can’t remember why, and its attitude toward you doesn’t worsen as a result of being intimidated. Whether a creature fails or succeeds at its saving throw, it becomes immune to further castings of hidden diplomacy for 24 hours.
Casting Time: 1 action plus the act of intimidation; Components: Act of intimidation; Range: 5’; Target one creature; Duration: instant; Saving Throw: Wisdom; Spell Resistance yes; Schools: All.
Hideous Laughter
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. To produce the effect, the Bard makes a ‘funny face’ (Acting) or a slapstick action (Acrobat) and makes a performance check (see below).
Casting Time: 1 action; Components: (see description); Range: 30’; Duration: Up to 1 minute; Concentration: Yes; Schools: Acting; Acrobat.
Rolled Effects: Critical fail – one of your allies/party sees your performance and must make a Wisdom Saving Throw or be affected as above. Critical success – 1d4 additional creatures are affected if they fail their saving throws…..
Identify
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you can learn its properties and how to use them. If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it. Note: The Bard should cast the 1st level spell, “Warded Sphere” – otherwise, side effects of this spell may affect nearby creatures/party members and outside forces may interfere with this spell. To produce this effect, the Bard first makes a lore check or intelligence check (rolled by the DM in secret) which will tell the Bard – whether the object is safe to identify or not (critical fail = definitely safe, fail = not sure). If the Bard decides it is safe to proceed, then he/she softly hums or sings to the Magic being investigated. Writing will appear on the object/subject only visible to the Bard that is information about the Magic. The process takes 30 minutes +10 minutes per attribute of the Magic (e.g. longsword +1 = 40 minutes but a longsword +1, +3 versus undead = 50 minutes). The process requires a performance check (Bards with the “lore” school get their lore check bonus as a bonus on this performance and avoid the critical fail).
Rolled effects: (rolled by the DM in secret) – Critical fail = the information you gain is opposite to the object’s actual attributes (e.g. longsword -3 cursed is actually longsword +3); Fail = you don’t know and any renewed attempt is at disadvantage; Success = you know; Critical success = you know and have a vague idea of the existence and location, if nearby, of companion items (the armour +1 worn by the person who used that longsword +3). For spells affecting a creature – critical fail = the spell that affected it, now affects you (note: if the effect is beneficial, the Bard gets the opposite effect). Fail + don’t know and any renewed attempt is at disadvantage; Success = you know; Critical success = you know and can dispel the effect.
Casting Time (see description); Components (see description); Range: Touch; Duration: for one object or creature; Concentration: Yes; Schools: All (but Lore has advantages (see description);
Illusory Script
You may write on any surface that will take a mark, provided you have the material to make that mark (e.g. you may write on wood with ink, paint, etc. but you may also scratch/carve the wooden surface). To you and any creatures you instruct when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in a script that is constantly changing and dancing around on the page (those insisting on continuing to view it will start to feel nauseous). Alternatively, you can cause the writing to appear in a different hand but in a language that you know. This message must be in the form of insults and/or dirty limericks…. To produce this effect, the Bard must hum/chant/sing while writing out the intended message in ink/scratches/etc. and continue to hum/chant/sing while going over the message with his/her finger ‘writing’ out the ‘cover’ message (for the ‘dancing effect’ the Bard simply retraces the message with moving his/her fingers in a random fashion). To read the message, the viewer must continue to hum part of the same tune the Bard used when making the message.
Notes: Should the spell be dispelled, the original script and the Illusion both disappear. A creature with truesight can read the hidden Message.
Casting time: Variable (see description); Components: (see description – must have materials to make the marks); Range: touch; Duration: 10 days (School of Lore up to 20 days); Schools: All.
Enhanced Illusionary Script: For a particularly clever and amusing cover message, the Magic may be persuaded to stay up to double the time ….
Invigorate
This spell banishes feelings of weariness. For the duration, the subject takes no penalties from the fatigued or exhausted conditions. The effect of invigorate is merely an illusion, however, not a substitute for actual rest or respite. When the spell ends, the subject takes 1d6 points of nonlethal damage, along with the return of the original condition(s). A creature can be under the effects of only one invigorate spell at a time; if it is cast a second time on that creature, the first immediately ends. To produce this effect, the Bard either plays a lively tune or gives an encouraging speech (pep talk).
