TEXT:  
   
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions  
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forums/index.php 
   
   
  December 9, 2005 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bard Spell List..............................................2 
  0th Level ............................................................2 
  1st Level.............................................................3 
  2nd Level............................................................6 
  3rd Level ............................................................9 
  4th Level ..........................................................12 
  5th Level ..........................................................15 
  6th Level ..........................................................17 
  Spell Tables................................................20 
  Summon Monster............................................20 
  Summon Undead.............................................21 
  Glossary......................................................22 
  Auras...............................................................22 
  Ranges.............................................................22 
  Levels of Concealment ...................................23 
  Levels of Cover...............................................23 
  Level of Exhaustion........................................23 
  Levels of Fear ................................................ 23 
  Areas of Effect – Shape ................................. 23 
  Areas of Effect – Fill ..................................... 23 
  Casting Times ................................................ 23 
  Other Definitions ........................................... 24 
  Appendix....................................................26 
  Revision History ............................................ 26 
  Key to Sourcebooks....................................... 26 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 0th level 
   
  Page 2 
  Bard Spell List 
   
  Charisma-based Impromptu Arcane Spells 
   
  0th Level 
   
  Abjuration 
  Resistance(PH p272) 
  <Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min> 
  – Subject gains +1 Resistance bonus on all saves. 
  Conjuration 
  Summon Instrument(PH p285) 
  <Conj(sum), VS, 1StdAct, Personal, 1min/lvl(D)> 
  – Summons a handheld musical instrument of 
  the desired type into the caster’s hands.  The 
  caster may not summon another instrument 
  until the first casting is done & only the 
  caster can play the summoned instrument. 
  Divination 
  Detect Crossroad(MoF p88) 
  <Div, VS, 1StdAct, 1 mile range, Concentration up to 
  10min/lvl> 
  – Sense the direction of a Fey Crossroads within 
  1 mile.  The caster may identify it when it is 
  within 60’ and unobstructed. 
  Detect Magic(PH p219) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see the Magic Aura of a spell 
  or item in a 60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of magic. 
  2nd round – number of magic auras & the 
  strength of the most powerful aura.  If not 
  in line-of-sight, the caster only knows the 
  direction. 
  3rd round – strength & location of each aura.  
  If an aura is within line-of-sight, the caster 
  can identify its school with a Spellcraft 
  check vs. DC 15 + spell level. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Ghostharp(MoF p97) 
  <Div, VS, 1Minute, Touch, 5min/lvl(D)> 
  – The last song played within 50’ during the 
  previous day is replayed by the touched 
  object.  The caster may ‘pause’ and ‘replay’ 
  the tune until the duration expires. 
  Know Direction(PH p246) 
  <Div, VS, 1StdAct, Personal> 
  – The caster knows which direction is North. 
  Read Magic(PH p269) 
  <Div, VSF(prism), 1StdAct, Personal, 10min/lvl> 
  – Reads scrolls & spell books at 1 page per min. 
  Seeker’s Chant(DR326 p74) 
  <Div, VS, 1StdAct, Personal, 1min> 
  – Caster gains a +1 bonus to Search checks, but 
  receives a –2 penalty on Move Silently checks. 
  Enchantment 
  Daze(PH p217) 
  <Ench(comp)[mind], VSM(wool), 1StdAct, Close-
  range, 1rnd, WillNeg, SR applies> 
   – One Humanoid with no more than 4HD is 
  Dazed. 
  Lullaby(PH p249) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Concentration + 1rnd/lvl(D), WillNeg, SR applies> 
  – All living creatures in a 10’ radius Burst 
  become drowsy & receive a –5 penalty on 
  Listen & Spot checks, and a –2 penalty on 
  Will saves to resist Sleep effects. 
  Evocation 
  Dancing Lights(PH p216) 
  <Evoc[light], VS, 1StdAct, Medium-range, 1min> 
  – Up to 4 spheres in a 10’ area that each give off 
  30’ of light.  They can move 100’ per round. 
  Flare(PH p232) 
  <Evoc[light], V, 1StdAct, Close-range, Instantaneous, 
  FortNeg, SR applies> 
  – Target with sight is Dazzled for 1 minute. 
  Light(PH p248) 
  <Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)> 
  – Object touched gives off bright light in a 20’ 
  radius & dim light for another 20’. 
  This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Illusion 
  Fleeting Fame(DR326 p73) 
  <Ill(glamer), VS, 1StdAct, Personal, until discharged 
  up to 1rnd/lvl> 
  – Receive a +2 bonus on the next Bluff, 
  Diplomacy, or Intimidate check. 
  Ghost Sound(PH p235) 
  <Ill(figment), VSM(wool/wax), 1StdAct, Close-range, 
  1rnd/lvl(D), WillDisbelief, no SR> 
  – Sounds of 4 people per level (max 20 people). 
  Transmutation 
  Mage Hand(PH p249) 
  <Trans, VS, 1StdAct, Close-range, Concentration> 
  – A designated, unattended object that weights 
  no more than 5 lbs can be moved at up to 15’ 
  per Move Action. 
  Minor Disguise(MoF p108) 
  <Trans, VS, 1StdAct, Personal, 1hour> 
  – Makes cosmetic changes to your appearance.  
  Gain a +2 Competence bonus on a single 
  Disguise check. 
  Mending(PH p253)  
  <Trans, VS, 1StdAct, 10’ range, Instantaneous> 
  – Repairs one object of up to 1 pound. 
  Message(PH p253) 
  <Trans[language], VSF(copper wire), 1StdAct, 
  Medium-range, 10min/lvl, no SR> 
  – The caster plus 1 creature per level can 
  communicate within range by whispering as 
  long as there is no physical/magical barrier. 
  Open/Close(PH p258) 
  <Trans, VSF(brass key), 1StdAct, Close-range> 
  – Opens or closes one unlocked door, window, 
  pouch, etc., that weighs up to 30 pounds. 
  Songbird(MoF p120)(MoFe)+ 
  <Trans, VS, 1Full-Round, Personal> 
  – Perform within 1 hour of casting this spell and 
  gain +1 Competence bonus on your next 
  Charisma check within 1 hour of finishing. 
  Stick(Und p61) 
  <Trans, VSM(dry glue), 1StdAct, Touch, Instantaneous> 
  – An unattended target object weighting no 
  more than 5 pounds adheres to a larger object 
   The two objects can pulled apart automatically 
  by a Corporal creature as a Move Action, by 
  a Mage Hand, by an Unseen Servant, etc. 
  Universal 
  Prestidigitation(PH p264) 
  <Univ, VS, 1StdAct, 10’range, 1hour, no SR> 
  – Performs minor tasks, such as drying, 
  cleaning, & soaking objects. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 1st level 
   
  Page 3 
  1st Level 
   
  Abjuration 
  Alarm(PH p197) 
  <Abj, VS/AF(tiny bell, silver wire)/DF, 1StdAct, 
  Close-range, 2hrs/lvl(D), no save, no SR> 
  – If any creature of Tiny-size or larger passes 
  through the warded 20’ radius Emanation 
  without saying the password, an alarm 
  (chosen at casting time) will sound. 
  Audible:  Chimes for 1 round.  Easily heard 
  within 60’ in typical conditions. 
  Mental:  The chime is only in the caster’s 
  head, though he/she must be within 1 mile.  
  This will wake the caster, but not disturb 
  his/her concentration. 
  Disquietude(MoF p90) 
  <Abj[sonic], VS, 1StdAct, Close-range, 1rnd/lvl, 
  WillNeg> 
  – Target avoids physical contact with others, 
  including allies.  If attacked & unable to flee, 
  the target will go into Full Defense. 
  Joyful Noise(CAdv p154) 
  <Abj, S, 1StdAct, Concentration> 
  – Suppress Silence in a 10’ radius Emanation 
  around the caster for as long as concentration 
  is maintained. 
  Obscure Object(PH p258) 
  <Abj, VSM(chameleon skin)/DF, 1StdAct, Touch, 
  8hrs(D)> 
  – A touched object of up to 100 pounds per 
  level cannot be found with Divination (scry) 
  spells.  If a scrying is targeted nearby, the 
  subject cannot be seen. 
  Remove Fear(PH p271) 
  <Abj, VS, 1StdAct, Close-range, 10min> 
  – One subject + 1 per 4 levels within a 30’ area 
  gains a +4 Morale bonus on saves vs. fear. 
  This spell Counters & Dispels Cause Fear, and 
  Suppresses all other fear effects. 
  Undetectable Alignment(PH p297) 
  <Abj, VS, 1StdAct, Close-range, 24hrs> 
  – The target creature or object cannot have its 
  alignment detected. 
  Conjuration 
  Cure Light Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 1d8 +1/level damage (max +5) with 
  Positive Energy. 
  Grease(PH p237) 
  <Conj(creat), VSM(butter/pork rind), 1StdAct, Close-
  range, 1rnd/lvl(D), no SR> 
  – This spell has several uses:  
  a) Make one 10’ square slippery.  Going 
  through the area requires a Reflex save to 
  avoid falling down.  A creature can go 
  through the area at ½ movement by 
  making a Balance check vs. DC 10 (failure 
  of this check by less than 5 allows a Reflex 
  save to avoid falling, while failing by 5 or 
  more guarantees a fall); 
  b) Make one object slippery.  If the object is 
  held, the wielder gets a Reflex save to 
  avoid the effect entirely.  If the save fails 
  (or was not in anyone’s possession when 
  the spell was cast), the object becomes 
  slippery for the duration & is immediately 
  dropped.  A Reflex save is then required 
  each round to hold the object.  
  c) Make one person slippery.  The subject 
  gains a +10 Circumstance bonus on 
  Escape Artist checks & on Grapple checks 
  made to resist or escape a grapple, or 
  escape a pin. 
  Healing Rest(CAdv p151) 
  <Conj(heal), VS, 10Minutes, Close-range, 24hrs> 
  – Up to 1 creature per level in a 30’ area has it 
  natural healing rate doubled. 
  Summon Monster I(PH p285) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one creature from the ‘Summon 
  Monster I’ Table to fight the caster’s enemy.  
  The creature can attack on the caster’s 
  initiative starting its first round. 
  Summon Undead I(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one creature from the ‘Summon 
  Undead I’ Table to fight the caster’s enemy.  
  The creature can attack on the caster’s 
  initiative starting its first round. 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Unseen Servant(PH p297) 
  <Conj(creat), VSM(string, wood), 1StdAct, Close-
  range, 1hr/lvl> 
  – Creates invisible force that can do simple 
  tasks, like cleaning & opening doors.  It has a 
  Strength of 2 (so it can lift 20 pounds or drag 
  100 pounds) & a movement of 15’, but it 
  must stay in range. 
   The servant cannot attack, nor can it be the 
  direct target of attacks, but if it takes 6hp of 
  damage from area-of-effect attacks, it is 
  dissipated. 
  Divination 
  Appraising Touch(DR325 p70) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – Gain an Insight bonus equal to your Caster 
  level on Appraise check made to determine a 
  object’s value. 
   Even if the check fails, the erroneous estimate 
  will be no more than 50% off. 
  Comprehend Languages(PH p212) 
  <Div, VSM(soot, salt)/DF, 1StdAct, Personal, 10min/lvl> 
  – Understands all spoken and written languages 
  of the person or object touched. 
  Detect Secret Doors(PH p220) 
  <Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, 
  no save, no SR> 
  – The caster can see secret doors, compartments, 
  caches, etc,  in a 60’ Cone-shaped Emanation.  
  This spell does not locate items that are 
  obscured (i.e., behind boxes or under a rug).  
   The information gained increases each round:  
  1st round – presence of a secret door. 
  2nd round – number of secret doors & the 
  location of each one.  If not in line-of-
  sight, the caster only knows the direction.  
  If not in line-of-sight, the caster only 
  knows the direction. 
  3rd+ rounds – method to open one specific 
  secret door. 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Discern Bloodline(RoD p165) 
  <Div, VSM(drop of blood), 1StdAct, Close-range, 
  Concentration up to 1 rnd/lvl, WillNeg, SR applies> 
  – Each round, the caster can learn the race of 
  one target creature, including any Inherited 
  Templates. 
  Empathy(DR313 p93) 
  <Div[mind], VS, 1StdAct, Close-range, 1min/lvl(D), 
  WillNeg, no SR> 
  – The caster sense the emotion of the living 
  target creature.  He/she knows the target’s 
  emotion (fear, hate, joy, etc.) and its strength 
  (mild, moderate, or strong). 
   The caster gains a +2 Competence bonus to all 
  Charisma-based skill checks against the 
  target for the spell’s duration. 
  Identify(PH p243) 
  <Div, VS/AM(100gp pearl, wine, owl feather)/DF, 
  1Hour, Touch> 
  – Determines all the properties of one magic 
  item. 
  Know Protections(MoF p104) 
  <Div, VS, 1StdAct, Close-range, WillNeg> 
  – Determine one target’s damage reduction, 
  spell resistance, and energy 
  resistances/immunities. 
  Locate City(RoD p167) 
  <Div, V, 1 Round, 10miles/level, Instantaneous> 
  – Locates the closest community whose 
  minimum size has been designated by the 
  caster (as small as a Village or as large as a 
  Metropolis).  The spell does not penetrate 
  solid objects, so it will not locate 
  underground cities. 
  Master’s Touch(CAdv p154) 
  <Div, VF(weapon or shield), 1 Swift Action, Personal, 
  1min/lvl(D)> 
  – The caster becomes proficient with one touched 
  weapon or shield for the spell’s duration.   
   Note:  If cast on a Short Sword, the caster is 
  proficient with that Short Sword.  If he/she 
  picked up any other Short Sword, the 
  proficiency would not apply. 
  Scholar’s Touch(RoD p167) 
  <Div, VSM(parchment, tinder)F(thin crystal disk), 
  1StdAct, Personal, Concentration up to 1 rnd/lvl> 
  – The caster can “read” one touched book per 
  round.  His/her understanding is the same as 
  if time had been spent doing a single reading.  
  If the caster does not know the language/code 
  the book is written in, this spell does not 
  translate it.  The spell does not help with 
  magic books and scrolls. 
  Enchantment 
  Charm Person(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One Humanoid considers the caster its ally.  
  Anything the casters says or does will be 
  treated the same way as if a close friend has 
  done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Confusion, Lesser(PH p212) 
  <Ench(comp)[mind], VS, 1StdAct, Close-range, 1rnd, 
  WillNeg, SR applies> 
  – One target is Confused for a single round. 
  Distract(DR314 p20) 
  <Ench(comp)[mind], S, 1StdAct, Medium-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – Up to 1 creature per level in a 30’ area 
  receives a –4 penalty to Concentration, 
  Listen, Search, and Spot checks. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 1st level 
   
