Detect Magic | Bard 0 | School: Divination | Components: Verbal, Somatic | Casting Time: 1 action | Range: 60 ft. | Area: Cone-shaped emanation | Duration: Concentration, up to 1 min./level (D) | Save: None | Resistance: No | You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell. |
Charm Person | Bard 1 | School: Enchantment, Wood Elemental | Components: Verbal, Somatic | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One humanoid creature | Duration: 1 hour/level | Save: DC 26 Will negates | Resistance: Yes | 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.) 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. |
Cure Light Wounds | Bard 1 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 24 Will half (harmless); see text | Resistance: Yes (harmless); see text | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. |
Feather Fall | Bard 1 | School: Transmutation, Air Elemental | Components: Verbal | Casting Time: 1 immediate action | Range: Close (25 + 5 ft./2 levels) | Target: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart | Duration: Until landing or 1 round/level | Save: DC 24 Will negates (harmless) or Will negates (object) | Resistance: Yes (object) | The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes. The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth. This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. |
Blindness/Deafness | Bard 2 | School: Necromancy | Components: Verbal | Casting Time: 1 action | Range: Medium (100 + 10 ft./level) | Target: One living creature | Duration: Permanent (D) | Save: DC 25 Fortitude negates | Resistance: Yes | You call upon the powers of unlife to render the subject blinded or deafened, as you choose. |
Cure Moderate Wounds | Bard 2 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 25 Will half (harmless); see text | Resistance: Yes (harmless); see text | This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). |
Detect Thoughts | Bard 2 | School: Divination | Components: Verbal, Somatic, Focus or Divine Focus | Casting Time: 1 action | Range: 60 ft. | Area: Cone-shaped emanation | Duration: Concentration, up to 1 min./level (D) | Save: DC 25 Will negates; see text | Resistance: No | You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. |
Blink | Bard 3 | School: Transmutation | Components: Verbal, Somatic | Casting Time: 1 action | Range: Personal | Target: You | Duration: 1 round/level (D) | Save: DC 26 | You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random. Blink has several effects, as follows. Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment). If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike. Any individually targeted spell has a 50% chance to fail against you while you're blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane). While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures. You take only half damage from falling, since you fall only while you are material. While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet. Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can't attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material. |
Confusion | Bard 3 | School: Enchantment | Components: Verbal, Somatic, Material or Divine Focus | Casting Time: 1 action | Range: Medium (100 + 10 ft./level) | Target: All creatures in a 15-ft.-radius burst | Duration: 1 round/level | Save: DC 28 Will negates | Resistance: Yes | This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
d% - Behavior
01-25 - Act normally
26-50 - Do nothing but babble incoherently
51-75 - Deal 1d8 points of damage + Str modifier to self with item in hand
76-100 - Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
Crushing Despair | Bard 3 | School: Enchantment | Components: Verbal, Somatic, Material | Casting Time: 1 action | Range: 30 ft. | Area: Cone-shaped burst | Duration: 1 min./level | Save: DC 28 Will negates | Resistance: Yes | 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. |
Displacement | Bard 3 | School: Illusion | Components: Verbal, Material | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: 1 round/level (D) | Save: DC 26 Will negates (harmless) | Resistance: Yes (harmless) | The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance. |
Gaseous Form | Bard 3 | School: Transmutation, Air Elemental | Components: Somatic, Material or Divine Focus | Casting Time: 1 action | Range: Touch | Target: Willing corporeal creature touched | Duration: 2 min./level (D) | Save: None | Resistance: No | The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains DR 10/magic and becomes immune to poison, sneak attacks, and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials. The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. A gaseous creature can't run, but it can fly at a speed of 10 feet and automatically succeeds on all Fly skill checks. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. |