Casting Time: 1 minute; Components: (see description); Range: 10’; Duration 10 minutes/level; Saving Throw: Subject must be willing; Schools: All.
Two additional subjects can be targeted for each level beyond level one (e.g. 3 subjects if “Invigorate” is cast as a level 2 spell, 5 subjects if it’s level 3….).
Longstrider
You touch a creature. The target's speed increases by 10 feet until the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. To produce and maintain this effect, the Bard chants a suitable encouraging set of words/rhyme. The subject creature must remain within hearing range of the Bard.
Casting Time: 1 action; Components: (see description); Range: (see description); Duration: 1 hour; Schools: Valour.
Memorize Page
The target gains a perfect memory of the page you used as a focus component. The target can visualize this page as easily as looking at it in person, including minute details visible to close scrutiny by the naked eye. The memory of the page includes text and images, such as a drawing or a map. Someone unfamiliar with the language on the page (or even an illiterate person) could relay what is written simply by copying the shapes of the letters so another person can read them.
The maximum number of pages that a particular target can memorize through repeated castings of this spell is equal to the target’s Intelligence modifier (minimum 1); any attempts beyond this limit have no effect, although the target’s memory of a page could be erased (using modify memory or a similar effect) to effectively make room for a different one.
A creature that memorizes magical writing (such as a scroll or a page from a spellbook) cannot borrow, duplicate, or retain any of the magic in the writing. However, this would allow a wizard to copy a spell into his spellbook so he could prepare the spell from his book (assuming the spell takes up only one page in a spellbook). To produce this effect, the Bard traces the first symbol/letter on the page onto the subject’s forehead.
Casting Time 10 minutes; Components: (as described – “Page” memorized can also be a fresco, painting, etc. as long as the amount of information could be contained on a normal piece of paper); Range: touch; Target: one living creature; Duration: instantaneous; Subject must be willing; Schools: Lore.
Play Instrument
You may play one instrument of your choice as if you had 1 rank in the appropriate Perform skill. Instead of a conventional instrument, you may use an object as an improvised instrument, such as using a barrel as a drum or a bow as a harp, playing it as if it were crafted to make music. To produce this effect, the Bard briefly hums the beginning notes of the first song he/she will perform.
Casting Time: 1 action: Components: (see description – must have ‘instrument’); Range: personal; Target: you; Duration: 10 minute/level; School: Music.
***** Note: both Play Instrument spells count as only 1 spell for known spells (they are variants of the same spell). The Bard may choose to cast the spell on himself (this one) OR on a willing subject (the ‘Accompaniment’ variation.********
Play Instrument - Accompaniment
You may gift a willing humanoid with the ability to play an instrument that the caster loans to the target (must be one of the caster’s usual instruments). The target must stay within 10’ + 5’/level of caster of you and can only play as an accompaniment to your performance. To produce this effect, the Bard and the target briefly hum together the beginning notes of the first song they will perform.
Casting Time: 1 action: Components: (see description – must have ‘instrument’); Range: 10’ + 5’/level; Target: Willing subject; Duration: 10 minute/level; School: Music.
Note: A Bard may move up to the maximum range from the Subject without the spell ending as long as the Bard continues to perform with the Subject in some fashion (that can be as unobtrusive as humming or even tapping his/her hand against a leg).
Remove Fear
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. To produce this effect, the Bard uses his/her turn to heroically chant the past deeds of the subject or its ancestors. The chant must be in a language understood by the targets.
Casting Time: 1 turn; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Targets: one creature plus one additional creature per three levels, no two of which can be more than 30 ft. apart; Duration 10 minutes; Schools: All.
See Alignment
When you cast this spell, the alignments (such as lawful good or chaotic evil) of all creatures within your vision are revealed. Each creature will have a ghostly overlay of an appropriate Tarot Card (the Hierophant for Lawful, Justice for Neutral, the Fool for Chaos. If the image is right side up – good, reversed – evil, split with half up and half down – neutral). Though you can see the images, other creatures cannot. Spells and effects that obscure alignment, like undetectable alignment, also obscure the effects of this spell. To produce this effect, the Bard holds the 3 named cards in his/her hand.
Casting Time: 1 action; Components: (see description); Range: visual; Target: you; Duration: 1/round per level; Schools: Fortune Telling.