  Page 4 
  Focusing Chant(CAdv p149) 
  <Ench(comp))[mind], V, 1StdAct, Personal, 1min(D)> 
  – Gain a +1 Circumstance bonus all attacks, 
  skill checks, and ability checks for the spell 
  duration. 
   This spell does not require Concentration, but 
  does require the caster to quietly chant, so 
  while the spell continues, the caster cannot 
  speak, use Bardic Music, cast spells with 
  Verbal components, etc.  This spell may be 
  Dismissed as an Immediate Action. 
  Harmony(PGF p104)(MoF p99) 
  <Ench(comp)[mind][sonic], VS, 1StdAct, Personal> 
  – The next use of the Bardic Ability Inspire 
  Courage that begins within 1 minute grants a 
  +2 Morale bonus to attack & weapon damage 
  and a +4 Morale bonus on saves vs. Charm & 
  Fear effects. 
  Herald’s Call(CAdv p151)(MoF p100) 
  <Ench(comp)[mind][sonic], VS, 1StdAct, WillNeg, SR 
  applies> 
  – Any 5HD or less creature in the 20’ radius 
  Burst of the caster is Slowed for 1 round. 
  Hypnotism(PH p242) 
  <Ench(comp)[mind], VS, 1FullRound, Close-range, 
  2d4rnds(D), WillNeg, SR applies> 
  – 2d4 HD of creatures in a 30’ area who can see 
  or hear the caster are fascinated by the effect 
  (+2 save if in combat, –2 if alone and 
  unthreatened). 
   Each fascinated target considers the caster two 
  Attitude Categories better than normal.  The 
  caster can make a simple, reasonable request 
  of the target which is likely to be followed. 
   A target who failed its saving throw does not 
  remember the caster cast a spell on it after the 
  spell wears off.   
  Ray of Hope(BoED p105) 
  <Ench(comp)[good][mind], VS, 1StdAct, Close-range, 
  1rnd/lvl> 
  – The living subject receives a +2 Morale bonus 
  on All Actions. 
   This spell Counters and Dispels Sorrow (from 
  the Book of Vile Darkness). 
  Shock and Awe(DR325 p72) 
  <Ench[mind], VS, 1StdAct, Close-range, 1rnd, WillNeg,  
  SR applies> 
  – One target per level in a 30’ area that are  
  Flat-Footed due to a surprise round of combat 
  receive a –10 penalty on their Initiative roll. 
   Targets that cannot be Flat-Footed (such as 
  creatures with Uncanny Dodge) are immune 
  to this spell. 
  Sleep(PH p280) 
  <Ench(com)[mind], VSM(sand), 1Round, Medium-
  range, 1min/lvl, WillNeg, SR applies> 
  – Put 4 HD of creatures in a 10’ radius Burst 
  into comatose slumber.  Target are woken by 
  being damaged or with a Standard Action.  
  The lowest HD creatures are put to sleep first. 
  Tasha’s Hideous Laughter(PH p292) 
  <Ench(comp)[mind], VSM(feather, tiny tarts), 
  1StdAct, Close-range, 1rnd/lvl, WillNeg, SR 
  applies> 
  – One target with 3 or higher Intelligence falls 
  down laughing & can make no action for the 
  duration of the spell (but is not Helpless). 
   A creature of a different type from the caster 
  receive a +4 bonus on its save. 
  Illusion  
  Dead End(DR325 p71) 
  <Ill(shadow), VSM(pinch of spice), 1StdAct, Touch, 
  1hr/lvl(D)> 
  – One touched subject per level has its tracks, 
  scent, etc., obscured.  Any creature that 
  attempts to locate a subject’s trail with a 
  Search check, a Survival check for tracking, 
  or using the Scent Ability must make a Will 
  save (no SR) to even be allowed an attempt.  
  If the save is successful, any Search, 
  Survival, or Wisdom check to find / follow 
  tracks still receives a –5 penalty.  
  Disguise Self(PH p222) 
  <Ill(glamer), VS, 1StdAct, Personal, 10min/lv(D), 
  WillDisbelief> 
  – The caster can make minor visual changes to 
  his/her appearance.  These include gaining or 
  loosing 1’ of height, gaining or loosing 
  weight, the addition or removal of a beard / 
  scar, etc. 
   This spell provides a +10 on Disguise checks. 
   Anyone interacting with the caster (particularly 
  if they touch him/her) are allowed a Will save 
  to Disbelieve the illusion. 
  Friendly Face(RoD p166) 
  <Ill(glamer), VS, 1StdAct, Personal, 10min/lvl(D)> 
  – The caster gains a +5 Circumstance bonus on 
  Diplomacy & Gather Information checks 
  made to influence or gain information from 
  creatures with an Intelligence of at least 3 and 
  who are not currently Hostile towards the 
  caster. 
  Glimpse of Fear(DR333 p71) 
  <Ill(phantasm)[mind][fear], VS, 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – The target living creature that can see and is 
  vulnerable to fear becomes Shaken and 
  receive a –4 penalty vs. other [fear] effects 
  for the spell’s duration. 
  Magic Mouth(PH p251)  
  <Ill(glamer), VSM(10gp jade power, honeycomb), 
  1StdAct, Close-range, Permanent until discharged> 
  – The caster creates an invisible ward which 
  produces an illusionary mouth that speaks up 
  to 25 words when it is triggered by a 
  condition specified at cast time.  The message 
  can be in any language known by the caster 
  and can be spread out over a 10 minute 
  period if desired. 
   The trigger must be within the spell’s range in 
  line-of-sight, up to 15’ per level.  The 
  conditions must be based on visual and/or 
  audible triggers, so the spell can be fooled by 
  disguises, silence, etc. 
  Nystul’s Magic Aura(PH p257) 
  <Ill(glamer), VSF(silk cloth), 1StdAct, Touch, 
  1day/lvl(D), no SR> 
  – Touched object of up to 5 pounds per level 
  gains one of the following magical auras: 
  a) not magical; 
  b) under the effect of a spell specified by the 
  caster; 
  c) having a magical property specified by the 
  caster. 
   Detect Magic, Detect Evil, etc., are always 
  fooled by this spell.  If Identify is cast on the 
  target object, its caster is allowed a Will save 
  (no SR) to see through this spell. 
  Serene Visage(DR325 p72) 
  <Ill(glamer), VS, 1StdAct, Personal, 1min/lvl> 
  – Receive an Insight bonus on Bluff checks 
  equal to your Caster level. 
  Silent Image(PH p279) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration, WillDisbelief, no SR> 
  – Creates a visual-only illusion of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  Ventriloquism(PH p298) 
  <Ill(figment), VF(parchment), 1StdAct, Close-range, 
  1min/lvl(D), WillDisbelief, no SR> 
  – The caster’s voice seems to come from a 
  designated location within range. 
  Necromancy 
  Cause Fear(PH p208) 
  <Necro[fear][mind], VS, 1StdAct, Close-range, Will½, 
  SR applies> 
  – One living target with up to 5HD is Frightened 
  for 1d4 rounds unless it makes its saving 
  throw.  On a successful save, the target is 
  Shaken for 1 round. 
   This spell Counters and Dispels Remove Fear. 
  Transmutation 
  Accelerated Movement(CAdv p142) 
  <Trans, VSM(cockroach), 1 Swift Action, Personal, 
  1rnd/lvl(D)> 
  – The caster may move at his/her normal speed 
  when using Balance, Climb, or Move Silently 
  without taking a penalty.  This spell does not 
  affect the caster’s Run or Charge speed. 
  Amplify(MoF p77)(MoFe)+ 
  <Trans[sonic], VS, 1StdAct, Long-range, 15’ radius, 
  1min/lvl, WillNeg> 
  – The sound coming from the area around the 
  targeted creature, object, or location is 
  amplified, causing the DC of Listen checks to 
  decrease by 20.  People in the area do not 
  know they are being amplified. 
  Animate Rope(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animate a 1” diameter rope whose length is 
  50’ + 5’/level (double the length if ½” 
  diameter cord is used & halve the length with 
  2” diameter heavy rope).  It will obey one of 
  the following each Move Action:  “coil”, 
  “coil & knot”, “loop”, “loop & knot”, 
  “uncoil”, etc. 
   Anyone who steps within 1’ of the rope or who 
  is hit by it with a ranged touch attack –and– 
  who fails a Reflex save is Entangled.  To 
  escape, make an Escape Artist check vs. DC 
  20, or a Strength check vs. DC 23, or an 
  attack vs. AC 10 & do 2 hp of damage. 
   An animated rope give a +2 bonus to Use Rope 
  checks. 
  Balagarn’s Iron Horn(MoF p79) 
  <Trans[sonic], VS, 1StdAct, Close-range, no save> 
  – A Cone of intense vibrations trip those in the 
  area.  Make a trip check for each target as if 
  the attacker had a Strength of 20. 
  Distort Speech(CAdv p145) 
  <Trans, VS, 1StdAct, Close-range, 1rnd/lvl, FortNeg, 
  SR applies> 
  – The target creature’s voice becomes warped, 
  which results in a 50% chance that spells with 
  Verbal components and magic items 
  activated by command words will fail. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 1st level 
   
  Page 5 
  Erase(PH p227) 
  <Trans, VS, 1StdAct, Close-range> 
  – One scroll or two pages of unattended non-
  magical writing are 90% likely to be erased 
  (100% if physically touched).  One magical 
  rune (Explosive Runes, Glyph of Warding, 
  Arcane Marks, or Sepia Snake Sigil) has a 
  90% chance of being erased, but it must be 
  touched and a Caster check vs. DC 15 (a 
  natural 1 or 2 is always a failure).  If the 
  check fails, then the magic rune is set off. 
  Expeditious Retreat(PH p228) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster’s base land speed receives a +30’ 
  Enhancement bonus. 
   This spell has no effect on the speed of Flying, 
  Burrowing, Climbing, or Swimming. 
  Expeditious Retreat, Swift(CAdv p149) 
  <Trans, V, 1 Swift Action, Personal, 1 round> 
  – The caster’s base land speed receives a +30’ 
  Enhancement bonus. 
   This spell has no effect on the speed of Flying, 
  Burrowing, Climbing, or Swimming. 
  Feather Fall(PH p229) (CArc p86)+ 
  <Trans, V, Immediate Action, Close-range, until 
  landing up to 1rnd/lvl> 
  – Slows one Medium-sized creature or object 
  per level (or the Creature Equivalent) within 
  a 20’ area.  The subject falls at 60’ per round, 
  which causes no damage to the target on 
  landing (though dropped objects still do ½ 
  damage but with no bonus damage for the 
  height).  Only free falling targets may be 
  effected. 
  Undersong(DR328 p72) 
  <Trans, V, 1StdAct, Personal, 1min/lvl> 
  – The caster may make a Perform check in place 
  of any Concentration check. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 2nd level 
   
  Page 6 
  2nd Level 
   
  Abjuration 
  Insignia of Alarm(RoD p166) 
  <Abj, VSF(insignia), 1StdAct, Long-range, 
  Instantaneous> 
  – Each creature wearing an Insignia that 
  matches the spell’s focus hears a chime in 
  his/her head.  It is loud enough to wake the 
  subject from sleep, but not enough to break 
  concentration. 
  Conjuration 
  Cure Moderate Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 2d8 +1/level damage (max +10) with 
  Positive Energy. 
  Delay Poison(PH p217) 
  <Conj(healing), VS/DF, 1StdAct, Touch, 1hr/lvl> 
  – Touched creature suppresses the effects of 
  current or new poisons in its body until the 
  spell ends. 
  Glitterdust(PH p236) 
  <Conj(creat), VSM(ground mica), 1StdAct, Medium-
  range, 1rnd/lvl, no SR> 
  – Coats all creatures & objects in a 10’ radius 
  Spread with sparkling dust which cannot be 
  removed for the duration of the spell.  This 
  outlines Invisible creatures & objects.   
  Hide checks receive a –40 penalty. 
   Creatures in the area of effect must make a Will 
  save or be Blinded for the spell’s duration.   
  Summon Monster II(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster II 
  1 
  Summon Monster I 
  1d3 
  Summon Undead II(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead II 
  1 
  Summon Undead I 
  1d3 
   No summoned Undead may have more Hit 
  Dice than (Caster level + 1). 
  Summon Swarm(PH p289) 
  <Conj(sum), VS/AM(red cloth)/DF, 1Round, Close-
  range, Concentration+2rnds, no save, no SR> 
  – Summons either a Swarm of Bats(MM p237), a 
  Swarm of Rats(MM p239), or a Swarm of 
  Spiders(MM p239).  The swarm attacks any 
  creatures that are within its area.  If there is 
  no creature to attack, the swarm moves to the 
  nearest creature.  The caster has no control 
  over the swarm’s movement or target. 
  Divination 
  Circle Dance(MoF p84) 
  <Div, VS, 1Min, Personal> 
  – Indicates direction to known target & if that 
  person is unharmed, wounded, dying, etc. 
  Detect Thoughts(PH p220) 
  <Div[mind], VSF(copper piece)/DF, 1StdAct, 
  Concentration up to 1min/lvl, WillNeg, no SR> 
  – The caster can thoughts from a conscious 
  creature with an Intelligence of at least 1 in a 
  60’ Cone-shaped Emanation. 
   The information gained increases each round:  
  1st round – presence of thoughts. 
  2nd round – number of thinking minds & the 
  Intelligence score of each one.  If not in 
  line-of-sight, the caster only knows the 
  direction.  If any have an Intelligence of at 
  least 26 (assuming it is at least 10 points 
  higher than the caster’s), the caster is 
  Stunned for 1 round & the spell ends. 
  3rd round – Surface thoughts of any mind in 
  the area (WillNeg). 
   This spell is blocked by 3’ of wood or dirt, 1’ of 
  stone, 1” of metal, & any amount of lead. 
  Insidious Insight(RoE p187) 
  <Div[mind], V, 1FullRound, Close-range, 1day/lvl, 
  WillNeg, SR applies> 
  – The caster gains +10 Insight bonus on Bluff, 
  Diplomacy, Intimidate, & Sense Motive  
  checks made against the target living creature. 
   Note:  Gnomes cast this spell at +1 Caster level. 
  Locate Object(PH p249) 
  <Div, VSF(forked twig)/DF, 1StdAct, Long-range, 
  1min/lvl, no save, no SR> 
  – Senses direction toward object (specific or 
  type) within range.  A unique object can only 
  be located if the caster has personally viewed 
  it (using a scrying spell does not count).  This 
  spell is blocked by lead. 
  Tactical Precision(CAdv p157) 
  <Div[mind], VSM(toy soldier), 1StdAct, Close-range, 
  1rnd/lvl> 
  – Up to 1 creature per level in a 30’ area are 
  better able to coordinate their attacks.  If two 
  of this spell’s subjects flank the same 
  creature, they receive an extra +2 Insight 
  bonus on their attacks on that creature –and– 
  do +1d6 damage (only if the creature is 
  vulnerable to Sneak Attacks). 
  Tongues(PH p294) 
  <Div, VM(small clay ziggurat)/DF, 1StdAct, Touch, 
  10min/lvl, no SR> 
  – The touched subject can understand & speak 
  any intelligent creature’s language. 
  Enchantment 
  Animal Messenger(PH p198) 
  <Ench(comp)[mind], VSM(food), 1StdAct, Close-
  range, 1day/lvl> 
   – Sends a Tiny animal to a specific place 
  known to the caster.  Once there, the animal 
  waits until the end of the duration.  This spell 
  cannot target an animal trained or under the 
  control of someone else (such as a Familiar). 
   Typically used to carry a written message. 
  Animal Trance(PH p198)  
  <Ench(comp)[mind][sonic], VS, 1StdAct, Close-range, 
  Concentration, WillNeg (see below)> 
  – 2d6 HD of Animals or Magical Beasts with 
  Intelligence of 1 or 2 stop what they are 
  doing and watch the caster for the spell’s 
  duration.  Animals not trained to guard or 
  attack do not get a save, though all other 
  effected creatures do.  An effected creature is 
  treated as Fascinated. 
  Calm Emotions(PH p207) 
  <Ench(comp)[mind], VS/DF, 1StdAct, Medium-range, 
  Concentration up to 1rnd/lvl, WillNeg, SR applies> 
  – Calms all creatures in a 20’ radius Spread.  
  Calmed creatures cannot attack, but are able 
  to defend themselves.  If a subject is attacked 
  or threatened, the spell is broken. 
   This spell Suppresses (but doesn’t negate) 
  Barbarian Rage, Bardic Music that Inspires 
  Courage, Fear effects, Confusion effects, and 
  any Morale bonuses. 
  Daze Monster(PH p217) 
  <Ench(comp)[mind], VSM(wool), 1StdAct, Medium-
  range, 1rnd, WillNeg, SR applies> 
   – One living creature with no more than 6HD is 
  Dazed. 
  Elation(BoED p98) 
  <Ench[mind], VS, 1StdAct, 1rnd/lvl> 
  – All allies within an 80’ radius Spread of the 
  caster become full of energy & joy: 
  a) +2 Morale bonus to Strength & Dexterity; 
  b) +5’ movement. 
  Enthrall(PH p227) 
  <Ench(charm)[language][mind][sonic], VS, 1Round, 
  Medium-range, Concentration up to 1 hour plus 1d3 
  rounds, WillNeg, SR applies> 
  – The caster spends one round getting the 
  audience’s attention & becomes so interesting 
  that it gets the undivided attention of 
  everyone in the area of effect who doesn’t 
  save (including those who enter later).  Races 
  who hate the caster’s race gain a +4 bonus on 
  the save.  The audience’s attitude becomes 
  ‘Friendly’. 
   Targets who failed their save but who have 
  more than 5HD –or– a Wisdom score of at 
  least 16 remain aware of their surroundings & 
  have an attitude of ‘Indifferent’.  They 
  receive a new save if they observe something 
  they oppose. 
   When the performance ends (even if due to a 
  loss of Concentration), the audience will talk 
  among themselves, applaud, etc., for 1d3 
  more rounds.  If anyone in the audience is 
  attacked, the spell cancels immediately and 
  the audience will be upset.  
  One time during the spell, targets who have 
  made their save may try to “heckle” the caster 
  in order to end the spell early.   Make an 
  opposed Charisma check using the heckler 
  with the highest Charisma modifier as a base, 
  +2 per additional heckler who can make a 
  Charisma check of 10. 
  Faerinaal’s Hymn(BoED p99) 
  <Ench(comp)[good][mind], V, 1StdAct, Close-range, 
  Concentration, WillNeg, SR applies> 
  – Up to one Evil creature per level that can hear 
  the caster does not take Attacks of 
  Opportunity. 
  Heroism(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 10min/lvl> 
  – The touched creature gains a +2 Morale bonus 
  on attacks, saves, & skill checks. 
  Hold Person(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One Humanoid is Held.  He/she gets a new 
  Will save each round to end the spell. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 2nd level 
   