Cure Critical Wounds | Bard 4 | School: Conjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: Instantaneous | Save: DC 27 Will half (harmless); see text | Resistance: Yes (harmless); see text | This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20). |
Dimension Door | Bard 4 | School: Conjuration | Components: Verbal | Casting Time: 1 action | Range: Long (400 + 40 ft./level) | Target: You and touched objects or other touched willing creatures | Duration: Instantaneous | Save: None and Will negates (object) | Resistance: No and yes (object) | You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. |
Dominate Person | Bard 4 | School: Enchantment | Components: Verbal, Somatic | Casting Time: 1 round | Range: Close (25 + 5 ft./2 levels) | Target: One humanoid | Duration: 1 day/level | Save: DC 29 Will negates | Resistance: Yes | You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as "Come here," "Go there," "Fight," and "Stand still." You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your orders or giving a dominated creature a new command is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it. |
Freedom of Movement | Bard 4 | School: Abjuration | Components: Verbal, Somatic, Material, Divine Focus | Casting Time: 1 action | Range: Personal or touch | Target: You or creature touched | Duration: 10 min./level | Save: DC 27 Will negates (harmless) | Resistance: Yes (harmless) | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combat maneuver checks made to grapple the target automatically fail. The subject automatically succeeds on any combat maneuver checks and Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, grant water breathing. |
Dispel Magic, Greater | Bard 5 | School: Abjuration | Components: Verbal, Somatic | Casting Time: 1 action | Range: Medium (100 + 10 ft./level) | Target: One spellcaster, creature, or object; or a 20-ft.- radius burst | Duration: Instantaneous | Save: None | Resistance: No | This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures. You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:
Area Dispel: Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell. |
Dirge of the Victorious Knights | Bard 6 | School: Illusion | Components: Verbal, Somatic, Focus | Casting Time: 1 Full Round | Range: 120 ft. | Duration: instantaneous | Save: DC 29 Reflex half | Resistance: Yes | By performing part of the Chelish opera Victory of the Hellknights, you call forth spectral illusions of mounted Hellknights to trample your foes under the hooves of their glorious steeds. The shadowy knights appear in your square and ride forward in the direction you indicate, dealing 1d6 points of damage per caster level (maximum 20d6) to all creatures in their path. Half of this damage is cold damage, while half results directly from arcane power and is not subject to cold resistance or immunity. The knights cannot pass through force effects or barriers that block incorporeal creatures or undead. |
| Mage Hand | Bard 0 | School: Transmutation | Components: Verbal, Somatic | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One nonmagical, unattended object weighing up to 5 lbs. | Duration: Concentration | Save: None | Resistance: No | You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range. |
Mending | Bard 0 | School: Transmutation, Metal Elemental | Components: Verbal, Somatic | Casting Time: 10 minutes | Range: 10 ft. | Target: One object of up to 1 lb./level | Duration: Instantaneous | Save: DC 23 Will negates (harmless, object) | Resistance: Yes (harmless, object) | This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. |
Open/Close | Bard 0 | School: Transmutation | Components: Verbal, Somatic, Focus | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: Object weighing up to 30 lbs. or portal that can be opened or closed | Duration: Instantaneous | Save: DC 23 Will negates (object) | Resistance: Yes (object) | You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect. |
Prestidigitation | Bard 0 | School: Universal | Components: Verbal, Somatic | Casting Time: 1 action | Range: 10 ft. | Target: See text | Area: See text | Effect: See text | Duration: 1 hour | Save: DC 23 See text | Resistance: No | Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. |
Resistance | Bard 0 | School: Abjuration | Components: Verbal, Somatic, Material or Divine Focus | Casting Time: 1 action | Range: Touch | Target: Creature touched | Duration: 1 minute | Save: DC 23 Will negates (harmless) | Resistance: Yes (harmless) | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell. |
Grease | Bard 1 | School: Conjuration, Earth Elemental | Components: Verbal, Somatic, Material | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One object or 10-ft. square | Duration: 1 min./level (D) | Save: DC 24 See text | Resistance: No | A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled. |