Skill Lore
You enhance a creature’s knowledge about a particular skill. While the spell is in effect, the target gains an insight bonus equal to +1 per caster levels (max +5) to one skill check chosen at the time of casting. If this skill check takes more than one round it gains no benefit from this spell. Only one skill lore can be in effect on a creature at a time as a second casting counters the first. To produce this effect, the Bard makes up a short rhyme about the increase in that skill while touching the target.
Casting Time: 1 turn; Components: (see description); Range: touch; Target: 1 willing creature touched; Duration: until discharged or until the Bard takes any form of Rest; Schools: Lore.
Sleep
This spell sends creatures into a magical slumber. Roll 5d10, the total is how many hit points of creatures this spell can affect. Creatures within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring Unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Note: Undead and creatures immune to being Charmed aren't affected by this spell.
To produce this effect, the Bard must perform a lullaby. The Bard may either have the creatures’ attention and willingness to listen for the entire casting time (Performance Check – DC set by DM and shared with Bard as conditional on audience, etc.) or slowly increase the effect on a group of unaware creatures (lullaby volume increases from not perceived at all to being heard – requires a stealth check to get within range and start the performance…).
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Casting time: 10+ minutes – with at least 3 minutes being audible lullaby; Components: (see description); Range: 80’ +10’/caster level; Target: Each creature inside a 30-foot-radius Sphere centered on a point within range; Duration: As long as the Bard plays the lullaby up to 1 hour plus conditions in the description. Schools: Music.
Solid Note
You give temporary physical form to a single musical note and can hang it, suspended, wherever you wish within range, allowing you to use it as hook, pulley, door blocker, or anything else your imagination desires. The exact appearance of the solid note depends on your melody. You can make it spiked or smooth, simple or convoluted, and with any color pattern you wish, however, it always has a size approximately equal to that of your outstretched hand. Once created, the solid note resists all attempts to move it but instantly disappears if enough force or weight is brought to bear against it. The note has an effective Strength equal to 10 + your caster level. It cannot hold more weight than the equivalent of a heavy load for its Strength without disappearing. Any creature that wins an opposed Strength check against the note (by pushing open a door which the note is holding shut for example) also causes it to disappear. The note can never deal actual harm to a creature and disappears if successfully attacked (AC 10 + your Charisma modifier) or overcome with a combat maneuver such as bull rush (CMD 2 + your base attack bonus + your Charisma modifier). Any creature obstructed by the solid note simply fails to budge it and loses that action for the round. To produce the effect, the Bard plays the one note on a musical instrument and draws it out for the full turn while visualizing the note appearing.
Casting Time: 1 turn; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Duration: concentration while looking at the note + 1 minute/level; Schools: Music.
Sonic Dart
You create a tiny missile of sonic energy that flies forth at a target you designate. To hit the target, you must make a ranged touch attack. A success inflicts 1d4 points of sonic damage plus an additional 1d4 points of sonic damage per three caster levels (to a maximum of an additional 3d4). To produce the effect, the Bard whistles a note and gestures at the target.
Casting Time: 1 action; Components: (see description); Range: 50 ft.; Target: one creature or object; Duration: instantaneous; Saving Throw: none; School: All.
Songstrike
With a single note, you blast forth a cone of sonic energy from a musical instrument that inflicts 1d4 points of damage per two caster levels (maximum 5d4) in a cone that extends 30’ from the Bard. To produce the effect, the Bard plays a high pitch note on an instrument with a flourish that ends with a gesture towards the target.
Casting Time: 1 action; Components: (see description); Range 30 ft. ; Area: cone; Duration: instantaneous; Saving Throw: Dexterity saving throw for ½ damage; Spell Resistance yes; Schools: Music.
Stunning Note
You stun a creature for 1 round with a shrieking note. To produce the effect, the Bard whistles or sings a very high pitched note and gestures towards the creature.
Casting Time: 1 action; Components: (see description); Range 50 ft.; Target: one creature; Duration: 1 round; Saving Throw: Constitution Saving Throw negates; Spell Resistance yes; Schools: All.
Tap Inner Beauty
This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks. To produce this effect, the Bard looks into a reflective surface and says his/her most likeable personality trait.
Casting Time: 1 turn; Components: (see description); Range: personal; Target: you; Duration: 1 minute/level; School: All.
