Bard Spells

We’re using the Pathfinder spell descriptions, except where noted.

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.

Cantrips (0-Level Spells)

Dancing Lights: Creates torches or other lights.

Daze: Humanoid creature of 4 HD or less loses next action.

Detect Magic: Detects spells and magic items within 60 ft.

Flare: Dazzles one creature (–1 on attack rolls).

Ghost Sound: Figment sounds.

Know Direction: You discern north.

Light: Object shines like a torch.

Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Summon Instrument: Summons one musical instrument.

First Level Spells

Alarm: Wards an area for 2 hours/level.

Animate Rope: Makes a rope move at your command.

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.

Charm Person: Makes one person your friend.

Comprehend Languages: You understand all languages.

Confusion, Lesser: One creature is confused for 1 round.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Detect Secret Doors: Reveals hidden doors within 60 ft.

Disguise Self: Changes your appearance.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base land speed increases by 30 ft.

Feather Fall: Objects or creatures fall slowly.

Grease: Makes 10-ft. square or one object slippery.

Hideous Laughter: Subject loses actions for 1 round/ level.

Hypnotism: Fascinates 2d4 HD of creatures.

Identify: Gives +10 bonus to identify magic items.

Magic Aura: Alters object’s magic aura.

Magic MouthM: Objects speaks once when triggered.

Obscure Object: Masks object against scrying.

Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

Silent Image: Creates minor illusion of your design.

Sleep: Puts 4 HD of creatures into magical slumber.

Summon Monster I: Summons extraplanar creature to fight for you.

Undetectable Alignment: Conceals alignment for 24 hours.

Unseen Servant: Invisible force obeys your commands.

Ventriloquism: Throws voice for 1 min./level.

Second Level Spells

Alter Self: Assume form of a Small or Medium humanoid.

Animal Messenger: Sends a Tiny animal to a specific place.

Animal Trance: Fascinates 2d6 HD of animals.

Blindness/Deafness: Makes subject blind or deaf.

Blur: Attacks miss subject 20% of the time.

Calm Emotions: Calms creatures, negating emotion effects.

Cat’s Grace: Subject gains +4 to Dex for 1 min./level.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Darkness: 20-ft. radius of supernatural shadow.

Daze Monster: Living creature of 6 HD or less loses next action.

Delay Poison: Stops poison from harming target for 1 hour/level.

Detect Thoughts: Allows “listening” to surface thoughts.

Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.

Enthrall: Captivates all within 100 ft. + 10 ft./level.

Fox’s Cunning: Subject gains +4 to Int for 1 min./level.

Glitterdust: Blinds creatures, outlines invisible creatures.

Heroism: Gives +2 on attack rolls, saves, skill checks.

Hold Person: Paralyzes one humanoid for 1 round/level.

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Locate Object: Senses direction toward object (specific or type).

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Scare: Panics creatures of less than 6 HD.

Shatter: Sonic vibration damages objects or crystalline creatures.

Silence: Negates sound in 20-ft. radius.

Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Suggestion: Compels subject to follow stated course of action.

Summon Monster II: Summons extraplanar creature to fight for you.

Summon Swarm: Summons swarm of bats, rats, or spiders.

Tongues: Speak and understand any language.

Whispering Wind: Sends a short message 1 mile/level.