  Page 7 
  Insidious Rhythm(CAdv p152) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  1min/lvl, WillNeg, SR applies> 
  – The target has a distracting melody placed in 
  his/her mind.  All Intelligence-based skill 
  checks and Concentration checks receive a –4 
  penalty.  Also, any attempt to cast, 
  concentrate on, or direct a spell requires a 
  Concentration check vs. this spell’s DC + the 
  target spell’s level. 
  Nightmare Lullaby(MoF p110) 
  <Ench(comp)[mind][sonic], VS, 1FullRound, Long-
  range, Concentration + 2rnds, WillNeg, SR applies> 
  – Target is Confused. 
  Mindless Rage(CAdv p155) 
  <Ench(comp)[mind], VSF(red cloth), 1StdAct, Close-
  range, 1rnd/lvl, WillNeg, SR applies> 
  – The target creature does its best to enter melee 
  combat with the caster as quickly as it may 
  do safely.  It may not make ranged attacks, 
  cast spells, or activate magic items.  The 
  target must make double moves until it 
  reaches the target, and then make Full Round 
  attacks as soon as possible.   
   The target is not suicidal (i.e., will not jump off 
  a cliff to reach the caster) and may make full 
  use of its offensive and defensive abilities. 
   Barbarians, etc., immediately rage if they fail 
  their save vs. this spell.  
  Proud Arrogance(RoD p167) 
  <Ench(charm), VSM(brass), 1StdAct, Medium-range, 
  1min/lvl> 
  – One willing creature per level of the same race 
  per level in a 30’ area gains a +2 Resistance 
  bonus on saves vs. Charm, Compulsion, and 
  Fear effects. 
  Rage(PH p268) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  Concentration + 1rnd/lvl(D)> 
  – One willing, living creature per three levels in 
  a 30’ area gains a +2 Morale bonus to 
  Strength & Constitution, +1 Morale bonus on 
  Will saves, & a –2 penalty to AC for the 
  spell’s duration.  While under the effect of 
  this spell, it is not possible to cast spells or 
  make some skill checks. 
  Suggestion(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Close-range, up to 
  1hr/lvl, WillNeg, SR applies> 
  – The caster gives the target 1 or 2 sentences of 
  reasonable sounding instructions.  The 
  instructions may contain a trigger to activate 
  them later or may activate immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  Wave of Grief(CDiv p188) 
  <Ench[mind][evil], SM(tears), 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – All creatures within a Cone-shaped Burst 
  receive a –3 Moral penalty on All Actions. 
  Evocation 
  Cloud of Bewilderment(PGF p101) 
  <Evoc, VS, 1StdAct, Instantaneous, FortNeg, SR 
  applies> 
  – Create an invisible 10’ long Cone of noxious 
  air.  Anyone in the area is Nauseated for 1d6 
  rounds. 
  Darkness(PH p216) 
  <Evoc[darkness], VM(bat fur, coal)/DF, 1StdAct, 
  Touch, 10min/lvl(D), no SR> 
  – Touched object radiates shadowy illumination 
  in a 20’ radius.  Creatures in the darkness 
  have Concealment (20% miss chance).  
  Darkvision cannot see through this spell. The 
  darkness may be blocked by putting the 
  object in a container. 
   This spell Counters and Dispels spells with the 
  [light] category of equal or lower level. 
  Force Whip(CArc p108)  
  <Evoc[force][sonic][mind], VSF(small silk whip), 
  1StdAct, Touch, 1rnd/lvl, no SR> 
  – Creates a whip made of force that the caster 
  can wield with proficiency. 
   In addition to the normal uses of a whip, 
  cracking the whip will keep Animals at least 
  30’ from the caster (WillNeg).  On a 
  successful Ranged Attack, an Animal will 
  become Frightened (WillNeg). 
  Heartfire(DR314 p20) 
  <Evoc[light][fire], VS/DF, 1StdAct, Close-range, 
  1rnd/lvl, SR applies> 
  – Intelligent creatures in a 5’ radius Burst are 
  outlined with red fire, with the following 
  effects: 
  a) gives off light as a Torch; 
  b) does not benefit from Concealment unless 
  it is generated by a [darkness] effect of 3rd 
  level or higher; 
  c) does not benefit from Blur, Displacement, 
  Invisibility, etc. 
  d) takes 1d4 Fire damage each round (Fort½); 
  e) casting a spell requires a Concentration 
  check vs. continuous damage. 
   The fire can be extinguished by normal means, 
  which ends the spell. 
  Shatter(PH p278) 
  <Evoc[sonic], VSM(chip of mica)/DF, 1StdAct, Close-
  range, SR applies> 
  – Sonic vibration destroy objects in 1 of 3 ways: 
  a) All non-magic glass, crystal, etc., in a 5’ 
  radius Burst that weigh less than 1 lb/lvl 
  are shattered.  An attended object gets a 
  Will save to negate.  Otherwise, no save. 
  b) A single solid object weighing up to 10 
  lbs/lvl can be shattered.  An attended 
  object gets a Will save to negate. 
  c) A targeted crystalline creature takes 1d6 
  Sonic damage per level (max 10d6), 
  Fortitude save for ½. 
  Sound Burst(PH p281) 
  <Evoc[sonic], VS/AF(musical instrument)/DF, 
  1StdAct, Close-range, Fort½, SR applies> 
  – All creatures in a 10’ radius Spread take 1d8 
  Sonic damage (no save) and those that can 
  hear are Stunned for 1 round (FortNeg). 
  Illusion 
  Bladeweave(CAdv p144) 
  <Ill(pattern), V, 1 Swift Action, Personal, 1rnd/lvl(D)> 
  – Any round in which the caster attacks with a 
  melee weapon, he/she can make an additional 
  touch attack roll at his/her best attack bonus 
  as a Free Action.  If successful, the touched 
  opponent is Dazed for 1 round (WillNeg, SR 
  applies). 
  Blur(PH p206) 
  <Ill(glamer), V, 1StdAct, Touch, 1min/lv(D)> 
  – Attacks miss touched subject 20% of the time. 
  Delusions of Grandeur(DR324 p71) 
  <Ill(phantasm)[mind], V, 1StdAct, Medium-range, 
  10min/lvl, WillNeg, SR applies> 
  – The target becomes overconfident in his/her 
  abilities: 
  a) receives a –2 penalty on All Actions; 
  b) receives a –2 penalty to Wisdom; & 
  c) cannot Fight Defensively or take the Total 
  Defense action. 
  Hypnotic Pattern(PH p242) 
  <Ill(pattern)[mind], (V)SM(burning incense / crystal 
  rod filled with phosphorescent material), 1StdAct, 
  Medium-range, Concentration + 2rnds, WillNeg, SR 
  applies> 
  – A 10’ radius Spread of colorful lights 
  fascinates up to 2d4 + 1/lvl (max +10) HD of 
  creatures with sight, starting with the lowest 
  HD creature in the area of effect. 
   Only Bards use the Verbal component. 
  Invisibility(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, 
  Touch, 1min/lvl(D)> 
   – Touched creature or object is Invisible until it 
  attacks.  Can effect an object of up to 100 
  pounds per level. 
  Invisibility, Swift(CAdv p153) 
  <Ill(glamer), V, 1 Swift Action, Personal, 1rnd> 
  – The caster becomes Invisible until he/she 
  attacks. 
  Minor Image(PH p254) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 2rnds, WillDisbelief, no SR> 
  – Creates a visual illusion with some minor 
  sounds (i.e., not speech) of an object, 
  creature, or force as the caster visualizes it.  
  The image can move within an area of (4 + 1 
  per level) 10’ cubes that are contiguous. 
  Mirror Image(PH p254) 
  <Ill(figment),VS, 1StdAct, Personal, 1min/lvl(D)> 
   – Creates 1d4 + 1 per 3 levels (max 8 total) 
  decoy duplicates of the caster.  Determine 
  randomly if the caster or a decoy is targeted.  
  A decoy’s AC is 10 + size mod + Dex mod.  
  If it is damaged by a direct attack (i.e., not 
  area-of-effect spells), it is destroyed. 
  Misdirection(PH p254) 
  <Ill(glamer), VS, 1StdAct, Close-range, 1hr/lvl, no SR> 
  – One creature or object up to a 10’ cube in size 
  is given the Aura of another creature or object 
  within range at cast time.  This new aura 
  fools some Divination spells, such as Detect 
  Evil, Detect Magic, and Discern Lies if the 
  caster of the divination spell fails a Will save.  
  This spell does not fool Detect Thoughts.   
  Misrepresent Alignment(RoE p188) 
  <Ill(glamer), VSF(25gp tiny, wavy mirror)/DF, 1StdAct, 
  Close-range, 1hr/lvl(D), WillNeg, SR applies> 
  – The target creature or object is assigned an 
  alignment by the caster, which can be 
  observed with Detect Evil, etc. 
  Phade’s Fearsome Aspect(DR333 p72) 
  <Ill(glamer), VS, 1StdAct, Touch, 1min/lvl, WillNeg,  
  SR applies> 
  – The touched creature’s face is covered with an 
  illusionary demonic face.  Anyone who 
  physically interacts with the illusion is 
  allowed a save to know it is not real. 
   Neither the caster nor the target are allowed to 
  choose the specifics of the face.  For purposes 
  of masking the target’s appearance, the spell 
  grants a +10 bonus on Disguise checks. 
   The target gains a +5 bonus on Intimidate 
  checks and may attempt a Demoralize a foe 
  as a Swift Action. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 2nd level 
   
  Page 8 
  Phantom Threat(CWar p118) 
  <Ill(phantasm)[mind], VS, 1StdAct, Close-range, 
  1rnd/lvl, WillNeg> 
  – The target thinks it is ‘flanked’, thought it 
  cannot see or perceive what the opponent is 
  (& does not waste attacks on it).  Attackers 
  treat the target as Flanked. 
  Reflective Disguise(Und p60) 
  <Ill(glamer), VS, 1StdAct, Personal, 10min/lvl> 
  – An intelligent creature that see the caster think 
  he/she is the same race and gender as itself.  
  This only works if the viewer is within one 
  size category of the caster.   
  This spell is only a visual illusion.  It does not 
  provide sounds, smells, mannerisms, etc. 
   A viewer who interacts with the caster or a 
  creature with the scent ability is allowed a 
  Will save to disbelieve (SR applies). 
  Silence(PH p279) 
  <Ill(glamer), VS, 1StdAct, Long-range, 1min/lvl(D)> 
  – The caster creates a 20’ radius Emanation that 
  negates sound, including [sonic] & 
  [language] spells & effects. 
   This spell can be targeted on a creature, objects, 
  or a point in space.  If targeting an unwilling 
  creature or an object in its possession, it gets 
  a Will save to negate (SR applies).  If cast on 
  a point in space, the effect is immobile. 
  Necromancy 
  Blindness/Deafness(PH p206) 
  <Necro, V, 1StdAct, Medium-range, Permanent(D), 
  FortNeg, SR applies> 
  – Living subject become a) Blind; or b) Deaf. 
  Scare(PH p274) 
  <Necro[fear][mind], VSM(bone chip from an undead), 
  1StdAct, Medium-range, Will½, SR applies> 
  – One living target per three levels within a 30’ 
  area & up to 5HD are Frightened for 1rnd/lvl 
  unless a target makes its saving throw.  On a 
  successful save, the target is Shaken for 1rnd. 
  Tvash-Prull’s Bonefiddle(DR328 p72) 
  <Necro, VSM(30gp tiny silver fiddle), 1StdAct, Close-
  range, Concentration up to 1rnd/lvl, FortNeg, SR 
  applies> 
  – The caster chooses a target creature with a 
  skeleton or exoskeleton.  A ghostly fiddle 
  bow appears and begins to “play” the target 
  like a fiddle. The target gets a Fortitude save 
  and a Spell Resistance check.  If either 
  succeeds, the spell ends. 
   The spell’s target takes 1d6 Sonic damage each 
  round (treated as continual damage for 
  purposes of disrupting spellcasting) and 
  receives a –20 penalty on Move Silently 
  checks.  The spell stays with the target even if 
  he/she leaves the caster’s line of effect. 
   As a Move Action, the caster may change the 
  target of this spell, but the target receives a 
  Fortitude save and Spell Resistance check to 
  end the spell 
  Transmutation 
  Alter Self(PH p197) 
  <Trans, VS, 1StdAct, Personal, 10min/lvl(D)> 
  – The caster’s body changes into an other 
  creature of the same type (typically 
  Humanoid) within 1 size category larger or 
  smaller.  The new creature can have a base 
  HD no more than the Caster level (max 
  5HD).  The caster can choose the details of 
  the body within the typical range (eye color, 
  hair length, skin tone, etc.).  The caster 
  retains all his/her own ability scores, attack 
  bonuses, etc.  See the Alternate Form Table. 
  Cat’s Grace(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Dexterity. 
  Eagle’s Splendor(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Touch, 
  1min/lvl> 
  – +4 Enhancement bonus to Charisma. 
  Fly, Swift(CAdv p149) 
  <Trans, V, 1 Swift Action, Personal, 1 round> 
  – The caster flies at a speed of 60’ (40’ if in 
  Medium or Heavy Armor –or– if carrying a 
  Medium or Heavy load) with Good 
  maneuverability.  ½ speed going up, 2x speed 
  going down. 
   If spells expires/is dispelled, subject descends  
  at 60’ per round for 1d6 rounds before falling. 
  Fox’s Cunning(PH p233) 
  <Trans, VSM(fox hair)/DF, 1StdAct, Touch, 1min/lvl> 
  – +4 Enhancement bonus to Intelligence. 
  Harmonize(RoS p162) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster may start a Bardic Music effect as a 
  Move Action, though any Bardic Music that 
  requires concentration still requires a 
  Standard Action to maintain. 
  Iron Silence(CAdv p153) 
  <Trans, VS/DF, 1StdAct, Touch, 1hr/lvl(D)> 
  – One touched suite of armor per three levels 
  does not apply its Armor Check penalty to the 
  proficient wearer’s Hide and Move Silently 
  checks. 
  Lively Step(PGF p106) 
  <Trans, VSF(small drum), 1StdAct> 
  – The caster and all allies within a 30’ radius 
  Emanation receive the following benefits as 
  long as the caser only takes move actions: 
  a) +10’ movement; 
  b) may ‘Hustle’ for 1 extra hour per day per 
  Caster level (see PH3.5 p164) , though 
  exceeding 8 hours of travel per day still 
  counts as a ‘forced march’. 
  Pyrotechnics(PH p267) 
  <Trans, VSM(fire source), 1StdAct, Long-range> 
  – Transforms a burning fire into either 
  Fireworks or a Smoke Cloud.  In either case, 
  the fire (up to a 20’ cube) is extinguished  
  (unless it is cast on a Fire Elemental, which 
  takes 1hp/level). 
  Fireworks – creatures within 120’ who are 
  looking are the fire are Blinded for 
  1d4+1rnds (WillNeg, SR applies). 
  Smoke Cloud – 20’ radius Cloud of smoke 
  lasts for 1rnd/lvl.  Anyone within it 
  receives a –4 penalty to Strength and 
  Dexterity until 1d4+1rnds after getting out 
  of the smoke (FortNeg, no SR). 
  Sonic Weapon(CAdv p157) 
  <Trans[sonic], V, 1StdAct, Touch, 1min/lvl(D)> 
  – The touched weapon does +1d6 Sonic damage 
  on each hit.  Projectile weapons bestow this 
  bonus damage on its ammunition. 
  Unseen Crafter(RoE p191)  
  <Conj(creat), VS, 1StdAct, Close-range, 1day/lvl(D)> 
  – Creates invisible force that makes Craft 
  checks using the caster’s ranks in the 
  appropriate skill plus the caster’s Primary 
  Stat modifier.  The ‘crafter’ must be provided 
  with tools and raw materials.  The spell ends 
  when a single assigned task is completed. 
   Once instructed to repair a Warforged, the 
  ‘crafter’ receives a +10 bonus on its check. 
   If ordered, the crafter will “Take 10” or work 
  quickly (by increasing its DC by 10 – see the 
  Skills Index for details). 
   The crafter has a movement of 15’, but it must 
  stay in range. 
   The crafter cannot attack, nor can it be the 
  direct target of attacks, but if it takes 6hp of 
  damage from area-of-effect attacks, it is 
  dissipated. 
  Whirling Blade(CArc p129) 
  <Trans, VSF(melee slashing weapon), 1StdAct, 
  Instantaneous, no save, no SR> 
   – The caster throws the focus melee slashing 
  weapon and attacks creatures in a 60’ Line.  
  The caster makes a single melee attack at 
  each target, though the caster may use his/her 
  Primary Casting Attribute in place of his/her 
  Strength modifier as the bonus on the attack 
  roll and the damage roll.  Any feats, etc., 
  apply normally. 
   Once all creatures in the line has been attacked, 
  the focus weapon returns immediately to the 
  caster’s hand. 
  Whispering Wind(PH p201) 
  <Trans[air], VS, 1StdAct, 1mile/lvl, no SR> 
  – A message is carried on the wind to a location 
  known to the caster.  The message can be 25 
  words, a sound that lasts one round, or simply 
  a faint stirring of air.  The location must be 
  within range & there must be an open path 
  for the wind to travel through. 
   Once it arrives, the message is hearable within 
  a 10’ radius Spread.  
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 3rd level 
   
