Anglesey Bard Spells - 3rd Level
3rd 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/
Adjustable Disguise
This spell functions as disguise self, except as a swift action you can alter the disguise (within the limitations of disguise self). For example, you could make yourself look like a young human city guard, then an old elven wizard of the opposite gender, then a halfling thief, and so on. You can change the disguise a number of times equal to your caster level. To produce this effect, the Bard strikes a pose as the ‘new character’.
Casting Time: 1 action; Components: (see description); Range: personal; Target: you; Duration: 10 minutes/level; Schools: Acting.
Aura of Peace
All creatures within the area find it hard to fight one another. Creatures within the area who fail their save cannot take any offensive action. If attacked, they will defend themselves but still take no offensive action. Creatures who make their save suffer a -2 circumstance penalty on all attack and damage rolls. Casting spells of a destructive nature from within the area requires a Concentration check (DC 10 + your caster level + your relevant caster ability modifier). All cowering, frightened, panicked, and shaken conditions are suppressed while within the affected area of aura of peace. To produce this effect, the Bard plays relaxing music.
Casting Time 1 action; Components: (see description); Range: 25 ft + 5 ft./2 levels; Area: 25 ft. + 5 ft./2 levels radius emanation, centered on you or a person or an object you designate; Duration: Concentration (playing instrument) or 2 minutes/level – whichever is less; Saving Throw Wisdom negates; Schools: Music.
Bonefiddle
When you cast a bonefiddle spell, you make sawing motions in the air as with a miniature violin or fiddle bow towards the intended target. The target’s bones begin to vibrate and ache as if they were being sawed upon by dozens of rough-edged cords and a distressing off-key fiddling sound emanates from his location. If the target fails a Constitution saving throw, he suffers 2d6 points of nonlethal damage from the pain. The victim must make a new saving throw each round the spell persists or suffer an additional 2d6 points of nonlethal damage. As a move action, you may change the target of the spell to any other creature within line of sight and in range of the spell. A creature targeted by a bonefiddle spell automatically fails all Stealth checks due to the loud obnoxious sound of his bones being sawed upon. A bonefiddle spell has no effect on creatures that are immune to critical hits or do not have a skeleton.
Casting Time 1 standard action; Components: (see description); Range:100 ft. + 10 ft./level; Target: one creature/round; Duration 1 round/level; Saving Throw: Constitution negates; Schools: Music.
Channel the Gift
You channel your magical power to fuel the target’s spellcasting. The next spell the target casts of 3rd level or lower does not expend a spell slot; in effect, you are using your spell slot to power the target’s spell. The target must start casting this spell before your next turn, and the spell cannot have a casting time longer than 1 full round. Your alignment and other restrictions on your own spellcasting do not affect the target, nor do you suffer any backlash from the target’s choice of spell. If you target yourself with this spell, you may spontaneously cast any prepared spell of 3rd level or lower without expending its spell slot on your next turn. The spell that’s cast after channel the gift cannot have a casting time longer than 1 full round. To produce this effect, the Bard makes a motion of cradling a ball of magic and handing it to the Target (or shaping into the Bard’s own spell).
Casting Time: 1 action; Components: (see description); Range: touch; Target: ally spellcaster touched; Duration: (see description); Target must be willing; School: All.
Charm Monster
The charm monster spell (and charm person by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play. 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. This spell functions like charm person, except that the effect is not restricted by creature type or size. To produce this effect, the Bard sings and plays a short section of a drinking song directed at the Target. The Target does not necessarily need to understand the Bard’s language for the Charm, but it would make instructions and maintaining friendship easier….
Casting Time: 1 turn; Components: (see description); Target one living creature; Duration: 1 day/level; Saving throw: Charisma Saving Throw to Charm and see description; Schools: Music.
Claim Identity
You steal the target’s face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by alter self, and gain a +10 bonus on Disguise checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender. Claim identity prevents any other polymorph effects from restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability. To produce this effect; the Bard holds up an empty picture frame or mirror frame between himself and the Target.
Casting Time: 1 action; Components: (see description); Range: up to 15’ but there must be no obstacles or other people in-between Bard and Target; Target: Bard and humanoid creature being imitated; Duration 1 hour/level; Saving Throw: Bard may choose if Target uses Constitution or Charisma; Schools: Acting.
Clairaudience-Clairvoyance
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known – a place familiar to you, or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. To produce this effect, the Bard draws a quick sketch/diagram of the chosen locale, burns it, and scatters the ashes on a reflective surface or crystal ball which then forms the ‘window’ to the chosen locale.
Casting Time: 10 minutes; Components: (see description); Range: 400 ft. + 100 ft./level); Effect: magical sensor; Duration: 1 min./level; Schools: Fortune Telling.
Crushing Despair
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope. To produce this effect, the Bard plays a short depressing tune or brandishes the “Death” card at the Targets.
