Anglesey Bard Spells: 2nd Level
Many of these spells have roots in the ones posted at Open Gaming: http://www.d20pfsrd.com/magic/spells-by-class-3rd-party/bard-spells-3pp/
Your targets perceive intimidation and threats as laughably absurd. A character attempting to intimidate your targets is instead perceived as having exaggerated facial features or babbling and awkward speech. Effects that impose fear conditions become objects of ridicule, with the targets making fun of the source of the object as it attempts to scare them. Absurdity also partially protects your targets from fear as any check to avoid fear has a +3 bonus..
However, target creatures also have serious difficulty noticing potential threats; they take a –2 penalty on initiative checks. The spell doesn’t prevent spells or effects that provide early warning or a form of danger sense (like anticipate peril or find traps) from alerting the affected character to danger. To produce this effect, the Bard makes a 1 minute performance ridiculing the possible threats to the subject (s) of the spell. The target creatures must understand the Bard’s performance.
Casting Time: 1 minute; Components: (see description); Range: 25’; Target: up to one creature/level, no two of which can be more than 25 ft. apart; Duration: 2 minutes/level; School: Acting.
You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. If you consult with the spirits before making any Intelligence based check, you gain a +4 insight bonus on the check. If you have already failed at an Intelligence based check, you may consult with your ancestors and make another attempt. The insight bonus on these checks increases to +6 at caster level 7th and +8 at caster level 11th. You may consult with the spirits for this purpose as often as you like while the spell remains in effect. Only you can hear the spirits speak to you. To produce this effect, the Bard gazes into a reflective surface (Fortune Telling) OR chants an ancestral story (Lore) at/to a significant relic/place/object that is related to the Bard’s questions.
Casting Time: 1 minute; Components: (see description); Range: personal; Target: you; Duration: 1 minute/level; Schools: Fortune Telling, Lore.
You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check (DC set by DM)to demoralize each enemy within 30 feet of you (demoralize equals -2 on all rolls for 1 turn). Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Dexterity save or catch fire (1d6 further damage and lose 1 turn putting out the fire). Spell or innate Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect. To produce this effect, the Bard uses his/her turn to make a combination of verbal insults and gestures directed at the targets. Note: The targets must understand your insults (language and lack of intelligence could prevent the spell from taking effect!).
Casting Time: 1 turn; Components: (see description); Range: personal; Area 30-ft. radius; Duration: instantaneous; Saving Throw: (see description); Spell Resistance: (see description); Schools: All.
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage…. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell, condition, or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. To produce this effect, the Bard plays soothing music for the targets.
Casting Time: 1 minute; Components: (see description); Range: (50 ft. + 10 ft./level); Area: creatures in a 40-ft.-radius spread; Duration: concentration/playing instrument, up to 2 minutes/level; Saving Throw: Wisdom vs Bard’s Performance Skill (DM sets bonuses and penalties); School: Music.
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. To produce the effect, the Bard performs an acrobatic routine of 3 or more moves and then touches the subject.
Casting Time: 3+ actions (see description); Components: (see description); Range: touch; Target: creature touched; Duration 1 min./level; Subject must be willing; School: Acrobat/circus.
You can cast this spell immediately after attacking a creature, causing that creature to believe that a different creature that threatens it was responsible for the attack rather than you.
You can instead cast this spell immediately after a failed Bluff, Diplomacy, or Intimidate check, causing the target of that check to believe that a different creature you designate within spell range was responsible for the content of that failed check. Using the spell in these ways doesn’t compel the target to undertake a specific action in response to its belief of where the blame lies. To produce this effect, the Bard does a great acting job of looking innocent and shocked (at where the blame is being directed).
Casting Time: 1 action; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Target: one creature; Duration: instantaneous; Saving Throw: Target’s wisdom versus Bard’s Performance; School: Acting.
If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A target with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.
Casting Time: 1 minute; Components: (see description); Range: 100 ft. + 10 ft./level; Targets any number of creatures within range; Duration: 1 hour or less; Saving Throw: Wisdom; see text; School: Music.
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds. To produce this effect, the Bard gives an inspiring speech or epic song (5+ minutes long) at the end of a long rest to the possible recipients of this spell (spell ends once one target uses it.)