Thunderwave
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you (including any allies) must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In either case, any creature in the cube will lose concentration – even if it makes a successful save. In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. To produce this effect, the Bard strikes a drum 3 times in a row, each louder than the last, and then pushes his drum hand out in the direction the cube will form.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Casting Time: 1 turn; Components: drum (see description); Range: Self; Target: Each creature in a 15-foot cube originating from you; Duration: Instantaneous; Save: Constitution; Damage: 2d8; Damage Type: Thunder; Save Success: Half damage and not pushed; Schools: Music and valour.
Twisted Futures
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result or to choose the die result in lieu of rolling. This doesn’t affect abilities that force a creature to take the lower of two rolls. To produce this effect, the Bard points the Tarot card “The Hanged Man” at the target and turns the card upside down.
Casting Time: 1 action; Components: (see description); Range: (25 ft. + 5ft./2 levels); Target: one creature/level, no two of which can be more than 30 ft. apart; Duration 1 round/level; Saving Throw: Wisdom Saving throw negates the spell; Schools: Fortune telling.
Undetectable Alignment
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination. To produce this effect, the Bard lays out the cards for telling a fortune but underneath a cloth and upside down (so no one can see the cards).
Casting Time: 1 action; Components: (see description); Range: touch; Target: one willing creature or object; Duration: 24 hours; Spell Resistance yes (object); School: Fortune telling.
Unnatural Lust
Your target is filled with lust and desire for a single creature or object as designated by you at the time of casting. That creature or object must be within the spell’s range and perceivable by the target of the spell. The target is filled with the compulsion to rush to the subject of its lust and passionately kiss or caress that subject on its next turn, taking no other actions. If the target would not normally have lustful feelings toward the designated creature or object, it receives a +4 bonus on its saving throw. To produce this effect, the Bard (music) needs to perform a love song about the creature/object of desire in the target’s presence OR the Bard (actor) needs to do a ‘makeover’ of the desired creature/object and then draw the target’s attention to that creature/object.
Casting Time: 1 action; Components: (see description); Range (for Bard, desired object/creature, and target); within 25 ft. + 5 ft./2 levels of each other; Duration: 3 minutes (attack or any damage to target ends the spell); Saving Throw: Wisdom Saving Throw negates; Spell Resistance yes: Schools: Acting or Music (see description).
Unseen Companion (Unseen Servant – Bard Version)
Note: This spell is different than the normal “Unseen Servant” where a magic user compels the Magic to work for him (i.e. “Servant”).
This spell creates an Invisible, shapeless, roughly human-sized, force with a relatively simple “mind” that can perform simple tasks until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 4 (can carry 60 pds, push/drag/lift 120 pds,). It is not affected by any Elements provided the Bard can see that danger before it affects the Unseen Companion. The Companion cannot Attack and it is affected by conscious attacks against it (e.g. while it is possible to ‘fire-proof’ it; a successful attack using a torch will destroy it). If it drops to 0 hit points, the spell ends.
The companion can perform simple tasks that a human companion could do, such as fetching things, cleaning, Mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the companion one set of instructions, it can complete up to 3 separate tasks, but then requires new verbal instructions from the Bard. The companion may not move beyond listening distance from the Bard. To produce this affect, the Bard needs to perform (play instrument/chant/sing/tell stories, etc.). To maintain the effect, the Bard must either help the companion with the tasks it is doing or continue to perform.
Enhanced Unseen Servant: The companion may move beyond listening range and without any actions by the Bard if the Magic that makes up the companion finds the task either in its own interests/compelling or it amuses the Magic. The task may be more complicated – but the instructions still must be simple enough to give in 30 seconds or less. To produce this effect, the Bard needs to negotiate with the Magic (interest/compelling will require a Magic with a degree of self awareness…)
Casting Time: 1 action; Range: listening range (will depend on the type/volume of the performance) Components: (see description); Duration: 1 hour School: Music
Ventriloquism
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). To produce this effect, the Bard speaks/makes noise at any volume and then gestures towards the spot it is to ‘come from’.
Casting Time: 1 action; Components: (see description); Range: (25 ft. + 5 ft./2 levels); Duration: 1 min./level; Saving Throw: Intelligence; Spell Resistance no; Schools: Acting.