Casting Time: 1 turn; Components: (see description); Range: 30 ft.; Area: cone-shaped; Duration: 1 min./level; Saving Throw Wisdom negates; Schools: Music and fortune telling.
Dispel Magic
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. To produce the effect, the Bard whistles a tune to try to take the Magic away from the Target.
Casting time: 1 turn; Components: (see description); Range: 120 ft; Duration: Instantaneous; Schools: All.
Glimpse of Knowledge
You make a Performance level check in place of an untrained or failed Knowledge check; you are considered trained in this skill for the purpose of this check. To produce this effect, the Bard mimes the intended action while humming.
Casting Time: 1 minute; Components: (see description); Range: personal; Target: You;Duration: instantaneous; Schools: Lore.
Good Hope
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Good hope counters and dispels crushing despair. To produce this effect, the Bard stirs up the subjects with epic music or words.
Casting Time: 1 turn; Components: (see description); Range: 100 ft. + 10 ft./level; Targets one living creature/level, no two of which may be more than 30 ft. apart; Duration 1 min./level; Subjects must be willing; Schools: All.
Indisputable Fact
This enchantment causes the target creature to believe one idea, no matter how ridiculous. The “fact” may not be about the target, it may not suggest a future action or event, and it must be expressed in a single sentence of 20 words or fewer. Statements such as “These papers authorize us to be here,” “The First Hero performs unspeakable acts with kobolds,” or “The Questor’s Society keep everyone poor and ignorant” will work. However, “The First Hero must die” will not. To produce this effect, the Bard speaks the ‘fact’ to the Target while holding a ‘performance tool’ (e.g. musical instrument, Tarot Card, etc.) between crossed fingers or hands.
Casting Time: 1 turn; Components: (see description); Range:25 ft. + 5 ft./2 levels (must be able to hear Bard’s words); Target: one creature; Duration: 1 day/level; Saving Throw: Wisdom negates; Schools: All.
Mocking Laughter
You unleash a torrent of braying laughter combined with a stream of vile expletives and invective, directed against one target within range. If the target fails its saving throw, mocking laughter deals 3d6 points of nonlethal damage. In addition, the target is filled with humiliation, shame, and self-loathing, taking a –4 penalty on attack rolls, saving throws, ability checks, and skill checks for the duration of the spell. To produce this effect, the Bard heckles and laughs at the Target.
Casting Time: 1 turn; Components: (see description); Range: 100 ft. + 10 ft./level; Target: one creature; Duration: 1 round/level; Saving Throw Wisdom negates; Schools: All.
Penumbral Disguise
You mask your features with shadowy illumination, gaining a competence bonus equal to your caster level on Disguise checks and Stealth checks attempted while in normal light, dim light, or darkness. In addition, creatures that see you while you are in dim light or darkness are unable to discern any but the most general information about your appearance or actions. For example, they can determine your general shape (such as humanoid), as well as the gist of your actions (such as, “She was trying to break into the store”), but cannot determine your precise actions, your appearance, or any identifying information about you. In bright light, your normal appearance is revealed. To produce this effect, the Bard runs his/her hand over the subject’s face while humming.
Casting Time: 1 turn; Components: (see description); Range: touch; Target: creature touched; Duration: 10 minutes/level; Subject must be willing; Schools: All.
Pierce Disguise
You see through magical disguises (whether illusions or polymorph effects) of the same spell level or lower. This allows you to see the true forms of creatures magically disguised by such methods. The true form appears as a ghostly overlay on the creature’s disguised appearance. To produce this effect, the Bard puts a smudge (could be makeup, mud, dust, etc.) on his/her face and then wipes it off while reciting one line from a famous play.
Casting Time: 1 turn; Components: (see description); Range: personal; Target: you; Duration: 1 minute/level; Schools: Acting.
Purging Finale
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, removing one of the following conditions on up to 6 creatures within range affected by your bardic performance: cowering, dazzled, exhausted, paralyzed, shaken, or stunned.
Casting Time: 3+ minutes (performance and then 1 action for the spell aspect); Components: (see description); Range:25 ft. + 5 ft./2 levels; Target: up to 6 living creatures; Duration: instantaneous; Saving Throw: Targets must be willing; Schools: Music
Remove Curse
Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a performance check against the DC of each curse affecting the target. Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Remove curse counters and dispels bestow curse. To produce the effect, the Bard uses his/her finger to trace the ‘Evil Eye’ on the Target while humming. The spell takes effect when the Bard makes a slash across the Evil Eye tracing and stops humming. Note: A critical fail means the curse now affects the Bard as well!
Casting Time: 1 turn; Components: (see description); Range: touch; Target: creature or object touched; Duration instantaneous; Schools: Lore.
Reviving Finale
You must have a bardic performance in effect to cast this spell. With a flourish, you immediately end your bardic performance, and allies within the area of the spell regain 2d6 hit points. This spell has no effect on undead creatures.