Third Level Spells

 Accept Affliction: Transfer the effects of afflictions from someone else to yourself.
 Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.
 Air of AuthorityR: Creatures believe you are their direct superior.
 Akashic CommunionFM: Make 1 knowledge check /3 levels with a +10 bonus
 Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round
 Alpha Instinct: Gain bonuses when you’re interacting with animals
Apparent Treachery: Shroud creatures in an aura of suspicion and paranoia.
 Arcane Concordance: Grants metamagic to arcane spells.
 Assume Appearance: Use a creature’s corpse to adopt its form
 Audiovisual Hallucination: Create a phantasm with auditory and visual effects.
 Aura of the Unremarkable: Make actions seem mundane to nearby creatures.
 Beacon of LuckR: Send out a burst of luck to allies around you.
 Bereave: Affected creatures don’t count as allies for any purpose
 Bit of LuckR: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success
 Blink: You randomly vanish and reappear for 1 round per level.
 Blot: Destroy all writing within an area.
Business BoomsM: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.
 Calamitous Flailing: Cause the target’s attacks to gain a miss chance.
 Campfire Wall: Creates a shelter around a campfire.
 Champion’s BoutR: Prevent others from interfering in a duel.
 Channel the GiftR: Fuel a target’s spellcasting, spontaneously cast spells without expending the slot.
 Charm Monster: Makes monster believe it is your ally.
 Claim Identity: Steal a creature’s face
 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
 Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.
 Confusion: Subjects behave oddly for 1 round/level.
 Conjure Carriage: Create a fine carriage.
 Contingent Action: Set the condition for triggering a target’s readied standard, move, or swift action.
 Control Summoned Creature: Direct a summoned monster as if you had summoned it.
 Coordinated Effort: Grants allies a teamwork feat.
 Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
 Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
 Curse of Disgust: Target is sickened while viewing trigger.
 Daylight: 60-ft. radius of bright light.
 Death from BelowR: Target gains dodge bonus to AC against larger creatures.
 Deep Slumber: Puts 10 HD of creatures to sleep.
 Deft Digits: Animate a glove or gauntlet from a distance.
 Delay Poison, Communal: As delay poison, but you may divide the duration among creatures touched.
 Demanding Message: Send messages as per message with a suggestion for one creature.
 Detect Anxieties: Learn what makes a creautre anxious.
 Discern ValueF: Quickly analyze the monetary value of objects and identify which are most valuable.
 Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.
 Dispel Magic: Cancels one magical spell or effect.
 Displacement: Attacks miss subject 50% of the time.
 Disrupt Link: Sever the target’s link with her bonded creature.
 Domination Link: Read thought echoes of a creature mentally controlling another.
Draconic Malice: Cause living creatures to lose their immunity to fear or mind-affecting effects vs your spells.
 Dreadscape: Surroundings and unfamiliar creatures seem like something out of a nightmare.
 Elemental Speech: Enables you to speak to elementals and some creatures.
Enticing Adulation: Force a creature to protect and care for you.
 Exquisite Accompaniment: Instrument maintains bardic performance for you.
 False AlibiMR: Modify the target’s memory in a specific way.
 False FutureM: Cause divinations of the future to reveal the result you choose.
 Fear: Subjects within cone flee for 1 round/level.
 Fearsome DuplicateR: Create a menacing duplicate of yourself to interact with others.
 Feather Step, Mass: As feather step, but affects many targets rather than one.
 Fiendish Wrath: Targets gain a moral bonus to Strength, Constitution, and Will, as well as the rend ability with claws or unarmed strikes
 Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.
 Fleeting Memory: Create a gap in the target’s memory.
 Flexible Fury: Swap one rage power for another.
 Flexile Curse: Creature’s armor and shield lose 1 AC and hardness/hour
 Fractions of Heal and HarmR: Heal yourself with the next spell that also deals damage.
 Free Spirit: Gain the effects of freedom of movement, but also become drunk
 Free Swim: As freedom of movement, but only allowing a creature to move freely underwater
 Gaseous Form: Subject becomes insubstantial and can fly slowly.
 Geas, Lesser: Commands subject of 7 HD or less.
 Geomessage: Leave a message hidden on a surface
 Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
 Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
 Guardian Monument, Lesser: Bless a monument to imbue nearby humans with 2/magic damage reduction.
 Guarding Knowledge: Gain a +4 insight bonus on saving throws vs a creature’s abilitiy you have identified with a Knowledge check
 Gullibility: Target takes a -10 penalty to Sense Motive and creatures using Bluff against them gain a +10 bonus on such checks
 Hallucinatory Decor: Change the appearance of a structure to suit your tastes
Harrowing: Use a Harrow deck to predict the future.
 Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
 Haunting Choir: Spirits cause wracking pain to listeners.
 Hollow Heroism: Provide a heroism effect that you can reverse at any time
Horrifying Visage: Cause creatures to gain a phobia
 Hypercognition: Rapidly recall everything you know about a subject.
 Illusory ScriptM: Only select creatures can read text.
 Infuse Self: Assume the form of a native outsider
Inhibiting Patterns: Create illusory pillars that block movement
 Instant Fake: Provide a short-term replica of an object.
 Inveigle Person: Humanoid becomes friendly to all other creatures.
 Invigorate, Mass: As invigorate, but multiple creatures.
 Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures
 Invisibility Sphere: Makes everyone within 10 feet invisible.