  Page 9 
  3rd Level 
   
  Abjuration 
  Dispel Magic(PH p223)(PH3.5e)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +10).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Insignia of Blessing(RoD p166) 
  <Abj, VSF(insignia), 1StdAct, Long-range, 1min/lvl> 
  – Each creature wearing an Insignia that 
  matches the spell’s focus receives the 
  following: 
  a) hears a chime in his/her head.  It is loud 
  enough to wake the subject from sleep, but 
  not enough to break concentration; 
  b) receives a +1 Divine bonus to AC and on 
  Fortitude saves. 
  Remove Curse(PH p270) 
  <Abj, VS, 1StdAct, Touch> 
  – Touched person or object is freed from all 
  curses upon it, assuming the curse doesn’t 
  explicitly say that this spell is ineffective. 
   This spell Counters & Dispels Bestow Curse. 
  Wounding Whispers(MoF p134)  
  <Abj[sonic], VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – Caster is surrounded by a sonic aura that 
  harms those who attack him.  Anything 
  striking the caster with a non-reach melee 
  attack takes 1d6 + 1/lvl Sonic damage. 
  Conjuration 
  Cure Serious Wounds(PH p216) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 3d8 +1/level damage (max +15) with 
  Positive Energy. 
  Insignia of Healing(RoD p166) 
  <Conj(heal), VSF(insignia), 1StdAct, Long-range, 
  Instantaneous> 
  – Each creature wearing an Insignia that 
  matches the spell’s focus is cured 1d8 +1/lvl 
  (max 1d8+10) with Positive Energy. 
  Phantom Steed(PH p260) 
  <Conj(creat), VS, 10Minutes, 1hr/lvl(D)> 
  – The caster creates a magic horse with 
  insubstantial hooves that make no sound, plus 
  saddle, bit, & bridle.  Only the one person 
  designated by the caster can ride the horse.  
  The horse has AC 18, 7 + 1/lvl HP, can move 
  at 20’/lvl (max 240’) & can carry its rider 
  plus 10 lbs/lvl.  At higher caster levels, the 
  horse has extra abilities: 
  8th: ride over mud, sand, etc. at normal rate. 
  10th: ride over water at normal rate. 
  12th: ride horizontally across air for 1 round 
  at normal rate. 
  14th: Fly at normal rate/average. 
  Refreshment(BoED p105) 
  <Conj(heal)[good], VS, 1StdAct> 
  – All creatures within a 20’ radius Burst of the 
  caster are healed of all non-lethal damage, 
  including damage cause by starvation, thirst, 
  environmental conditions, etc. 
  Sepia Snake Sigil(PH p276) 
  <Conj(creat)[force], VSM(500gp amber powder, snake 
  scale, mushroom spoors), 10Minutes, Touch, until 
  discharged then 1d4+1/lvl days(D), RefNeg, no SR> 
  – Creates a ward on a book, map, etc.  If anyone 
  but the caster reads the text with the ward, the 
  spell discharges & the target gets a Reflex 
  save.  If it fails, the target is encased in amber 
  light & put into Suspended Animation for 
  1d4 + 1/lvl days, though the caster can cancel 
  it.  While in suspended animation, the target 
  can still be injured or killed normally. 
  Summon Monster III(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster III 
  1 
  Summon Monster II 
  1d3 
  Summon Monster I 
  1d4+1 
  Summon Undead III(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead III 
  1 
  Summon Undead II 
  1d3 
  Summon Undead I 
  1d4+1 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Divination 
  Analyze Portal(FR p66) 
  <Div, VSM(lens, mirror)/DF, 1Minute, 60’, 
  Concentration up to 1rnd/lvl(D)> 
  – Detects and analyzes Portals within 60’ in a 
  90 degree arc.  Detection takes 1 round, as 
  does each Portal property identified by a 
  Caster check vs. DC 17. 
  Anamensis(DR338 p77) 
  <Div, VS, 1StdAct, Personal, until discharged up to 
  1hr/lvl> 
  – While this spell is in effect, the caster receives 
  the following: 
  a) can make any Knowledge skill check 
  untrained; and 
  b) receives –4 penalty on Will saves (Spell 
  Weavers are immune to this penalty). 
   As a Free Action, the caster may take a +10 
  bonus on one Knowledge skill check, Bardic 
  Knowledge check, or similar class ability.  
  Once this check is made, the spell is 
  discharged. 
   A caster may only have one instance of this 
  spell in effect at a time. 
  Clairaudience/Clairvoyance(PH p209) 
  <Div(scry), VSF(small horn for hearing –or– a glass 
  eye for seeing)/DF, 10Minutes, Long-Range, 
  1min/lvl(D), no SR> 
  – Hear –or– see into a known or obvious (i.e., 
  other side of a door) location within range.  
  Once the location is targeted, the Magical 
  Sensor cannot be moved.   
   Magically enhanced senses cannot be used 
  through this spell, though a 10’ radius can be 
  seen in non-magical darkness. 
  Scrying(PH p274)(PH3.5e)+ 
  <Div(scry), VSF(see below)/AM(eye of an eagle, nitric 
  acid, copper, zinc)/DF, 1Hour, 1min/lvl, WillNeg, 
  SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor. 
   The following spells have a 5%/lvl chance of 
  working through the ‘sensor’:  Detect Chaos, 
  Detect Evil, Detect Good, Detect Law, Detect 
  Magic, & Message. 
   Focus is determined by class – Clerics use a 
  Holy Water font (min 100gp), Druids use a 
  natural pool of water, all others uses a 2’x4’ 
  silver mirror (min 1,000gp). 
  See Invisibility(PH p275) 
  <Div, VSM(pinch of talc, silver powder), 1StdAct, 
  Personal, 10min/lvl(D), no SR> 
  – The caster can see Invisible creatures or 
  objects within its range of vision. 
  Speaechlink(CAdv p157) 
  <Div, VS, 1StdAct, Touch, 10min/lvl(D)> 
  – The caster & a willing touched creature can 
  verbally communicate over any distance. 
   The caster or the target may dismiss this spell. 
  Speak with Animals(PH p281) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – The caster may communicate with Animals, 
  though the spell does not change their 
  intelligence or attitude. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 3rd level 
   
  Page 10 
  Vision of Fear(DR333 p73) 
  <Div, VS, 1 Full Round, 60’ range, Instantaneous, 
  WillNeg, SR applies> 
  – Learn either the ‘greatest’ or ‘most recent’ 
  fear (chosen at casting time) of the target 
  (who must be vulnerable to fear and have at 
  least a 3 Intelligence).  If the fear was the 
  result of magic, the caster knows this. 
   For 24 hours, the caster has a very clear image 
  of the ‘fear’, after which it becomes hazy.  
  The caster may use the image as follows: 
  Spell 
  within 24 hrs 
  after 24 hrs 
  Scry 
  First-Hand 
  Second-Hand 
  Teleport 
  Studied Carefully 
  Viewed Once 
  any [fear] –2 penalty on Will 
   n/a 
   “any [fear]” indicates the target’s penalty on 
  Will saves vs. the caster’s fear spells. 
  Enchantment 
  Charm Monster(PH p209) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – One living creature considers the caster its 
  ally.  Anything the casters says or does will 
  be treated the same way as if a close friend 
  has done it. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Confusion(PH p212) 
  <Ench(comp)[mind], VSM(3 nut shells)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl, WillNeg, SR applies> 
  – All targets within a 15’ radius Burst are 
  Confused. 
  Crushing Despair(PH p215) 
  <Ench(comp)[mind], VSM(vial of tears), 1StdAct, 
  1min/lvl, WillNeg, SR applies> 
  – All targets within a 30’ Cone-shaped Burst 
  receive a –2 penalty on All Actions and 
  damage rolls due to great sadness. 
   This spell Counters and Dispels Good Hope. 
  Deep Slumber(PH p217) 
  <Ench(com)[mind], VSM(sand), 1Round, Close-range, 
  1min/lvl, WillNeg, SR applies> 
  – Put 10 HD of creatures in a 10’ radius Burst 
  into comatose slumber.  Target are woken by 
  being damaged or with a Standard Action.  
  The lowest HD creatures are put to sleep first. 
  Dirge of Discord(CAdv p145) 
  <Ench(comp)[evil][mind], VSM(destrachan ash), 
  1StdAct, Close-range, Concentration + 1rnd/lvl, 
  WillNeg, SR applies> 
  – All creatures in a 20’ radius Spread take the 
  following penalties: 
  a) –4 penalty to Dexterity; 
  b) –4 penalty on attacks; 
  c) –4 penalty on Concentration checks; 
  d) 50% reduction in speed (minimum 5’). 
  Good Hope(PH p237) 
  <Ench(com)[mind], VS, 1StdAct, Medium-range, 
  1min/lvl> 
  – One living creature per level in a 30’ area 
  receives a +2 Morale bonus on All Actions 
  and damage rolls. 
  Geas, Lesser(PH p235) 
  <Ench(comp)[mind][language], V, 1Round, Close-
  range, until discharged(D), WillNeg, SR applies> 
  – One subject with 7 HD or less obeys the 
  caster’s command “to the letter”, though self-
  destructive orders break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers a –2 penalty on 
  each ability score per full day (max of –8).  
  The ability scores return to normal after a full 
  day of obeying the instructions. 
   This spell is not effected by Dispel Magic, 
  though it can be ended by Remove Curse, 
  Break Enchantment, Limited Wish, Miracle, 
  or Wish. 
  Harmonic Chorus(CAdv p150) 
  <Ench(comp)[mind], VSF(tuning fork), 1StdAct, 
  Close-range, Concentration up to 1rnd/lvl> 
  – The target living spellcaster gains a +2 Morale 
  bonus on Caster level and a +2 Morale bonus 
  on the DC of spells he/she casts. 
  Haunting Tune(MoF p99)(MoFe)+ 
  <Ench(comp)[mind][sonic], VS, 1FullRound, Medium-
  range, 10min/lvl, WillNeg> 
  – One creature per level with an Intelligence of 
  at least 10 becomes Shaken. 
  Love’s Lament(DR328 p70) 
  <Ench(comp)[mind], V, 1StdAct, Instantaneous, 
  Will½, SR applies> 
  – All creatures in a 60’ Cone-shaped Burst 
  receive the following: 
  a) –4 penalty on Listen checks for 1 round 
  (no save); 
  b) 1d6 Wisdom damage (WillNeg); and 
  c) Nauseated for 1d4 rounds (WillNeg). 
  Puppeteer(MoF p112)(MoFe)+ 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  1rnd/lvl(D), WillNeg> 
  – By concentrating at any time during the spell’s 
  duration, the caster can force the target to 
  mimic his/her movements, though he target 
  receives a –4 penalty on Strength & Dexterity 
  due to awkward movements.  Dropping 
  concentration does not end the spell, but does 
  give the target back control.  Forcing acts that 
  are self-destructive allow another saving 
  throw, though success on this one result in 
  the target being Helpless for 1d4 rounds.  
  Realizing the target is under control requires 
  a Sense Motive check  vs. DC 15 (+5 bonus if 
  the caster is also visible). 
  Verraketh’s Shadow Crown(RoF p191) 
  <Ench(charm)[mind], V, 1StdAct, Personal, 1rnd/lvl> 
  – +4 Competence bonus on Perform checks.  
  This bonus does not stack with bonuses 
  granted by Feat:  Shadow Weave Magic. 
  Warcry(BoED p111) 
  <Ench(comp)[mind], V, 1StdAct, WillNeg, SR applies> 
  – All creatures in a 30’ Cone-shaped Burst are 
  Cowered for 1d4 rounds. 
  Evocation 
  Daylight(PH p216) 
  <Evoc[light], VS, 1StdAct, Touch, 10min/lvl(D), no SR> 
  – Touched object gives off bright light in a 60’ 
  radius & dim light for another 60’.  The light 
  may be blocked by putting the object in a 
  container. 
   Treated as ‘sunlight’ for creatures who receive 
  penalties in those conditions, but is not real 
  sunlight so certain Undead are not destroyed. 
   This spell Suppresses Deeper Darkness and is 
  suppressed by it, leaving only the natural 
  illumination in the overlapping area. 
   This spell Counters and Dispels spells with the 
  [darkness] category of equal or lower level. 
  Dissonant Chord(CAdv p145) 
  <Evoc[sonic], VS, 1StdAct, Close-range, 
  Instantaneous, Will½, SR applies> 
  – All creatures in a 10’ radius Burst around the 
  caster take 1d8 per 2 levels of Sonic damage 
  (max 5d8).  The caster is not affected. 
  Hymn of Praise(CAdv p152) 
  <Evoc[good][sonic], VS, 1StdAct, Medium-range, 
  1rnd/lvl(D), WillNeg, SR applies> 
  – The cater creates an circle of positive energy 
  in a sphere out to Medium-range.  This has 
  the following effects:  
  a) boosting the effective level of Good-
  aligned Divine spellcasters by +2; 
  b) +4 Sacred bonus on Charisma checks to 
  Turn Undead by Good-aligned Divine 
  spellcasters; &  
  c) –4 Sacred penalty on Charisma checks to 
  Rebuke Undead by Evil-aligned Divine 
  spellcasters. 
  Infernal Threnody(CAdv p152) 
  <Evoc[evil][sonic], VS, 1Round, Medium-range, 
  1rnd/lvl(D), WillNeg, SR applies> 
  – The cater creates an circle of positive energy 
  in a sphere out to Medium-range.  This has 
  the following effects:  
  a) boosting the effective level of Evil-aligned 
  Divine spellcasters by +2; 
  b) +4 Profane bonus on Charisma checks to 
  Rebuke Undead by Evil-aligned Divine 
  spellcasters; &  
  c) –4 Profane penalty on Charisma checks to 
  Turn Undead by Good-aligned Divine 
  spellcasters. 
  Leomund’s Tiny Hut(PH p247) 
  <Evoc[force], VSM(crystal bead), 1StdAct, 
  2hrs/lvl(D)> 
  – Creates a 20’ radius, immobile sphere around 
  the caster that acts as shelter for the caster & 
  up to 9 Medium-sized creatures.  The sphere 
  provides protection from temperatures, wind, 
  rain, etc.  The spell ends if the caster leaves.  
  Opaque from outside, but transparent from 
  within.  No cover, but Total Concealment. 
  Illusion 
  Displacement(PH p223) 
  <Ill(glamer), VM(displacer beast hide), 1StdAct, 
  Touch, 1rnd/lv(D)> 
  – Attacks miss touched subject 50% of the time. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 3rd level 
   