Casting Time: 5+ minutes; Components: (see description); Range: 25 ft.; Targets: (see description); Duration: the period between long rests or until used; Target must be willing; Schools: All.
You make yourself—including clothing, armor, weapons, and equipment—appear translucent like a ghost. Any mundane or magical disguise on you is affected by this illusion as well; for example, if you are disguised as the king or a sahuagin, you look like a ghostly version of the king or a sahuagin. Your ghostly form may have a pale green, blue, or violet coloration, or a muted version of your normal appearance. The spell does not actually make you ghostly or provide any incorporeal abilities. However, on a critical success, any witnesses to your performance will believe you have those powers and act accordingly (thus, your ghost could put a creature in a state of Fright but not age it. It’s the creature’s own mind that causes the effect…). If you choose, the illusion can make you appear to float slightly above the ground, though you are actually still on the ground. A creature that interacts with the glamer gets a Wisdom save to recognize it as an illusion. To produce this effect, the Bard makes a 1 minute performance as the ghost and then the Magic augments it.
Casting Time: 1 minute; Components: (see description); Range: personal; Target: you; Duration: Special: Bard rolls a Performance check versus DC set by the DM (e.g. how believable is it for a ghost to be there?). For each point above the DC, the spell lasts 10 minutes; Saving throw: (see description); School: Acting.
You badger and nitpick the subject of your spell until its mood sours. The target’s attitude shifts toward hostile regarding you and everyone within 30 feet of the target at the time the spell is cast. The target also takes a –2 penalty on attack rolls, on saving throws, and on ability and skill checks that rely on Intelligence, Wisdom, or Charisma. To produce this effect, the Bard simply heckles the Target. The Bard must spend at least 2 turns heckling the target. For every additional 2 turns spent heckling, the Target suffers a -1 to its saving throw (maximum of -5). Note: Any creature attempting to attack the Bard (or obvious allies) at the time of the spell will not be regarded as Hostile but as an Ally by the Target….
Casting Time: (see description); Components: (see description); Range medium (100 ft. + 10 ft./level); Target: 1 creature; Duration: 1 minute/level; Saving Throw: Wisdom negates; Schools: All.
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. To produce this effect, the Bard makes a brief, inspiring speech. Note: If cast at 3rd level or higher, the spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). Also, the spell affects 1 additional creature for every level beyond 3rd level (e.g. using a 4th level slot = 1 additional creature, etc.).
Casting time: 1 turn, Components: (see description); Range: touch; Target: creature touched; Duration: 10 min./level; Saving Throw: Creature must be willing; School: Valour.
This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature’s attitude, taking the highest roll. If both rolls fail, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check. To produce this effect, the Bard places a drop of honey on his/her tongue.
Casting Time: 1 action; Components: (see description); Range: personal; Targets: you; Duration: 10 minutes/level; Schools: All.
Your chanting creates a wave of positive energy that spreads out from you, curing 1 point of damage per two caster levels (maximum 5 points) each round to all living creatures in the area of effect. Because undead are powered by negative energy, this spell deals such creatures a like amount of damage rather than curing them. If an undead creature makes a successful save, it is immune to the effects of that particular casting of the spell (even if it leaves the emanation but later enters it again). Undead that fail their saves stop taking damage if they leave the area, but resume taking damage if they enter it again later. To produce this effect, the Bard chants and plays his/her instrument.
Casting Time: 1 turn; Components: (see description); Range: 25 ft. + 5 ft./2 1evels; Effect: 30-ft.-radius spread; Duration: concentration + 2 rounds; Saving throw Wisdom negates; Schools: Music and Valour.
You invigorate your allies, who can travel further and faster without rest as long as you continue to sing or chant (which requires your concentration). This movement costs half the normal fatigue (thus 16 hours of travel counts as 8 hours of fatigue) and the Fast speed incurs no penalties. You can concentrate on this spell and travel at the same time. To produce this effect, the Bard sings or chants. For every hour past 8 hours, the Bard needs to make a Performance check with the DC increasing by 1 each time (the more physically demanding the travel, the higher the DC). If the check fails, the Bard and allies need to stop and rest or face the usual penalties and checks…
Casting Time: 1 minute; Components: (see description); Range close (25 ft. + 5 ft./2 levels); Targets: one creature/level; Duration: concentration/performance; Saving Throw: Subjects must be willing; Schools: Music and Valour.