 Isolate: Make a creature invisible and silent to their allies.
 Jester’s Jaunt: Teleport target within 30 ft. of itself.
 Leshy SwarmR: Call for a leshy swarm to aid you.
 Liquefy: Transmute an object into a liquid version of itself.
 Lover’s VengeanceM: Inspire yourself or a lover into a rage against someone who wronged you.
 Mad Monkeys: Summon a swarm of mischievous monkeys.
 Mad Sultan’s Melody: Bizarre cacohony fascinates eldritch creatures.
 Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.
 Major Image: As silent image, plus sound, smell, and thermal effects.
 Malicious SpiteM: Target is compelled to plot against another.
 Mark of Buoyancy: Make a touched object weightless
 Martial Marionette: Take partial control of an opponent’s limbs.
 Meticulous Match: Determine if two things are identical.
 Mind Maze: Target must act as though they are wandering through a maze.
 Minor DreamR: As the dream spell, except delivering a shorter message.
 Mirage: Create illusory terrain
 Motes of Dusk and Dawn: Create up to four motes that shed light or darkness.
 Mydriatic Spontaneity: Cause splitting headaches and an oversensitivity to light and darkness.
 Nixie’s LureR: Create a seductive song to lure all nearby creatures.
 OverlookR: Enhance your ability to seem small and unimportant, increasing your Stealth.
 Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus.
Penumbral Disguise: Mask your features with shadowy illumination.
 Pernicious Pranksters: Fey forces target enemies with random combat maneuvers
 Phantom Driver: Conjures a phantom to drive vehicles.
 Phantom SteedY: Magic horse appears for 1 hour/level.
 Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch
 Pierce Disguise: See through low-level magical disguises.
 Pillow Talk: Sleeping creature answers your questions
Prehensile PilferR: Allow the target’s tail to make Dirty Trick or Steal maneuvers.
Probe HistoryR: Find answers to Knowledge questions by looking at alternate realities.
Prosperous Room: (Downtime Spell) Increase the appeal a targeted room has.
 Purging Finale: Removes one negative effect.
 Raging RubbleR: Animate an area of rocks to create a dangerous, rolling area of debris.
 Rags to Riches: Enhance an object to function as if it were masterwork quality.
 Rain of Frogs: Summon a swarm of poisonous frogs.
 Raven’s Flight: Quickly turn into a tiny blurred shape with flight.
 Remove Curse: Frees object or person from curse.
 Repungant Taste: Foul liquid nauseates creatures that bite the target
 Respectful QuietR: Render all targets silent, but only one-way.
Restore Mythic Power: Transfer some of your mythic essence to another creature.
 Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.
 Reviving Finale: Allies cured 2d6 damage.
 Sand Table: Create a model of the surrounding land and the creatures nearby
 ScryingF: Spies on subject from a distance.
 Sculpt Sound: Creates new sounds or changes existing ones into new sounds.
 Secret Page: Changes one page to hide its real content.
 See Invisibility: Reveals invisible creatures or objects.
 Seeds of Influence: Weaken a creature to your divinations and enchantments
 Seek Thoughts: Detects thinking creatures’ thoughts.
 Selective Alarm: As alarm, but only against selected creatures.
 Selective Invisibility: Allow one creature to see you while invisible.
 Sepia Snake SigilM: Creates a snake-shaped text symbol that immobilizes reader.
 Sequester ThoughtsM: Erase a creature’s memory about a single topic.
 Shadow Enchantment: Use material from the Shadow Plane to create an illusory version of an enchantment spell.
 Shifting Shadows: Obscure the appearance of all creatures within the shifting shadows.
 Shroud of Innocuity: Disguise creatures as ordinary
Silt Sphere: Illusory silt hides creatures while underwater
 Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.
Skyshroud: Unobstructed view of the sky from underground
 Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
 Smug Narcissism: Target is distracted by its sense of self.
 Speak with Animals: You can communicate with animals.
 Spectral Scout: Summon a spectral animal to scout for you.
 Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.
 Stage Fright: Give the target a -4 penalty on ability checks, skill checks, and any checks requiring concentration.
 Stolen LightF: Store images within a gem.
 Summon Ancestral Guardian: Conjure your ancestors’ spirits to help you in combat.
 Summon Monster 3: Summons extraplanar creature to fight for you.
 Sunstalker: Creature becomes invisible in sunlight
 Terrible Remorse: Creature is compelled to harm itself.
 They Know: Convince target that a nearby creature knows her greatest secret.
 Threefold Sight: When rolling a d20, roll 3d20 and choose the middle result
 Thundering Drums: 1d8 damage/level and knocked prone.
 Tiny Hut: Creates shelter for 10 creatures.
 Tongues, Communal: As tongues, but you may divide the duration among creatures touched.
 Trade Items: Swap a focus object with a target object.
 Triggered Suggestion: As suggestion, but triggered only and target doesn’t remember the suggestion.
 Unflappable MienF: Protective barrier of force knocks creatures and deals force damage
Venomous Promise: Entwine your words with poison, harming the target if they share your message.
 Vision of Hell: Illusory hellscape makes creatures shaken.
 Wall of Nausea: Creatures that pass through the wall are nauseated and might fall prone.
 Wall of Split Illumination: Create a wall of illumination, darkness on one side, light on the other.
 Witness: See through the target’s eyes and ears

F This spell has a focus component not normally included in a spell component pouch.
M This spell has a material component not normally included in a spell component pouch.
R Spell requires a requisite religion or race.
T In order to prepare any of these spells, the caster must spend an hour performing a ritual. For 24 hours after the ritual, the caster may prepare spells.