  Page 11 
  Illusory Script(PH p243) 
  <Ill(phantasm)[mind], VSM(50gp ink), 1Minute+, 
  Touch, 1day/lvl(D), WillNeg, SR applies> 
  – The caster writes a message that looks like a 
  foreign language to everyone but the intended 
  targets.  Those seeing a ‘foreign language’ 
  must make a Will save or obey a suggestion 
  for up to 30 minutes (usually “put the book 
  back & forget about it”). 
   This spell, including the hidden message, are 
  removed with a successful Dispel Magic. 
  Invisibility Sphere(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic), 1StdAct, 
  Touch, 1min/lvl(D)> 
  – Makes everyone within 10’ of the touched 
  creature / object become Invisible.  If 
  someone made invisible by this spell leaves 
  the 10’ radius or attacks, he/she becomes 
  visible. 
  Major Image(PH p252) 
  <Ill(figment), VSF(fleece), 1StdAct, Long-range, 
  Concentration + 3rnds, WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of an object, creature, or force 
  as the caster visualizes it.  The image can 
  move within an area of (4 + 1 per level) 10’ 
  cubes that are contiguous. 
   If the image is struck, it disappears unless the 
  caster makes it react appropriately. 
  Winding Alleys(RoD p169) 
  <Ill(phantasm)[mind], VS/DF, 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – When cast on a creature who is within a Small 
  Town (or larger), the target thinks he/she is 
  trapped in the current location.  The effect 
  ends when one of the following occur: 
  a) the target makes an Intelligence check vs. 
  DC 15 (may be attempted each round); 
  b) the target takes damage; or 
  c) the duration ends. 
  Necromancy 
  Fear(PH p229) 
  <Necro[fear][mind], VSM(feather), 1StdAct, fix!!! 
  Duration, Will½, SR applies> 
  – All living creatures within a 30’ Cone-shaped 
  Burst are Panicked for 1rnd/lvl.  On a 
  successful save, a creature is Shaken for 1rnd. 
  Reveille(MoF p113)(MoFe)+ 
  <Necro[language], VS, 1FullRound, Touch, 1rnd/lvl> 
  – The touched corpse who died within the last 3 
  days explains the circumstances of its death 
  (to the best of its knowledge) in the following 
  order (up to about 12 words per answer): 
  Rnd Answer 
  1 
  Describes the last thing it saw 
  2 
  States its dying wish 
  3 
  Describes the wound that killed it 
  4 
  Describes who killed it 
  5 
  Explains why it thinks it was killed 
  6+ 
  Answers one question 
  If the corpse’s original alignment is different 
  from the caster’s, it gets a Will save (equal to 
  its Will save when it was alive) to avoid 
  answering.  The corpse only knows what it 
  did while it was alive & only speaks 
  languages it knew.  Any given corpse can 
  only be targeted with this spell or Speak with 
  Dead once per week.  Corpses that have been 
  turned into Undead are immune. 
  Transmutation 
  Allegro(CAdv p142) 
  <Trans, VSM(feather from a bird of prey), 1StdAct, 
  1min/lvl(D)> 
  – All creatures within a 10’ radius Burst of the 
  caster receive a +30’ Enhancement bonus to 
  their land speed, up to double their base 
  speed for the spell’s duration. 
  Blink(PH p206) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster flashes in & out of the Ethereal 
  plane at random.  The caster 
  a) has a 20% chance of losing each attack or 
  spell; 
  b) has a 50% chance of any attack or spell 
  targeting him being lost (20% if the 
  attacker can see Invisible –or– can target 
  Ethereal creatures, no chance of missing if 
  the opponent can do both).  Note that Feat: 
  Blind-Fight does not apply when fighting a 
  blinking opponent;  
  c) takes ½ damage from area-of-effect attacks 
  & falling;  
  d) can only move ¾ of normal; 
  e) can step through solid matter with a 50% 
  chance of becoming solid per 5’ (taking 
  1d6 damage per 5’ if becomes solid & is 
  shunted to the closest available space); and 
  f) attacks as if Invisible, gaining a +2 attack 
  bonus, and sneak attack damage typically 
  applies. 
  g) able to attack creatures in the Ethereal 
  plane with a  20% chance of loosing the 
  attack or spell. 
  G’elsewhere Chant(MoF p96) 
  <Trans[sonic][teleport], VS, 1StdAct, Touch> 
  – One touched creature or object teleports to a 
  random safe place within 100’.  An unwilling 
  target / holder of the target object can make a 
  Will save to resist. 
  Gaseous Form(PH p234) 
  <Trans, SM(gauze, smoke)/DF, 1StdAct, Touch, 
  2min/lvl(D)> 
  – A willing subject & all his/her gear transform 
  into mist which has Fly 10’/Perfect & can slip 
  through any opening.  While gaseous, the 
  subject has Damage Reduction 10/magic, 
  becomes immune to poison & criticals, has an 
  AC based only on Dexterity, size, Deflection 
  bonuses, & armor bonuses due to Force 
  effects.  The subject cannot attack & can only 
  cast spells with no Verbal, Somatic, Material, 
  or Focus components (due to Metamagics). 
  Glibness(PH p235)(PH3.5e)+ 
  <Trans, S, 1StdAct, Personal, 10min/lvl(D)> 
  – +30 bonus on Bluff checks to convince people 
  of what the caster claims is the truth (i.e., 
  cannot be used to feint in combat, cause a 
  distraction, pass secret messages, etc.). 
   Spells involved with determining truth (i.e., 
  Discern Lies, Zone of Truth, etc.) must make 
  a Caster Check vs. a DC of 15 + this spell’s 
  Caster level to effect the caster. 
  Haste(PH p239) 
  <Trans, VSM(licorice root), 1StdAct, Close-range, 
  1rnd/lvl> 
  – One subject/lvl within a 30’ area moves faster: 
  a) +1 bonus on attacks; 
  b) +1 Dodge bonus to AC; 
  c) +30’ Enhancement bonus to all forms of 
  movement (land, climb, swim, burrow, 
  fly), up to double the base movement; 
  d) when making a Full-Round Attack, the 
  subject gets an additional attack at his/her 
  best attack bonus. 
  This spell Counters & Dispels Slow. 
  Sculpt Sound(PH p275) 
  <Trans, VS, 1StdAct, Close-range, 1hr/lvl(D), 
  WillNeg, SR applies> 
  – One creature or object per level have their 
  sounds modified, such as removal (making a 
  party silent), additions (making trees sing), or 
  changes (make people sound like squeaking 
  pigs when they talk).  If distorted or silenced, 
  a spell caster cannot use Verbal components. 
  Secret Page(PH p275) 
  <Trans, VSM(fish scales, will-o’-wisp essence), 
  10Minutes, Touch, Permanent, no SR> 
  – The touched page looks like something totally 
  different (such as a map or poetry) unless a 
  key-word is used.  Using the key-word again 
  returns the page to its disguised state. 
   If this spell is Dispelled, the hidden material is 
  destroyed too. 
   True Seeing reveals the nature of this spell, but 
  must be used in conjunction with 
  Comprehend Languages to see the hidden 
  message. 
  Slow(PH p280) 
  <Trans, VSM(molasses), 1StdAct, Close-range, 
  1rnd/lvl, WillNeg, SR applies> 
  – One subject per level within a 30’ area: 
  a) may only take one Standard Action or 
  Move Action each round;  
  b) suffers a –1 penalty to AC, attacks, & 
  Reflex saves;  
  c) has its movement halved. 
  This spell Counters & Dispels Haste. 
  Weapon of Impact(MoF p134) 
  <Trans, VS, 1StdAct, Close-range, 10min/lvl> 
  – One bludgeoning weapon or 50 grouped 
  pieces of bludgeoning ammunition have their 
  threat range doubled. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 4th level 
   
  Page 12 
  4th Level 
   
  Abjuration 
  Break Enchantment(PH p207)(DR306 p110)+ 
  <Abj, VS, 1Minute, Close-range, no SR> 
  – Attempts to free 1 subject per level within a 
  30’ area from all Curses, Enchantments, 
  Transmutations, and Petrification.  Each 
  effect is subject to a Dispel Check (max +15).  
  Cursed items typically have a DC of 25. 
  If petrifaction is removed from a creature, it 
  does not need to make a saving throw to 
  survive. 
   Effects that cannot be removed by Dispel 
  Magic can be removed by this spell if their 
  level is no more than 5th. 
   This spell breaks effects on creatures.  A cursed 
  item still have its curse, it just may no longer 
  apply to the subject. 
  Freedom of Movement(PH p233) 
  <Abj, VSM(leather cord)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – Subject moves normally despite magical 
  impediments (Web, Hold Person, etc.). 
   The subject automatically succeeds on any 
  Grapple check to resist being grappled, plus 
  any Grapple check or Escape Artist check to 
  escape a grapple and/or a pin. 
   While under the effect of this spell, the subject 
  can fight underwater. 
  Repel Vermin(PH p271) 
  <Abj, VS/DF, 1StdAct, 10min/lvl(D), SR applies> 
  – Creates a 10’ radius area around the caster that 
  causes insects & other vermin to stay away.  
  Vermin whose HD are 1/3
  rd of the caster level 
  or greater are allowed a Will save to enter the 
  area, but even then they take 2d6 damage. 
  Wall of Dispel Magic(Und p63)  
  <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> 
  – Creates an transparent wall whose area is one 
  10’ square per level.   
   When a creature passes through the wall, each 
  ongoing spell effect on the target gets a 
  separate Dispel Check (max +10).  If 
  successful, the spell effect is ended (except 
  for those caused by magic items, which are 
  only suppressed for 1d4 rounds).  
   The wall cannot be seen with See Invisibility, 
  but it can be detected with Detect Magic and 
  True Seeing. 
  Conjuration 
  Cure Critical Wounds(PH p215) 
  <Conj(heal), VS, 1StdAct, Touch> 
  – Cures 4d8 +1/level damage (max +20) with 
  Positive Energy. 
  Dimension Door(PH p221) 
  <Conj[teleport], V, 1StdAct, Long-range> 
  – Teleports the caster anywhere within range 
  that can visualized or described by direction. 
   The caster may bring up to his/her maximum 
  carry load with this spell and one willing, 
  Medium-sized subject per three levels (or the 
  Creature Equivalent).  All subjects must be 
  touching, with the caster touching at least one 
  subject. 
  If the target location is occupied, the caster (and 
  anyone with him/her) take 1d6 damage & are 
  shunted in a random direction 100’.   
  The caster cannot act again until the next round. 
  Leomund’s Secure Shelter(PH p247) 
  <Conj(creat), VSM(bits of stone, lime, sand, water, & 
  wood, string)F(tiny bell, silver wire), 10Minutes, 
  Close-range, 2hrs/lvl(D)> 
  – A 20’x20’ cottage appears, which is made 
  from materials appropriate for the location 
  (stone, timber, or sod).  It has a door, 2 
  shuttered windows, & a fireplace whose 
  chimney is sealed with an iron grate.  The 
  door & shutters are under the effect of Arcane 
  Lock and Alarm.  The chimney grate simply 
  has an Alarm.  An Unseen Servant is also 
  available for the duration.  There are simple 
  furnishings for 8 occupants. 
  Neutralize Poison(PH p257) 
  <Conj(heal), VSM(charcoal)/DF, 1StdAct, Touch, 
  10min/lvl> 
  – The touched subject or object has all poison 
  removed from it immediately.  If a creature 
  was poisoned, it does not need to make any 
  further saving throws.  This spell does not 
  heal ability damage or drain taken from 
  earlier failed saves. 
   In addition, the subject cannot be poisoned for 
  10 minutes per level.  If the subject is a 
  poisonous creature, it cannot poison anyone 
  for the spell’s duration (WillNeg, SR applies) 
  Summon Monster IV(PH p286) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster IV 
  1 
  Summon Monster III 
  1d3 
  Summon Monster II (or lower) 
  1d4+1 
  Summon Undead IV(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead IV 
  1 
  Summon Undead III 
  1d3 
  Summon Undead II (or lower) 
  1d4+1 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Divination 
  Detect Scrying(PH p219) 
  <Div, VSM(piece of mirror, tiny brass trumpet), 
  1StdAct, 24hrs, no save, no SR> 
  – The caster is immediately aware of the 
  existence & location of any Magical Sensors 
  within a 40’ radius Emanation. 
   On a successful Caster check, the caster can get 
  a visual image of the scryer, and his/her 
  distance & direction. 
  Legend Lore(PH p246) 
  <Div, VSM(250gp incense)F(200gp ivory strips), 
  Personal> 
  – By only meditating, sleeping, & eating for the 
  listed casting time, the caster “remember” 
  legends about a target creatures, place, or 
  object: 
  Connection to Target 
  Casting Time 
  Touching 
  1d4x10 minutes 
  Detailed Information 
  1d10 days 
  Rumors Only 
  2d6 weeks 
  Listening Coin(CAdv p154) 
  <Div(scry), VSF(2 coins), 1StdAct, Touch, 1hr/lvl(D)> 
  – A pair of touched coins become a transmitter 
  coin and a receiver coin.  The receiver coin 
  can be use to make Listen checks through the 
  transmitter coin, though at DC +5 if it is a 
  pocket, etc.  
  Locate Creature(PH p249) 
  <Div, VSM(dog fur)/DF, 1StdAct, Long-range, 
  10min/lvl, no save, no SR> 
  – Senses direction toward named type of 
  creature (human, unicorn, etc.) or a specific 
  creature within range (must have been seen at 
  least once within 30’).  Running water blocks 
  the spell, as do Mislead, Nondetection, etc. 
  Know Vulnerabilities(MoF p104) 
  <Div, VS, 1StdAct, Close-range, WillNeg> 
  – Determine target’s vulnerabilities and 
  resistances. 
  Portal View(Und p60) 
  <Div(scry), VSF(glass eye)/DF, 10Minutes, Close-range, 
  1min/lvl> 
  – The target closed Portal shows those on the 
  caster’s side what is on the other side (i.e., its 
  destination).  The Portal is not open and 
  spells cannot be cast through it. 
  Speechlink(MoF p121)(MoFe)+ 
  <Div, VS, 1StdAct, Touch, 10min/lvl(D)> 
  – The caster & the touched targets can verbally 
  communicate over any distance. 
  Speak with Plants(PH p282) 
  <Div, VS, 1StdAct, Personal, 1min/lvl> 
  – The caster may communicate with plants & 
  Plant Creatures, though the spell does not 
  change their attitude towards the caster. 
  Unluck(CArc p128) 
  <Div, VSM(piece of broken mirror), 1StdAct, Close-
  range, 1rnd/lvl, WillNeg, SR applies> 
  – When the target creature makes an action  
  based on chance (such as an attack roll, a 
  damage roll, a saving throw, etc.), he/she  
  must roll twice & take the worst of the 2 rolls. 
  Enchantment 
  Celebration(MoF p84) 
  <Ench(comp)[mind], VS, 1StdAct, Close-range, 
  WillNeg> 
  – The caster performs a “drinking song” and all 
  targets in a 15’ radius burst must save or 
  begin feeling drunk.  For each full round the 
  caster continues the spell, the effects on those 
  targets who were in the original burst (even if 
  they have moved) become worse.  Once the 
  caster completes the song, the effects linger 
  for 1 round per level. 
  Rnd Effect 
  1 
  — 
  2 
  –2 Enhancement penalty to Dexterity, 
  Intelligence, & Wisdom. 
  3 
  Nauseated 
  4 
  Helpless 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 4th level 
   