You suppress sounds made by the targets, granting them a +4 bonus on Stealth checks. The targets have a 20% chance of spell failure when casting spells with verbal components or using abilities that have audible components (such as some bardic performances). This spell does not hamper the targets’ ability to hear other sounds and provides no protection against language-dependent or sonic spells and effects. To produce this effect, the Bard muffles his/her voice with a piece of cloth, etc. and then points at the Targets.
Casting Time: 1 turn; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Targets: 1 ally/level; Duration 1 minute/level; Subjects must be willing; Schools: All.
Path of Glory
You cause four 5-foot squares (one of which must be your space) to glow with dim illumination. Starting on your next turn, as a swift action you can extend the glowing area by an additional four 5-foot squares; each new square must be adjacent to a square that was previously glowing. Allies that end their turns on a glowing square (including one who falls unconscious in the square) are healed of 1 point of damage. To produce this effect, the Bard performs a battle chant.
Casting Time: 1 action; Components: (see description); Range: (see description); Area: (see description); Duration: 1 round/level; Subject must be willing; Schools: Valour.
Phantom of the Circus
This spell taps into an old legend about a malignant spirit haunting a circus and causing consistent bad luck. If the target fails its Wisdom saving throw, it becomes convinced it has been targeted by the “Phantom” and is cursed by bad luck. A creature affected by this spell must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. If the d20 roll is any sort of Performance Check, three d20’s are rolled and the worst roll is used. This spell has no effect on animals or creatures with an intelligence of 2 or less. Any luck bonuses can be used to temporarily negate the effects of this spell. To produce this effect, the Bard makes a stumbling motion and points at the Target.
Casting Time: 1 action; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Target: one creature; Duration: 1 round/level; Saving Throw: Wisdom Saving Throw negates; Schools: Acrobatics/Circus and Acting.
You create a loud, resonating clangor that causes metallic objects to vibrate wildly. Affected creatures wielding metal weapons take a –1 penalty on attack rolls, while creatures using metallic tools take a –1 penalty on associated skill checks. Creatures wearing metal armor lose 1 level of armour class for the duration of the spell. These penalties increase by 1 at 8th caster level and every 4 caster levels thereafter (to a maximum of –4 at 16th level). To be affected by the spell, an item must be composed primarily of metal. Nonmetallic objects with metal components (such as studded leather armor or padded armor with armor spikes) are not affected. Creatures made of metal take the penalties described above on attack rolls, damage rolls, skill checks, and Dexterity saves. To produce this effect, the Bard makes a resounding clang using two metal objects and points at the Target.
Casting Time: 1 action; Components: (see description); Range: 30 ft., Area 30-ft.-radius burst, centered on you; Duration: 1 round/level; Saving Throw: Dexterity Save negates; Schools: All.
This spell reverses the gender of the target creature. This has no effect on the creature’s ability scores, although it could deny a character access to gender specific prestige class abilities. It is most often used to allow a character to go where their original gender may not be allowed. To produce this effect, the Bard creates a very sparse gender change (e.g. creating an appropriate bulge(s) with an object) that transforms itself into an actual gender change.
Casting Time: 1 turn; Components: (see description); Range: touch; Target: one willing creature; Duration: 1 hour/level or until dispelled; Schools: Acting.
You utter a brief anecdote or bit of news as the verbal component of this spell and track its progress through a social gathering or other crowd. When someone who heard the rumor directly from you and repeated the rumor is within your range, they glow silver to your sight, though this glow doesn’t occur if the creature is in disguise (unless it was in the same disguise at the time of casting). You can choose to follow the rumor by selecting any such creature in range, at which point the creatures who heard the rumor from you no longer glow silver, and now the creatures who heard the rumor from your chosen creature glow silver instead. You can follow the rumor’s path until you reach a creature that heard the rumor but didn’t repeat it (or repeated it incorrectly). The glow identifies only creatures who heard the same information you conveyed. Minor cosmetic changes in the rumor don’t interrupt the chain, but when the rumor no longer resembles the information you imparted, the trail stops and the spell ends.