Vocal Alteration
You alter the target’s voice to something else. For example, you could make the target’s voice high-pitched, husky, or nasal, or change its accent to an accent you are familiar with. If this spell is used as part of a disguise, the target gets a +10 bonus on the Disguise check when trying to fool a listener. The target can vary the disguised voice just as it could its normal voice. For example, a halfling female given a male dwarf noble’s voice and accent could speak in falsetto, with a rural halfling accent, and so on. To produce the effect, the Bard points at the target the target and imitates the desired new voice.
Casting Time: 1 minute; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Target: one humanoid creature; Duration: 2 minutes/level; Saving Throw: Constitution Saving Throw negates, no Saving throw if target is willing; Spell Resistance yes; School: Acting.
Warded Sphere
This spell is known by all Bards. While it requires a 1st level slot of power to cast, it does not count as one of the “Known” spells (i.e. the Bard has this spell automatically without needing to count it as one of his/her known spells). All Bards use this spell as it protects both the Bard and the ones around them; thus, all fledging Bards are taught it to save themselves and their instructors…..
This spell creates a magical barrier for an area 5 to 15’ in diameter (Bard’s choice/space available). Magic is generally blocked from exiting and entering unless the Sphere is dismissed by the Bard, the Bard crosses the boundary of the Sphere or it is destroyed (Sphere has 1d10 hp X Bard’s level). Non-magical objects, creatures, etc. may freely enter or leave the Sphere (it’s a barrier for magic, not physical objects). Likewise, creatures, objects, etc. with magic as an innate and permanent part of their being may enter or leave the Sphere unaffected (e.g. a creature who has a born in ability to become/is invisible – no effect; a wizard who casts invisibility on himself become visible when he enters the Sphere). If the Bard becomes unconscious or takes an action/casts a spell with effects that leave the confines of the Sphere, the spell ends; otherwise, the spell continues for 1 hour X Bard’s level. To produce the effect, the Bard uses his/her performance skills to set out the boundaries of the Sphere (music = sing and dance the boundaries, Fortune = laying out the deck of Tarot cards to form the boundary, etc.)
Casting time: 5-10 turns; Range (see description); Components: (see description); Duration: (see description). Schools: All.
White Noise
This spell causes the target object to emit loud, unspecific sound bursts and white light that makes hearing and seeing difficult. All Perception checks within 60 feet of the target object suffer a –5 penalty. A foot of stone or three inches of iron blocks the sound created by this spell. White noise also negates blindsight and blindsense abilities based on hearing. Creatures relying entirely on hearing for perception are effectively blinded. You do not see or hear anything out of the ordinary beyond 60 feet. To produce the effect, the Bard makes an annoying/irritating noise while touching the target object.
Casting Time: 1 action; Components: (see description); Range: touch; Target: object touched; Duration: 10 min./level; Saving Throw none; Spell Resistance none; Schools: All.
Wizened Appearance
You polymorph your target to look like an older version of itself. You select how much older (for example, “10 years older” or “as an adult”). You can’t otherwise change the target’s appearance other than those details directly associated with aging (for example, a target’s hair might turn gray or the target might develop liver spots). This spell allows children of creatures that are Medium or smaller when fully grown to grow one size category to the normal, adult size of that type of creature, but otherwise the selected age increase doesn’t alter the creature’s size. A change in size doesn’t alter the target’s ability scores. This spell doesn’t affect or cause any age-based modifications to ability scores or other age-related effects like dragon age categories or natural metamorphoses. To produce this effect, the Bard does a very quick make up on the target (materials are not necessary, but the motions are required even though they are very shortened versions of the real thing).
Note: Wizened appearance and youthful appearance counter and dispel each other.
Casting Time: 1 minute; Components: (see description); Range: touch; Target: creature touched; Duration 1 hour/level; Subject must be willing/not resisting; Schools: Acting.
Youthful Appearance
****This spell has the same characteristics as “Wizened Appearance” except it’s the opposite (see below). As a result, a Bard can count both spells as ‘one known spell’; however, casting either spell still requires the Bard to expend a 1st level spell slot…. ****
You make your target look like a younger version of itself. You select how much younger it looks (for example, “10 years” or “as a young adult”). You cannot otherwise change details of the target’s appearance other than those directly associated with aging (for example, gray hair returns to its original color). The target cannot appear so much younger that it changes size. This spell does not affect any age-based modifications to ability scores or other age-related effects.