  Page 13 
  Charm Person, Mass(RoD p164)(DR312 p51) 
  <Ench(charm)[mind], VS, 1StdAct, Close-range, 
  1hr/lvl, WillNeg, SR applies> 
  – One or more Humanoids in a 30’ area 
  considers the caster his/her ally.  Anything 
  the casters says or does will be treated the 
  same way as if a close friend has done it. 
   The caster can either target one Humanoid of 
  any number of HD –or– two or more 
  Humanoids in the 30’ area whose total HD do 
  not exceed (2 * Caster level). 
   If a target is in a threatening situation when the 
  spell is cast, it gets a +5 on the save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Dolorous Motes(BoED p97) 
  <Ench(charm)[mind], VS, 1StdAct, Long-range, 
  1rnd/lvl(D)> 
  – The caster creates one 10’ cube of immobile, 
  flickering lights per level.  The “clouds” can 
  be placed anywhere within range and do not 
  need to be contiguous.   
   Any creature within a cloud or who enters a 
  cloud is Dazed for 1 round (WillNeg, SR 
  applies). 
   Note:  The caster takes 1d3 Wisdom damage 
  Dominate Person(PH p224) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one Humanoid.  If the 
  caster & the target do not share a language, 
  control is limited.  The caster knows what the 
  target is experiencing & as a Standard Action, 
  can actually receive full sensory input. 
   The caster can change his/her orders with a 
  Move Action.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  Hold Monster(PH p241) 
  <Ench(comp)[mind], VSF(iron nail)/DF, 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillNeg(repeat), SR 
  applies> 
  – One living creature is Held.  It gets a new Will 
  save each round to end the spell. 
  Insidious Suggestion(RoE p187) 
  <Ench(comp)[mind][language][mind-set], VS, 
  1StdAct, Close-range, up to 1hr/lvl, WillNeg (see 
  below), SR applies> 
  – The caster gives the target 1 or 2 sentences of 
  reasonable sounding instructions.  The 
  instructions may contain a trigger to activate 
  them later or may activate immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
   The target must make a Will save each round 
  (for up to 1 round per level) to resist the 
  suggestion.  If the target ever fails his/her 
  save, then the suggestion take effect. 
   Mindset – While this spell is prepared, but not 
  yet cast, the caster gains a +2 Competence 
  bonus on Bluff, Diplomacy, and Intimidate 
  checks. 
   Note:  Gnomes cast this spell at +1 Caster level. 
  Inspired Aim(BoED p101) 
  <Ench(comp)[mind][language], V, 1StdAct, 
  Concentration> 
  – All allies within a 40’ radius Emanation gains 
  a +2 Insight bonus on all ranged attacks. 
  Modify Memory(PH p255) 
  <Ench(comp)[mind], VS, 1Round plus up to 5 
  Minutes, Close-range, Permanent, WillNeg, SR 
  applies> 
  – Changes up to 5 minutes of a living subject’s 
  memories.  If the subject fails its Will save, 
  the caster must spend up to 5 uninterrupted 
  minutes picturing the memory.  The caster: 
  a) eliminates the memory  of a real event 
  (though this does not negates magical 
  effects, such as Suggestion), 
  b) changes the memory of a real event; 
  c) adds the memory of an event; or 
  d) “cleans up” the memory of a real event, 
  allowing the subject to remember it clearly 
  and perfectly. 
  War Cry(CAdv p158)(MoF p132) 
  <Ench(comp)[mind][sonic], VS, 1 Swift Action, 
  Personal, 1rnd/lvl(D)> 
  – Caster gains +2 Morale bonus on attacks and 
  damage (+4 if charging).   
   In addition, anyone damaged by a melee attack 
  made by the caster becomes Panicked for 1 
  round (WillNeg, SR applies).  A foe who 
  makes his/her Will save is immune to the 
  Panic effect of a given casting of this spell. 
  Evocation 
  Fugue of Tvash-Prull(DR328 p70) 
  <Evoc[sonic], VSF(250gp tiny platinum violin bow), 
  1StdAct, Medium-range, Concentration up to 
  1rnd/lvl, WillNeg, SR applies> 
  – All creatures within a 30’ radius Spread are 
  affected by discordant sound.  Those that 
  make their save receive a –2 penalty on their 
  attack rolls and skill checks while in the area 
  of effect. 
   Creatures that fail their saving throw & who 
  remain in the area of effect are affected each 
  round.  The caster’s Perform check each 
  round and can choose one effect up to the 
  check’s result.  If the caster is doing a 
  Perform check with Keyboard Instruments, 
  Percussion Instruments, String Instruments, 
  or Wind Instruments, there is a +2 
  Circumstance bonus on the check. 
   Perform 
   Check Effect 
   
   
  15 
  3d6 nonlethal damage 
   
  20 
  3d6 Sonic damage 
   
  25 
  Shaken for 1 round, Deafened for 1 
  round, or Knocked Down. 
   
  30 
  Nauseated for 1 round, Blinded for 1 
  round, or Frightened for 1 round. 
   
  35 
  Stunned for 1 round. 
   
  40 
  1d6 ability damage from a random 
  ability score. 
   
  45 
  Attacks the nearest target. 
   
  50 
  Gains 1d4 Negative Levels. 
   
  55 
  Feebleminded. 
   
  60 
  Slain 
  Resonating Bolt(CArc p121) 
  <Evoc[sonic], VS, 1StdAct, Instantaneous, Ref½, SR 
  applies> 
  – All creatures and object in a 60’ long Line 
  from the caster take 1d4 Sonic damage per 
  level (max 10d4).  If the line strikes a barrier 
  that is broken by the damage, the line 
  continues out to the full 60’. 
  Shout(PH p279) 
  <Evoc[sonic], V, 1StdAct, SR applies> 
  – All creatures & objects within the 30’ Cone-
  shaped Burst take 5d6 Sonic damage (Fort½) 
  and are Deafened for 2d6 rounds (FortNeg). 
   Anyone with an attended object is allowed a 
  Reflex save to negate damage to the object. 
   Crystalline creatures take 1d6 damage per level 
  (max 15d6) (Fort½). 
   This spell is Suppressed by Silence. 
  Stone Shatter(MoF p124) 
  <Evoc[sonic], VS, 1StdAct, Close-range> 
  – If a stone creature is targeted, it takes 1d6/lvl 
  (max 15d6) sonic damage (Fort½).  If a stone 
  object of up to 2 pounds per level is targeted, 
  it is destroyed (WillNeg) & everyone within 
  5’ takes 1hp/lvl (max 15hp). 
  Illusion 
  Hallucinatory Terrain(PH p238) 
  <Ill(glamer), VSM(stone, twig, piece of a green plant), 
  10Minutes, Long-range, 2hrs/lvl(D), WillDisbelief, 
  no SR> 
  – Makes one contiguous 30’ cube per level of 
  one type of terrain look, sound, & smell like 
  another (field into forest, etc.).  Structures, 
  equipment, & creatures are not disguised. 
  Harmonize, Greater(RoS p162) 
  <Trans, VS, 1StdAct, Personal, 1min/lvl(D)> 
  – The caster may start a Bardic Music effect as a 
  Move Action, and any Bardic Music that 
  requires concentration only needs a Standard 
  Action to maintain.  This means that two 
  Bardic Music effects can be maintained 
  simultaneously. 
  Invisibility, Greater(PH p245) 
  <Ill(glamer), VSM(eyelash, gum arabic)/DF, 1StdAct, 
  Touch, 1rnd/lvl(D)> 
   – Subject is Invisible, even if he/she attacks. 
  Rainbow Pattern(PH p268) 
  <Ill(pattern)[mind], (V)SM(phosphor)F(prism), 
  1StdAct, Medium-range, Concentration + 
  1rnd/lv(D), WillNeg, SR applies> 
  – Up to 24HD of creatures in a 20’ radius 
  Spread who fail their save will be captivated 
  by the lights & try to stay in them.  They will 
  only defend themselves if attacked. 
   The lights can be moved 30’ per round as a 
  Free Action & those captivated will follow.  
  If this leads them into danger, each target gets 
  a new save. 
   If the lights are obscured (such as by Obscuring 
  Mist), the effect ends on the targets. 
   Only Bards need to use the Verbal component. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 4th level 
   
  Page 14 
  Shadow Conjuration(PH p276) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Conj(summoning) 
  or Conj(creation) spell of up to 3rd level.  The 
  spell is 1/5
  th real & the remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real.  The 
  target’s Spell Resistance always applies too.  
  Range & duration match the copied spell. 
   The possible effects fall into 3 categories: 
  Damage Spells (e.g., Melf’s Acid Arrow):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 1/5
  th damage & any 
  non-damage effect has only a 20% 
  chance of effecting the target. 
  Creating Objects or Substances (e.g., Web):   
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – 20% chance of effecting the 
  target. 
  Summon a Creature. (e.g., Summon Swarm):  
  Believer – creature has all its normal 
  abilities & weaknesses, but only has 1/5
  th 
  of its normal hp. 
  Nonbeliever – creature has 1/5
  th of its 
  normal hp, does 1/5
  th of its normal 
  damage, only has 1/5
  th of its normal AC 
  bonus, & its non-damage abilities have 
  only 20% chance of working each time. 
  Spectral Weapon(CAdv p157) 
  <Ill(shadow), VS, 1 Swift Action, Personal, 1rnd/lvl(D)> 
  – The caster creates a single weapon with which 
  he/she is proficient.  This weapon is normal 
  except for the following: 
  a) only the caster may wield the weapon (it 
  dissipates if released / dropped); 
  b) the caster makes touch attacks (instead of 
  normal attacks) to do damage; and 
  c) when hit, the foe is allowed a Will save 
  (SR applies).  If successful, that attack and 
  any that follow only do 1/5
  th damage and 
  any special effect, such as Death Attack, 
  only has a 20% chance of working. 
   A caster may only maintain 1 Spectral Weapon 
  at a time. 
  Zone of Silence(PH p303) 
  <Ill(glamer), VS, 1Round, Personal, 1hr/lvl(D)> 
  – The caster creates a mobile, 5’ radius 
  Emanation that keeps voices from traveling 
  out, allowing the caster & others within the 
  area to speak freely (though there lips may be 
  read).  This spell also block [sonic] & 
  [language] effects that come directly from a 
  caster (such as Shout and Command). 
  Transmutation 
  Blinding Beauty(BoED p92) 
  <Trans[good], VS, 1StdAct, Personal, 1rnd/lvl> 
  – The caster gains the beauty of a Nymph.  Any 
  Humanoid within 60’ that looks at the caster 
  becomes permanently Blind (FortNeg).  The 
  caster can suppress & unsuppress this ability 
  as a Free Action. 
   Note:  The caster must abstain from sexual 
  intercourse of one week in order to be able to 
  cast this spell. 
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 5th level 
   
  Page 15 
  5th Level 
   
  Abjuration 
  Dispel Magic, Greater(PH p223)(PH3.5e)+ 
  <Abj, VS, 1StdAct, Medium-range, no SR> 
  – Cancels magical spells and effects on a 
  successful Dispel Check (max +20).  This 
  spell can be used in one of three ways: 
  a) Counterspell – Acts like a standard 
  counterspell except it works against any 
  spell, but a Dispel Check must be made. 
  b) Targeted Dispel – Each ongoing spell 
  effect on one target gets a separate Dispel 
  Check.  If successful, the spell effect is 
  ended (except for those caused by magic 
  items, which are only suppressed for 1d4 
  rounds).   
  c) Area Dispel – Each target in a 20’ radius 
  Burst gets a Dispel Check against each 
  spell in turn (highest caster level spell 
  checked first) until one is dispelled or all 
  checks fail.  Items are not effected. 
   A caster does not need to make a Dispel Check 
  to end a spell he/she cast. 
  Telepathy Block(BoED p109) 
  <Abj, VS, 1StdAct, Close-range, 1rnd/lvl(D), no save, 
  no SR> 
  – All telepathic communicated, including 
  telepathic speech, is blocked in a 80’ radius 
  Emanation from the target.  If the spell is cast 
  on a creature or object, the effect moves with 
  the target.  If cast on a point in space, the 
  effect is immobile. 
  Wall of Greater Dispel Magic(Und p63)  
  <Abj, VS/DF, 1StdAct, Medium-range, 1min/lvl> 
  – Creates an transparent wall whose area is one 
  10’ square per level. 
   When a creature passes through the wall, each 
  ongoing spell effect on the target gets a 
  separate Dispel Check (max +20).  If 
  successful, the spell effect is ended (except 
  for those caused by magic items, which are 
  only suppressed for 1d4 rounds).  
   The wall cannot be seen with See Invisibility, 
  but it can be detected with Detect Magic and 
  True Seeing. 
  Conjuration 
  Cure Light Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 1d8 +1/level damage (max +25) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Revenance(CDiv p178)(MoF p113) 
  <Conj(heal), VSM(500gp diamond dust)/DF, 
  1FullRound, Touch, 1min/lvl> 
  – The touched ally that was killed within 
  1rnd/lvl is restored to life for the spell’s 
  duration, and then dies again.  The target does 
  not loose a level & is at ½ hp.  Against the 
  creature that killed it, the target receives a +1 
  Morale bonus on All Actions.  The spirit 
  must be willing, cannot have died of old age, 
  have been killed by a ‘death effect’, or have 
  been an Undead, Construct, Elemental, or an 
  outsider.  The body must be intact. 
  Summon Monster V(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster V 
  1 
  Summon Monster IV 
  1d3 
  Summon Monster III (or lower) 1d4+1 
  Summon Undead V(PGF p114)(PGFe)+ 
  <Conj(sum)[evil], VSF(bag, candle, humanoid 
  bone)/DF, 1Round, Close-range, 1rnd/lvl> 
  – Summons one or more Undead to fight the 
  caster’s enemies.  The Undead can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Undead V 
  1 
  Summon Undead IV 
  1d3 
  Summon Undead III (or lower) 1d4+1 
  No summoned Undead may have more Hit Dice 
  than (Caster level + 1). 
  Enchantment 
  Heroism, Greater(PH p240) 
  <Ench(comp)[mind], VS, 1StdAct, Touch, 1min/lvl> 
  – The touched creature gains a +4 Morale bonus 
  on attacks, saves, & skill checks, immunity to 
  fear effects, and 1 per level (max +20) 
  Temporary HP. 
  Mind Fog(PH p253) 
  <Ench(comp)[mind], VS, 1StdAct, Medium-range, 
  30min, WillNeg, SR applies> 
  – All targets who enter the 20’ radius by 20’ 
  high Spread of light vapor receive a –10 
  Competence penalty to Will saving throws & 
  Wisdom checks for as long as they remain in 
  the fog & 2d6 rounds after leaving.  If a 
  target makes its saving throw, it is immune to 
  this casting of the spell. 
   The vapors do not provide Concealment. 
   The vapors can be dispersed by Moderate Wind 
  in 4 rounds & a Strong Wind in 1 round. 
  Scyllan Scream(DR334 p75) 
  <Ench(comp)[mind][sonic], VS, 1StdAct, 
  Instantaneous, WillNeg, SR applies> 
  – All creatures within a 100’ radius Emanation 
  around the caster are Panicked (if up to 4HD) 
  or Shaken (if 5HD or higher) for 2d6 rounds. 
  Song of Discord(PH p281) 
  <Ench(comp)[mind][sonic], VS, 1StdAct, Medium-
  range, 1rnd/lvl, WillNeg, SR applies> 
  – All creatures within a 20’ radius Spread have a 
  50% chance each round of attacking the 
  nearest target, whether friend or foe. 
  Suggestion, Mass(PH p285) 
  <Ench(comp)[mind][language], VM(snake tongue, 
  honeycomb/sweet oil), 1StdAct, Medium-range, up 
  to 1hr/lvl, WillNeg, SR applies> 
  – The caster gives 1 target per level in a 30’ area 
  1 or 2 sentences of reasonable sounding 
  instructions.  The instructions may contain a 
  trigger to activate them later or may activate 
  immediately. 
   At the end of the duration, the instructions 
  loose their power, triggered or otherwise. 
  Illusion 
  Dream(PH p225) 
  <Ill(phantasm)[mind], VS, 1Minute, Touch> 
  – The touched living subject gains the ability to 
  enter a target’s dream & deliver a one-way, 
  predetermined message of any length (i.e.,  
  Q&A).  The target must be unambiguously 
  identified by name or title & must be able to 
  dream.  If the target is not asleep when the 
  spell is cast, the subject can either cancel the 
  spell –or– stay in a deep trance until the 
  target does go to sleep.    
  False Vision(PH p229) 
  <Ill(glamer), VSM(250gp jade dust), 1StdAct, Touch, 
  1hr/lvl(D), no save, no SR> 
  – If a Divination (scrying) spell is used within a 
  40’ radius Emanation of the touched object, 
  the Magical Sensor automatically sees & 
  hears an illusion designated by the caster at 
  casting time.  By concentrating, the caster can 
  make the image move within the area of 
  effect, otherwise it is static. 
  Inescapable Swarm(DR333 p71) 
  <Ill(figment), VSM(cobwebs), 1StdAct, Close-range, 
  Concentration up to 1rnd/lvl, WillDisbelief,  
  SR applies> 
  – Up to 1 creature per level in a 30’ area feel 
  like it is being overrun with bugs and 
  becomes Shaken (WillNeg).  If Shaken, the 
  creature must also make a Fortitude save or 
  become Nauseated. 
  Mirage Arcana(PH p254) 
  <Ill(glamer), VS, 1StdAct, Long-range, Concentration 
  + 1hr/lvl(D), WillDisbelief, no SR> 
  – Makes one contiguous 20’ cube per level look, 
  sound, & smell different, including changing 
  or adding structures & equipment.  Creatures 
  are not disguised, but are able to hide within 
  mirage as if it were real (i.e., inside buildings 
  or behind bushes). 
  Mislead(PH p255) 
  <Ill(figment)(glamer), S, 1StdAct, Close-range, 
  Concentration + 3rnds, no SR> 
  – Simultaneously, the caster becomes Invisible 
  and an illusionary copy (sight, sound, smell, 
  & touch) of the caster appears within range 
  (with the option of it appearing supper-
  imposed on the caster).  The illusionary copy 
  will then do whatever it was programmed to 
  do at cast time, with no requirement that it 
  stays in range.  A Will save is required to 
  realize the copy isn’t the original. 
   The caster stays Invisible even if he/she attacks, 
  up to 1rnd/lvl(D). 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 5th level 
   