Hideous Laughter | Bard 1 | School: Enchantment | Components: Verbal, Somatic, Material | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One creature; see text | Duration: 1 round/level | Save: DC 26 Will negates | Resistance: Yes | This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't "translate" well. |
Silent Image | Bard 1 | School: Illusion | Components: Verbal, Somatic, Focus | Casting Time: 1 action | Range: Long (400 + 40 ft./level) | Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) | Duration: Concentration | Save: DC 24 Will disbelief (if interacted with) | Resistance: No | This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. |
Misdirection | Bard 2 | School: Illusion | Components: Verbal, Somatic | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One creature or object, up to a 10-ft. cube in size | Duration: 1 hour/level | Save: None or Will negates; see text | Resistance: No | By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like). |
Sound Burst | Bard 2 | School: Evocation | Components: Verbal, Somatic, Focus or Divine Focus | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Area: 10-ft.-radius spread | Duration: Instantaneous | Save: DC 25 Fortitude partial | Resistance: Yes | You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. |
Suggestion | Bard 2 | School: Enchantment | Components: Verbal, Material | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One living creature | Duration: 1 hour/level or until completed | Save: DC 27 Will negates | Resistance: Yes | You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2). |
Slow | Bard 3 | School: Transmutation | Components: Verbal, Somatic, Material | Casting Time: 1 action | Range: Close (25 + 5 ft./2 levels) | Target: One creature/level, no two of which can be more than 30 ft. apart | Duration: 1 round/level | Save: DC 26 Will negates | Resistance: Yes | An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste. |
Hold Monster | Bard 4 | School: Enchantment | Components: Verbal, Somatic, Material or Divine Focus | Casting Time: 1 action | Range: Medium (100 + 10 ft./level) | Target: One living creature | Duration: 1 round/level (D); see text | Save: DC 29 Will negates; see text | Resistance: Yes | This spell functions like hold person, except that it affects any living creature that fails its Will save. |
Mind Fog | Bard 5 | School: Enchantment, Void Elemental | Components: Verbal, Somatic | Casting Time: 1 action | Range: Medium (100 + 10 ft./level) | Effect: Fog spreads in 20-ft. radius, 20 ft. high | Duration: 30 minutes and 2d6 rounds; see text | Save: DC 30 Will negates | Resistance: Yes | Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. |
Shadow Walk | Bard 5 | School: Illusion | Components: Verbal, Somatic | Casting Time: 1 action | Range: Touch | Target: Up to one touched creature/level | Duration: 1 hour/level (D) | Save: DC 28 Will negates | Resistance: Yes | To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 × 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 × 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful. |
Song of Discord | Bard 5 | School: Enchantment | Components: Verbal, Somatic | Casting Time: 1 action | Range: Medium (100 + 10 ft./level) | Area: Creatures within a 20-ft.-radius spread | Duration: 1 round/level | Save: DC 30 Will negates | Resistance: Yes | This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. |
Geas/Quest | Bard 6 | School: Enchantment | Components: | Casting Time: 10 minutes | Target: One living creature | Duration: | Save: None | Resistance: Yes | This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
If the subject is prevented from obeying the geas/quest for 24 hours, it takes a -3 penalty to each of its ability scores. Each day, another -3 penalty accumulates, up to a total of -12. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the geas/quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest. |
Irresistible Dance | Bard 6 | School: Enchantment | Components: Verbal | Casting Time: 1 action | Range: Touch | Target: Living creature touched | Duration: 1d4+1 rounds | Save: DC 31 Will partial | Resistance: Yes | The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn. A successful Will save reduces the duration of this effect to 1 round. |
Shout, Greater | Bard 6 | School: Evocation, Metal Elemental | Components: Verbal, Somatic, Focus | Casting Time: 1 action | Range: 60 ft. | Area: Cone-shaped burst | Duration: Instantaneous | Save: DC 29 Fortitude partial or Reflex negates (object); see text | Resistance: Yes (object) | This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects. |
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