You can instead use this spell to trace a rumor back to its source once you hear it. In this case, you repeat the rumor as you heard it for the spell’s verbal component. The person who told you the rumor can attempt a Wisdom save to end the effect. Failure indicates the silver glow leads to the individual that told her. This process continues each time you locate the next individual spreading the same information. Each individual attempts the save until one of them succeeds (in which case the spell ends and you can’t attempt to trace this particular rumor again) or you trace the rumor to its original source. As with the other application of the spell, tracing a rumor back fails to cause a creature to glow if it is in disguise, unless it was in the same disguise at the time of speaking the rumor.
Casting Time: (See description); Components: (see description); Range long (400 ft. + 40 ft./level); Duration 1 day/level; Saving Throw: (see description); Schools: All.
You can share your facility for one particular language with another creature. For 24 hours the target can read, understand, and communicate to the best of its ability in any one language which you already know. For every 5 levels you possess, you can grant the use of another language you know, to a maximum of 5 languages at 20th level. The target must have the physical capacity to articulate sounds, make gestures, or engage in whatever other method speakers of the language use to communicate with each other in order to actually converse. If the target lacks the mental capacity to grasp an actual language it still gains enough knowledge to respond to and carry out even extremely complex commands or suggestions coached in the language (whether written or spoken). However, since this spell does not endow the target with greater reasoning capacity, merely a temporarily enhanced vocabulary, the person offering up instructions to non-sentient creatures must take care to remove any ambiguity or guesswork. Similarly, this spell does not affect the basic nature of the target, or its disposition toward you or anyone else, so convincing it to actually carry out these instructions could require negotiation, threats, or outright bribery.
This spell may also be cast as Share Language, Communal. It functions like share language, except you divide the duration in 1-hour increments among the creatures touched. To produce this effect, the Bard recites a line from a well known work in that language while touching the Target.
Casting Time: 1 turn; Components: (see description); Range : touch; Targets creature touched who must be willing; Duration: 24 hours (for 1 creature); Schools: Lore.
Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature. Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain. All such unattended objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Alternatively, you can target shatter against a single solid non-magical object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Constitution save for half damage. To produce the effect, the Bard makes a piercing note on a musical instrument.
Casting Time: 1 action; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Area or Target 5-ft.-radius spread; or one solid object or one crystalline creature; Duration: instantaneous; Saving Throw: Constitution for half; Schools: Music.
You cause the target to sound as if it is elsewhere within range, including its movements, speech, and all other sounds. As long as you concentrate, you can cause the sound’s apparent location to change as you see fit within range from your current location. Once you cease concentrating, the sound moves so that it remains the same relative distance and direction from the target. This spell can fool any sound-based blindsense or blindsight (including echolocation), but it can’t fool other forms of detection such as normal vision. The target receives a saving throw against the effect if it doesn’t wish for you to shift its sound, and any creature that interacts with the illusion receives a Wisdom save to disbelieve the glamer. To produce the effect, the Bard imitates the sounds and actions of the target for 1 turn and then makes a gesture towards the direction the sound is supposedly coming from.
Casting Time: 1 turn; Components: (see description); Range: 25 ft. + 5 ft./ level; Target: one creature or object up to 10 feet across; Duration: concentration + 1 round/level; Saving Throw : Wisdom negates (unwilling subject) and Wisdom saving throw for disbelief (if interacted with); Schools: Acting.
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Constitution save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. To produce this effect, the Bard plays 5 discordant notes on a musical instrument.
Casting Time: 1 turn; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Area: 10-ft.-radius spread; Duration: instantaneous; Saving Throw: (see description); Schools: Music.
You summon a swarm of bats or rats (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. The swarm is AC11, 36 hp, takes ½ damage from weapons, move 30’, +3 to hit, does 2d4 damage per round until ½ hp and then 1d4 damage per round. To produce this effect, the Bard plays a very short summoning tune on a wind instrument.
Casting Time: 1 turn; Components: (see description); Range: 25 ft. + 5 ft./ level; Effect: one swarm of bats or rats; Duration: concentration + 2 rounds; Schools: Music.
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. The Bard produces the effect by imitating the sound of the target language and touching his/her/target’s throat at the same time. Note: This spell can also be cast as Tongues, Communal except you divide the duration in 10-minute intervals among the creatures touched.
Casting Time: 1 turn/subject; Components: (see description); Range: Touch; Duration: 24 hours; Schools: Lore.