Casting Time: 3+ minutes of performance with 1 action for the flourish; Components: (see description); Range: 20 ft.; Area a 20-ft.-radius burst centered on you; Duration: instantaneous; Targets must be willing; Schools: Music and Valour.
Seek Thoughts
Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as “Where is the hidden lair of the wererats?”) or for information on a general topic (such as the beliefs of an evil cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. Seek thoughts does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful Wisdom save prevents you from sensing a creature’s thoughts for the duration of the spell. You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you to ask leading questions about topics of interest. A creature conversing with you while you concentrate can notice that you are distracted with a successful Wisdom versus Performance check. To produce this effect, the Bard needs to make a Tarot Card reading with the question/thought you are seeking as the question for the Tarot Cards.
Casting Time: 1 minute; Components: (see description); Range: 40 ft.; Area 40-ft.-radius emanation centered on you; Duration concentration, up to 1 minute/level; Saving Throw Wisdom negates; Schools: Fortune Telling.
Smug Narcissism
You cause your target to become overwhelmed by its own importance, talents, and attractiveness. The target cannot help but look at itself in every reflective surface at every possible opportunity. In social situations, the target always tries to comment about how attractive it is or how ugly someone else is by comparison. The target remains constantly distracted, always looking for a reflective surface to gaze upon (such as a mirror, pool of water, a polished shield, and so on). The distraction gives the target a –2 penalty on all skill checks. In combat, the target worries about enemies damaging its appearance, and focuses on defense rather than offense (casting defensive spells rather than offensive spells, avoiding melee combat where possible and so on). To produce this effect, the Bard takes a full turn to blatantly exaggerate the virtues and appearance of the target (surrounding allies will notice) or the Bard may take more time and attempt to do it subtly (DM’s call on opportunity and time).
Casting Time: 1 turn or more (see description); Components: (see description); Range:25 ft. + 5 ft./2 levels; Target: one creature who must hear and understand the Bard; Duration: 10 minute/level; Saving
Stage Fright
You fill your targets with the sudden fear of failure. A creature that fails its saving throw takes a –4 penalty on ability checks, skill checks, and any checks that require concentration (such as casting a spell in difficult circumstances or operating a complex device). To produce this effect, the Bard heckles the targets and then casts the spell. For each additional turn (up to 5 turns) that the Bard heckles before casting the spell, the targets suffer a -1 to their saving throw.
Casting Time: 1 turn but see description; Components: (see description); Range: 50 ft. + 10 ft./level; Target 1 creature/level, no two of which may be more than 30 ft. apart; Duration: 1 round/level; Saving Throw Wisdom negates; Schools: All.
Terrible Remorse
You fill a target with such profound remorse that it begins to harm itself. Each round, the target must save or deal its melee damage to itself. If the creature saves, it is staggered for 1 round and takes a -2 penalty to Armor Class, after which the spell ends. To produce this effect, the Bard makes a Performance check and, if successful, convinces the target the Bard knows its most terrible past action. It is at this point that the target makes a Wisdom Saving Throw to see if it is filled with remorse (fails and damages itself) or simply stunned for 1 round that the Bard knows its darkest secret.
Casting Time: 1 turn; Components: (see description); Range: 25 ft. + 5 ft./2 levels; Target: 1 living creature; Duration: 1 round/level; Saving Throw: (see description); Schools: All.
They Know
You instill a target with the fear that a nearby other intelligent creature knows her darkest secret. If she is in the midst of another situation as vital as protecting her darkest secret, such as combat, this doesn’t cause her to cease participating, but otherwise, she becomes compelled to use her abilities and skills to determine exactly how much the other individual knows. Even if she isn’t around other creatures or otherwise avoids confronting her paranoia for a time, the nagging fear causes the target to become shaken for the duration of the spell (though this doesn’t stack with other fear effects to make the target frightened or panicked). The subject’s paranoia increases over time, forcing her to take additional steps to protect herself from the other creature. Depending on her personality (or subject to the GM’s discretion), she might confess, publicly demand to know what the other creature knows, attack the other creature to silence it, or offer the other creature a bribe. The spell fails if the target truly feels she has nothing to hide. Any Bard can produce this effect through spending 1 minute carefully planting rumours and suggestions into the target’s ear while glancing over at the nearby creature ‘who knows’. However, if a Fortune Teller casts this spell while making a reading for the target, the target will be at a -3 penalty on his/her Saving Throw!
Casting Time: 1 minute +; Components: (see description); Range: (see description – the other creature must be in sight who ‘knows’; Target: one intelligent creature; Duration: 5 minutes/level ; Saving Throw: Wisdom negates; Schools: (see description).
Thundering Drums
You play a drum while tapping the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Dexterity save halves the damage and negates being knocked prone.
Casting Time: 1 turn; Components: (see description); Range 15 ft.; Area: cone-shaped burst; Duration: instantaneous; Saving Throw: (see description); Schools: Music and Valour.