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Bard Spells - Level Two
Animal Trance

Level: Bard 2, Druid 2
School: Enchantment
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

Compel up to 2d6 Hit Dice of creatures into doing nothing for as long as you concentrate.


Blindness / Deafness

Level: Bard 2, Cleric 3, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Medium (100')
Duration: Level x 10 Rounds
Components: Verbal
Spell Resistance: Yes
Saving Throw: Fortitude Save

The target creature is struck blind and deaf.


Blur

Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal
Spell Resistance: Yes
Saving Throw: None

You appear blurred, making it more difficult to hit you. You are concealed, giving opponents a 20% chance of missing you.


Calm Emotions

Level: Bard 2, Cleric 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Concentrate
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save

Calms an agitated creature. Stops barbarian rages and suppresses morale bonuses and fear effects.


Cat's Grace

Level: Bard 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: No
Saving Throw: None

The target creature's Dexterity is increased by +4.


Cure Moderate Wounds

Level: Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

Cure a creature using positive energy. Cures 2d8 points of damage +1 point per caster level (to a maximum of +10). Against undead creatures, the spell deals damage rather than curing it.


Daze Monster

Level: Bard 2, Sorcerer 2, Wizard 2
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: 1 Round
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

This enchantment clouds the mind of creatures of 6 or fewer Hit Dice.


Delay Poison

Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 1
School: Conjuration
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 600 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

The subject becomes temporarily immune to poison.


Eagle's Splendor

Level: Bard 2, Cleric 2, Paladin 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Charisma is increased by +4.


Fox's Cunning

Level: Bard 2, Sorcerer 2, Wizard 2
School: Transmutation
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature's Intelligence is increased by +4.


Heroism

Level: Bard 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Touch
Duration: Level x 100 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

This spell inspires the target with great bravery. The recipient gains a +2 morale bonus on attack rolls, saves, and skill checks.


Hold Person

Level: Bard 2, Cleric 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

The target humanoid is paralyzed for the duration of the spell. The victim may attempt a Will save each round to try and break free from the spell's effect.


Hypnotic Pattern

Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

A hypnotic pattern fascinates creatures within a radius of 10' (2 squares) up to 2d4 Hit Dice +1 per caster level (to a maximum of +10).


Invisibility

Level: Bard 2, Sorcerer 2, Wizard 2
School: Illusion
Casting Time: 1 Standard Action
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.


Rage

Level: Bard 2, Sorcerer 3, Wizard 3
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Concentrate
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

This spell affects one creature per three caster levels that are within 30' (6 squares) of the target location. Each affected creature gains a +4 morale bonus to Strength and Constituation, as well as a +2 morale bonus to Will saves and a -2 penalty to Armor Class. When the spell wears off, the subject is fatigued.


Scare

Level: Bard 2, Sorcerer 2, Wizard 2
School: Necromancy
Casting Time: 1 Standard Action
Descriptor: Fear, Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save

A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 penalty to attack, damage, and saving throws.


Silence

Level: Bard 2, Cleric 2
School: Illusion
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

This spell creates a zone of silence within 20' (4 squares) around the target area, preventing all within the area of effect from casting spells with verbal components.


Sound Burst

Level: Bard 2, Cleric 2
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Sonic
Range: Close (25')
Duration: Instantaneous
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Fortitude Save

All creatures within the area of effect take 1d8 points of sonic damage and must make a Fortitude save or be stunned for a round.


Summon Monster II

Level: Bard 2, Cleric 2, Sorcerer 2, Wizard 2
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

You summon a fiendish wolf to be a faithful and loyal servant.