  Page 16 
  Nightmare(PH p257) 
  <Ill(phantasm)[mind][evil], VS, 10Minutes, Unlimited-
  Range, Instantaneous, WillNeg, SR applies> 
  – Causes a sleeping target to have hideous 
  nightmares which deals 1d10 damage and 
  prevents restful sleep, leaving the target 
  Fatigued.  Any subsequent attempts to sleep 
  in the 24 hour period after the spell is cast 
  will also result in nightmares.  Arcane spell 
  casters cannot regain spells during this time. 
   This spell’s DC is adjusted by the caster’s 
  knowledge and connection to the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the target is not asleep when the spell is cast, 
  the caster has the option of going into a 
  trance (which leave the caster Defenseless & 
  unaware of his/her surroundings) until the 
  target does fall asleep, at which time the spell 
  acts normally.  If the caster chooses not to go 
  into a trance, the spell is still used up. 
   If Dispel Evil is cast on the target while this 
  spell is being cast, Nightmare is Cancelled 
  and the Nightmare’s caster is Stunned for 10 
  minutes per Caster level of Dispel Evil. 
   Since Elves do not sleep, they are immune to 
  this spell.  
  Persistent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  1min/lvl(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of (4 + 1 per level) 10’ cubes 
  that are contiguous. 
   The illusion follows a script set up the caster. 
  Reflective Disguise, Mass(Und p61) 
  <Ill(glamer), VS, 1StdAct, Close-range, 12hours(D)> 
  – One person per two levels is affected by a 
  glamer which makes creatures looking at 
  them think they are the same race.  An 
  unwilling subject is allowed a Will save and 
  SR applies. 
   An intelligent creature that see the subject think 
  he/she is the same race and gender as itself.  
  This only works if the viewer is within one 
  size category of the subject.   
   This spell is only a visual illusion.  It does not 
  provide sounds, smells, mannerisms, etc. 
   A viewer who interacts with the subject or a 
  creature with the scent ability is allowed a 
  Will save to disbelieve (SR applies). 
  Seeming(PH p275) 
  <Ill(glamer), VS, 1StdAct, Close-range, 12hours(D), 
  WillDisbelief, no SR> 
  – One target per 2 levels in a 30’ area receive 
  minor visual changes to their appearance. 
  These include gaining or loosing 1’ of height, 
  gaining or loosing weight, the addition or 
  removal of a beard / scar, etc. 
   This spell provides a +10 on Disguise checks. 
   Anyone interacting with a subject (particularly 
  if they touch him/her) are allowed a Will save 
  to Disbelieve the illusion. 
   Unwilling subjects are allowed a Will save to 
  negate & Spell Resistance applies. 
  Shadow Evocation(PH p277) 
  <Ill(shadow), VS, 1StdAct, WillDisbelief, SR applies> 
  – Mimics a Wizard/Sorcerer Evocation spell of 
  up to 4th level.  The spell is 1/5
  th real & the 
  remainder is ‘shadow’. 
   The target of the spell always get a Will save to 
  realize the spell is not entirely real (objects 
  always make this save).  The target’s Spell 
  Resistance always applies too.  Range & 
  duration match the copied spell. 
  Believer – effected by the spell normally, 
  including any normal saving throws. 
  Nonbeliever – takes 1/5
  th damage & any non-
  damage effect has only a 20% chance of 
  effecting the target. 
  Shadow Walk(PH p277) 
  <Ill(shadow), VS, 1StdAct, Touch, 1hr/lvl(D)> 
  – The caster and up to 1 touched subject per 
  level travel into the Plane of Shadows 
  (unwilling subjects receive a Will save to 
  negate).  Travel can be in two different ways: 
  a) Movement in the Plane of Shadows is 
  faster than in the Material Plane, so the 
  party can effectively travel 50 miles/hour.  
  When the desired destination is reached, 
  the party returns to the Material Plane. 
  b) The party can travel to a plane of existence 
  that borders the Plane of Shadows.  This 
  takes 1d4 hours. 
  Necromancy 
  Wail of Doom(CAdv p158)   
  <Necro[fear][mind][sonic], V, 1StdAct, Instantaneous, 
  Will½, SR applies> 
  – Each creature within 30’ long Cone-shaped 
  Burst takes 1d4/lvl (max 15d4) (Will½), and 
  becomes Panicked for 1rnd/lvl (Will save to 
  reduce this to Shaken for 1rnd). 
  Transmutation 
  Blink, Improved / Greater(CArc p99)(UE p50)(CDiv p154) 
  <Trans, VS, 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster flashes in & out of the Ethereal 
  plane at random.  The caster 
  a) has no chance of losing each attack or 
  spell; 
  b) has a 50% chance of any attack or spell 
  targeting him/her being lost (20% if the 
  attacker can see Invisible –or– can effect 
  incorporeal creatures);  
  c) takes ½ damage from area-of-effect attacks 
  & falling;  
  d) can move at 75% of normal rate; 
  e) can step through solid matter up to his/her 
  modified movement rate.  If movement 
  ends before the solid material is exited, the 
  caster takes 1d6 damage per 5’ traveled;  
  f) attacks as if Invisible; & 
  g) the caster can ready an action to avoid a 
  specific attack (including magic).  Unless 
  the attack can effect an incorporeal target, 
  it misses. 
  Body Harmonic(DR314 p45) 
  <Trans[water], VSF(500gp crystal goblet filled with 
  water), 1StdAct, Long-range, 1rnd/lvl(C), WillNeg, 
  SR applies> 
  – One living creature takes 1d10 ability damage 
  to an ability score chosen by the caster.  Each 
  round the caster maintains Concentration, 
  he/she must choose a different score, & any 
  given ability cannot be targeted more than 
  once per 5 rounds. 
   Due to the harmonics their body is generating, 
  the target receives a –20 penalty on Move 
  Silently checks 
   Creatures with the [fire] subtype cannot be 
  targeted by this spell. 
  Improvisation(CAdv p152) 
  <Trans, VSM(dice), 1StdAct, Personal, 1rnd/lvl(D)> 
  – The caster receives a pool Luck bonuses equal 
  to 2 times Caster level for use on attack rolls, 
  skill, & ability checks.  Up to ½ Caster level 
  of Luck bonus can be used on a given check, 
  but the amount must be designated before the 
  roll.  Each Luck bonus used is removed from 
  the pool.  Any left-overs disappear at the end 
  of the spell’s duration. 
  Unfettered Heroism(RoE p190) 
  <Trans, V, 1 Immediate Action, Personal, 1rnd/lvl> 
  – The caster gains 1 Action Point each round.  
  These Action Points do not accumulate; if not 
  used each round, they are lost. 
   In addition, the caster may use more than one 
  Action Point per round, but each Action Point 
  must affect a different die roll. 
   When the spell ends, the caster is Fatigued 
  (even if dispelled). 
   Note:  The caster must have at least 1 Action 
  Point to cast this spell. 
   Note:  Humans cast this spell at +1 Caster level.
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 6th level 
   
  Page 17 
  6th Level 
   
  Abjuration 
  Empyreal Ecstasy(BoED p98) 
  <Abj, VS/DF, 1Round, 30’ range, 1min/lvl(D), 
  WillNeg, SR applies> 
  – One subject per level feels extremely good: 
  a) Any lingering pain effects are ended, 
  including those from Symbol of Pain, etc.  
  It does not dispel ongoing magical pain 
  effects. 
  b) Becomes immune to new [mind] spells & 
  effects (though any already in effect 
  remain); 
  c) Only takes ½ damage from melee & 
  ranged attacks; 
  d) All skill checks receive a –4 penalty; 
  e) Casting spells requires a Concentration 
  check vs. DC 15. 
  Gate Seal(FR p70) 
  <Abj, VSM(50gp silver), Close-range, Permanent> 
  – The targeted Gate or Portal cannot no longer 
  be used unless this spell is dispelled. 
  Conjuration 
  City Stride(RoD p234) 
  <Conj[teleport], VSM(chip of stone/brick from 
  destination city), 1 Round, Touch, Instantaneous> 
  – The caster (carrying Maximum load) & one 
  willing Medium-size creature per three levels 
  (or the Creature Equivalent) are instantly 
  transported from one Small City (or larger) to 
  another Small City (or larger) within 100 
  miles per level.  
   The destination city must have been visited 
  before by the caster, who must also have a 
  piece of stone or brick from that location. 
   The caster and those he/she brings along arrive 
  at a random, safe place within the border of 
  the city (but not within a building). 
  Cure Moderate Wounds, Mass(PH p216) 
  <Conj(heal), VS, 1StdAct, Close-range> 
  – Cures 2d8 +1/level damage (max +30) to  
  one creature per level in a 30’ area with 
  Positive Energy. 
  Heroes’ Feast(PH p240) 
  <Conj(create), VS/DF, 10Min, Close-range, 1hr> 
  – Creates a banquet for 1 creature per level.  
  Each creature that spends the full hour eating 
  is cured of all diseases, sickness, & nausea, 
  gains 1d8 + 1 per 2 levels (max +10) 
  Temporary HP, and for the following 12 
  hours is immune to poison, magical fear & 
  gains a +1 Morale bonus to attacks & Will 
  saves. 
  Summon Monster VI(PH p287) 
  <Conj(sum)[variable alignment/element], VSF(bag, 
  candle)/DF, 1Round, Close-range, 1rnd/lvl(D)> 
  – Summons one or more creatures to fight the 
  caster’s enemies.  The creatures can attack on 
  the caster’s initiative starting their first round. 
  Table 
  # 
   
  Summon Monster VI 
  1 
  Summon Monster V 
  1d3 
  Summon Monster IV (or lower) 1d4+1 
  Divination 
  Analyze Dweomer(PH p197) 
  <Div, VSF(tiny lens made from ruby/sapphire and gold 
  worth 1,500gp), 1StdAct, Close-range, 1rnd/lvl(D), 
  no SR> 
  – Each round as a Free Action, the caster may 
  learn the magical properties of one object or 
  the spells on one person.  An attended object 
  is allowed a Will save to resist, in which case 
  it is immune to this spell for 24 hours. 
  Target Person:  All active spells on the target, 
  including the effect & its Caster level. 
  Target Object:  How the magic item 
  functions, how to activate it, & the number 
  of remaining charges.  If it has active 
  spells on it, the caster knows their effects 
  & Caster levels. 
  Find the Path(PH p230) 
  <Div, VSF(rune stones), 3Rounds, 10min/lvl> 
  – The touched subject knows the shortest, most 
  direct route to the specified location (not 
  objects or people). 
   The subject also knows what actions to take to 
  follow the path, such as the locations of trip 
  wires & the password to a Glyph of Warding.  
  It does not predict the actions of guardians. 
   This spell will get a subject out of a Maze spell 
  in 1 round. 
  Hindsight(CAdv p151) 
  <Div, VSM(1,000gp diamond), 1Hour, Personal, 
  Instantaneous> 
  – The caster can see what occurred in the past 
  within a 60’ radius Burst.  The level of detail 
  is based on the amount of time covered 
  (chosen as casting time): 
  Days – able to see 1 day back in time per 
  Caster level.  Gain a detailed knowledge of 
  people, conversations, and events in the 
  area of effect. 
  Weeks – able to see 1 week back in time per 
  Caster level.  Know conversations and 
  events that occurred, but not the exact 
  words or details; 
  Years – able to see 1 year back in time per 
  Caster level.  Remember noteworthy 
  events, such as deaths, battles, scenes of 
  great emotion, etc.; 
  Centuries – able to see 1 century + 1 per four 
  Caster levels after 1st (i.e., 4 centuries at 
  16th level & 5 centuries at 17th level) back 
  in time.  Only the most remarkable events 
  are noted, such as coronations, great 
  battles, etc. 
  Scrying, Greater(PH p275)(PH3.5e)+ 
  <Div(scry), VS, 1Hour, 1hr/lvl, WillNeg, SR applies> 
  – Sends a Magical Sensor to watch & listen to a 
  target creature.  This spell’s DC is adjusted 
  by the caster’s knowledge and connection to 
  the target. 
  Knowledge 
  DC 
  None (must have a Connection) 
  –10 
  Heard of the target 
  –5 
  Met the target 
  +0 
  Know the target well 
  +5 
  Connection 
  DC 
  Likeness or picture 
  +2 
  Possession or garment 
  +5 
  Lock of hair, bit of fingernail, etc. +10 
   If the spell is successful, the caster can see in a 
  10’ radius around the target & the Sensor 
  follows the target up to a rate of 150’. 
   If the spell is resisted, the caster may not 
  attempt to scry on the target again for 1day. 
   Spells that improve the caster’s vision (such as 
  Darkvision) apply when he/she is looking 
  through the Sensor.  In addition, the caster 
  can use the following:  Detect Chaos, Detect 
  Evil, Detect Good, Detect Law, Detect Magic, 
  Message, Read Magic, and Tongues. 
  Enchantment 
  Charm Monster, Mass(PH p209) 
  <Ench(charm)[mind], V, 1StdAct, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – The caster causes one or more creatures to 
  considers the caster its ally.  Anything the 
  casters says or does will be treated the same 
  way as if a close friend has done it. 
   The caster can target one creature of with any 
  number of HD –or– (2 * Caster level) HD of 
  creatures in a 30’ area. 
   If the target is in a threatening situation when 
  the spell is cast, it gets +5 on its save.  Any 
  threats from the caster or his/her allies after 
  the spell is in effect breaks the charm. 
  Dominate Person, Mass(DR312 p51) 
  <Ench(comp)[mind], VS, 1Round, Close-range, 
  1day/lvl, WillNeg, SR applies> 
  – Telepathically control one or more 
  Humanoids.  If the caster & the target do not 
  share a language, control is limited.  The 
  caster knows what the target is experiencing 
  & as a Standard Action, can actually receive 
  full sensory input from any one target. 
   The caster can either target one Humanoid of 
  any number of HD –or– two or more 
  Humanoids in the 30’ area whose total HD do 
  not exceed (2 * Caster level). 
   The caster can change his/her orders with a 
  Move Action, though each target must be 
  commanded separately.  Once the target has 
  instructions, he/she will continue trying to 
  carry them out as long as the spell lasts, 
  pausing only to sleep & eat as needed. 
   Actions against the target’s nature result in a 
  new save with a bonus of +4, and self-
  destructive orders are ignored. 
   Once dominated, the caster & target can be any 
  distance from each other.  Protection from 
  Evil, et. al., only Suppress this spell, not 
  Dispel it. 
   A Sense Motive check vs. DC 15 will show that 
  the target is under magic control. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 6th level 
   
  Page 18 
  Geas, Mass Lesser(DR312 p51) 
  <Ench(comp)[mind][language], V, 1Round, Medium-
  range, until discharged(D), WillNeg, SR applies> 
  – One subject per level with 7 HD or less in a 
  30’ area obeys the caster’s command “to the 
  letter”, though self-destructive orders break 
  the spell. 
  Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If a subject is prevented from carrying out the 
  instructions, he/she suffers a –2 penalty on 
  each ability score per full day (max of –8).  
  The ability scores return to normal after a full 
  day of obeying the instructions. 
   This spell is not effected by Dispel Magic, 
  though it can be ended by Remove Curse, 
  Break Enchantment, Limited Wish, Miracle, 
  or Wish. 
  Geas/Quest(PH p234) 
  <Ench(comp)[mind][language], V, 10Minutes, Close-
  range, until discharged(D), no save, SR applies> 
  – One subject obeys the caster’s command “to 
  the letter”, though self-destructive orders 
  break the spell. 
   Open-ended commands, such as “Guard this 
  Door”, last for 1 day per Caster level.  
  Specific tasks must be completed for the spell 
  to be discharged. 
   If the subject is prevented from carrying out the 
  instructions, he/she suffers 3d6 damage each 
  day (no save) & is Sickened (FortNeg).  The 
  effects end after a full day of obeying the 
  instructions. 
   This spell is not effected by Dispel Magic or 
  Break Enchantment, though it can be ended 
  by Limited Wish, Miracle, or Wish.  Remove 
  Curse only works if its Caster level is two 
  higher than this spell’s Caster level. 
  Otto’s Irresistible Dance(PH p259) 
  <Ench(comp)[mind], V, 1StdAct, Touch, 1d4+1rnds, 
  no save, SR applies>  
  – Touched target starts to dance uncontrollably 
  & cannot take any actions, receives a –4 AC 
  penalty, a –10 penalty to Reflex saves, & 
  cannot effectively use a shield.  The target 
  provokes an attack of opportunity each round. 
  Symphonic Nightmare(DR328 p72) 
  <Ench(comp)[mind], VSF(1,000gp sculpture of a tiny 
  orchestra inside of a skull), 1StdAct, Touch, 
  1day/lvl(D), WillNeg, SR applies>  
  – When the touched living creature tries to 
  sleep, it instead has its mind filled with the 
  sounds of an orchestra. 
  a) the first time the target tries to sleep, 
  he/she receives a –2 penalty on all 
  Wisdom-based skill checks.  This penalty 
  lasts until the spell ends; 
  b) the target cannot sleep or rest will the spell 
  remains in effect.  This means the target 
  cannot heal naturally or regain spells; and 
  c) becomes immune to effects keyed to 
  sleeping, such as Dream, Nightmare, a 
  Night Hag’s Dream Haunting ability, etc. 
   The spell can only be dispelled with Remove 
  Curse by someone with a higher caster level 
  than this spell, a successful Break 
  Enchantment, a Wish, or a Miracle. 
  Evocation 
  Cacophonic Shield(CAdv p144)(MoF p83) 
  <Evoc[sonic], VS, 1StdAct, 1min/lvl(D)> 
  – The caster creates a 10’ radius Emanation 
  barrier of sound around himself/herself that 
  moves with the caster.  Crossing the barrier 
  has the following effects: 
  Non-Magical Sound – cannot cross. 
  Magical Sound – requires a successful Caster 
  check to cross. 
  Creature – takes 1d6 +1/lvl (max 1d6+20) 
  Sonic damage (no save) & is Deafened for 
  1 minute (FortNeg). 
  Missile Weapons –20% miss chance. 
  Dirge(MoF p89) 
  <Evoc[sonic], VS, 1FullRound, 1rnd/lvl> 
  – All enemies within 50’ of the caster must 
  make a Fortitude save each round or take 2 
  points of temporary Strength & Dexterity 
  damage. 
  Greater Shout(PH p279) 
  <Evoc[sonic], VSF(metal horn), 1StdAct, SR applies> 
  – All creatures & objects within the 60’ Cone-
  shaped Burst take 10d6 Sonic dmg (Fort½), 
  are Deafened for 4d6rnds (FortNeg), and are 
  Stunned for 1 round (FortNeg). 
   Anyone with an attended object is allowed a 
  Reflex save to negate damage to the object. 
   Crystalline creatures take 1d6 damage per level 
  (max 20d6) (Fort½). 
   This spell is Suppressed by Silence. 
  Sympathetic Vibration(PH p291) 
  <Evoc[sonic], VSM(tuning fork), 10Minutes, Touch, 
  up to 1rnd/lvl, SR applies> 
  – The touched unliving, free-standing structure 
  (building, bridge, dam, etc.) begins to vibrate, 
  taking 2d10 damage per round. 
   Constructs cannot be targeted. 
  Illusion 
  Permanent Image(PH p260) 
  <Ill(figment), VSF(fleece, sand), 1StdAct, Long-range, 
  Permanent(D), WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of a 20’ cube + 1 10’ cube per 
  level that are contiguous. 
   The caster can move the image with 
  concentration, but otherwise it is static. 
  Programmed Image(PH p265) 
  <Ill(figment), VSM(fleece, 50gp jade dust), 1StdAct, 
  Long-range, Permanent until triggered then 1rnd/lvl, 
  WillDisbelief, no SR> 
  – Creates an illusion that has visuals, sound, 
  smell, & heat of objects, creatures, etc., as the 
  caster visualizes them.  The image can move 
  within an area of a 20’ cube + 1 10’ cube per 
  level that are contiguous. 
   The illusion is triggered by a caster-defined 
  audible, tactile, olfactory, or visual event.  
  Once triggered, the illusion follows the 
  caster’s script. 
  Project Image(PH p265) 
  <Ill(shadow), VSM(5gp doll of the caster), 1StdAct, 
  Medium-range, 1rnd/lvl(D), WillDisbelief, no SR> 
  – An insubstantial, but otherwise real double of 
  the caster is created.  The caster must 
  maintain line-of-sight with the double or the 
  spell ends. 
   As a Free Action, the caster can choose to see 
  through the double’s eyes & hear through its 
  ears. 
   As a Move Action, the caster can take direct 
  control of the double, otherwise it mimics the 
  caster. 
   Spells can be cast through the double, but 
  otherwise act normally. 
  Veil(PH p298) 
  <Ill(glamer), VS, 1StdAct, Long-range, Concentration 
  + 1hr/lvl(D), WillDisbelief> 
  – The caster may change the appearance of 
  every creature in a 30’ area.  The new 
  appearances can be any combination of 
  creatures, though a Disguise check (at +10) is 
  needed to make the subjects look believable. 
   Unwilling subjects are allowed a Will save to 
  resist being changed & SR applies. 
  Necromancy 
  Eyebite(PH p228) 
  <Necro[evil], VS, 1StdAct, Close-range, Personal, 
  1rnd/3lvls, FortNeg, SR applies>  
  – The caster gains the ability to target a single 
  living creature once per round as a Move 
  Action.  The effect is determined by the 
  target’s HD: 
  10+ HD: Sickened for 10min/lvl 
  5 – 9 HD: Panicked for 1d4 rounds & then 
  Shaken for 10min/lvl & above. 
  up to 4HD:Comatose for 10min/lvl & above. 
  Transmutation 
  Animate Objects(PH p199) 
  <Trans, VS, 1StdAct, Medium-range, 1rnd/lvl> 
  – Animates the equivalent of one Small-sized, 
  non-magical, unattended (i.e., not carried or 
  worn) object per level, which can be used to 
  immediately attack an opponent.  Use the 
  Animated Object creature(MM p13) for the 
  items effected by this spell. 
   The caster may change which objects are 
  animated as a Move Action each round. 
   The caster may animate larger objects in place 
  of a number of Small objects. 
  1 Medium = 2 Small 1 Gargantuan = 16 Small 
  1 Large = 4 Small 
  1 Colossal = 32 Small 
  1 Huge = 8 Small 
  Bestow Curse, Greater(RoD p164) (CDiv p153)(CDivErrata)+ 
  <Trans[touch attack], VS, 1StdAct, Touch, Permanent, 
  WillNeg, SR applies> 
  – Touched subject is inflicted with one of the 
  following: 
  a) One ability score reduced to 1;  
  b) Two ability scores receive a –6 penalty 
  (min 1);  
  c) –8 penalty on All Actions; or 
  d) 75% chance of losing each action. 
  The caster must designate a task which, if 
  completed, will cause the curse to be lifted.  
  The task must be some that the target could 
  do in a 1 year time-frame. 
  This spell is not effected by Dispel Magic, 
  Break Enchantment, Limited Wish, or 
  Remove Curse.   It can be removed with a 
  Wish or Miracle. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Bard Spell List – 6th level 
   
  Page 19 
  Cat’s Grace, Mass(PH p208) 
  <Trans, VSM(cat hair), 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a  
  +4 Enhancement bonus to Dexterity. 
  Eagle’s Splendor, Mass(PH p225) 
  <Trans, VSM(eagle feather/dung)/DF, 1StdAct, Close-
  range, 1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Charisma. 
  Fox’s Cunning, Mass(PH p233) 
  <Trans, VSM(fox hair)/DF, 1StdAct, Close-range, 
  1min/lvl> 
  – One subject per level in a 30’ area gains a +4 
  Enhancement bonus to Intelligence. 
  Nixie’s Grace(DR314 p46) 
  <Trans[water], VSF(nixie hair that was freely given to 
  the caster), 1StdAct, Personal, 10min/lvl> 
  – The caster gains some of the attributes of a 
  Nixie: 
  a) +4 Enhancement bonus to Charisma; 
  b) +2 Enhancement bonus to Dexterity; 
  c) +2 Enhancement bonus to Wisdom; 
  d) gain Damage Reduction 5 / cold iron; 
  e) Low-Light Vision; 
  f) can breath underwater; & 
  g) gain a Swim speed of 30’. 
  Protégé(CAdv p155) 
  <Trans, VS, 1FullRound, Touch, 1min/lvl(D)> 
  – The touched subject temporarily gains the 
  Bardic Music & Bardic Knowledge abilities 
  equivalent to a Bard of ½ the caster’s Bard 
  level.  Also, the subject temporarily has ½ the 
  caster’s ranks in Perform if that is higher than 
  the subject’s current number of ranks. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Spell Tables 
  Page 20 
   
  Spell Tables 
   
  Summon Monster 
  Creatures with Templates include the creature’s page first, followed by the template’s page. 
  List Constructed from the table on PH3.5 p287. 
   
  Summon Monster I 
   
  Celestial Badger [good]  
  (MM p268) & (MM p31) 
  Celestial Dog [good] 
  (MM p271) & (MM p31) 
  Celestial Giant Fire Beetle [good]  
  (MM p285) & (MM p31) 
  Celestial Monkey [good]  
  (MM p276) & (MM p31) 
  Celestial Owl [good]  
  (MM p277) & (MM p31) 
  Celestial Porpoise [good]  
  (MM p278) & (MM p31) 
  Fiendish Dire Rat [evil] 
  (MM p64) & (MM p107) 
  Fiendish Hawk [evil]  
  (MM p273) & (MM p107) 
  Fiendish Monstrous Centipede, Medium [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Scorpion, Small [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Small [evil]  
  (MM p288) & (MM p107) 
  Fiendish Octopus [evil]  
  (MM p276) & (MM p107) 
  Fiendish Raven [evil]  
  (MM p278) & (MM p107) 
  Fiendish Snake, Small Viper [evil]  
  (MM p279) & (MM p107) 
   
  Summon Monster II  
   
  Celestial Giant Bee [good]  
  (MM p284) & (MM p31) 
  Celestial Giant Bombardier Beetle [good]  
  (MM p284) & (MM p31) 
  Celestial Riding Dog [good]  
  (MM p272) & (MM p31) 
  Celestial Eagle [good]  
  (MM p272) & (MM p31) 
  Devil, Lemure [evil][lawful]  
  (MM p57) 
  Fiendish Squid [evil]  
  (MM p281) & (MM p107) 
  Fiendish Wolf [evil]  
  (MM p283) & (MM p107) 
  Fiendish Monstrous Centipede, Large [evil]  
  (MM p287) & (MM p107)  
  Fiendish Monstrous Scorpion, Medium [evil]  
  (MM p287) & (MM p107) 
  Fiendish Shark, Medium [evil]  
  (MM p279) & (MM p107) 
  Fiendish Monstrous Spider, Medium [evil]  
  (MM p288) & (MM p107) 
  Fiendish Snake, Medium Viper [evil]  
  (MM p279) & (MM p107) 
   
  Summon Monster III 
    
  Celestial Bison [good]  
  (MM p269) & (MM p31) 
  Celestial Black Bear [good]  
  (MM p269) & (MM p31) 
  Celestial Dire Badger [good]  
  (MM p62) & (MM p31) 
  Celestial Hippogriff [good]  
  (MM p152) & (MM p31) 
  Demon, Dretch [evil]  
  (MM p42) 
  Elemental, Air (small) [air]  
  (MM p95) 
  Elemental, Earth (small) [earth]  
  (MM p98) 
  Elemental, Fire (small) [fire]  
  (MM p98) 
  Elemental, Water (small) [water]  
  (MM p98) 
  Fiendish Ape  [evil]  
  (MM p268) & (MM p107) 
  Fiendish Boar [evil]  
  (MM p270) & (MM p107) 
  Fiendish Crocodile  [evil]  
  (MM p271) & (MM p107) 
  Fiendish Dire Bat  [evil]  
  (MM p62) & (MM p107) 
  Fiendish Dire Weasel  [evil]  
  (MM p282) & (MM p107)  
  Fiendish Monstrous Centipede, Huge [evil]  
  (MM p287) & (MM p107) 
  Fiendish Snake, Constrictor [evil]  
  (MM p279) & (MM p107) 
  Fiendish Snake, Large Viper [evil]  
  (MM p279) & (MM p107) 
  Fiendish Wolverine [evil]  
  (MM p283) & (MM p107) 
  Hell Hound  [evil][lawful][fire]  
  (MM p151) 
   
  Summon Monster IV 
   
  Archon, Lantern  [good][lawful]  
  (MM p16) 
  Celestial Giant Eagle [good]  
  (MM p93) & (MM p31) 
  Celestial Giant Owl [good]  
  (MM p205) & (MM p31) 
  Celestial Lion  [good]  
  (MM p274) & (MM p31) 
  Elemental, Storm (small) [air]  
  (MM3 p48) 
  Fiendish Dire Wolf  [evil]  
  (MM p65) & (MM p107) 
  Fiendish Giant Praying Mantis [evil]  
  (MM p285) & (MM p107) 
  Fiendish Giant Wasp  [evil]  
  (MM p285) & (MM p107) 
  Fiendish Monstrous Spider, Large [evil]  
  (MM p288) & (MM p107) 
  Fiendish Shark, Large  [evil]  
  (MM p279) & (MM p107) 
  Fiendish Snake, Huge Viper [evil]  
  (MM p279) & (MM p107) 
  Howler  [evil][chaotic]  
  (MM p154) 
  Mephit, Air  [air]  
  (MM p181) 
  Mephit, Dust  [air]  
  (MM p181) 
  Mephit, Earth  [earth]  
  (MM p182) 
  Mephit, Fire  [fire]  
  (MM p182) 
  Mephit, Ice  [air][cold]  
  (MM p182) 
  Mephit, Magma  [fire]  
  (MM p183) 
  Mephit, Ooze  [water]  
  (MM p183) 
  Mephit, Salt  [earth]  
  (MM p184) 
  Mephit, Steam  [fire]  
  (MM p184) 
  Mephit, Water  [water]  
  (MM p184) 
  Yeth Hound  [evil]  
  (MM p260) 
   
  Summon Monster V 
   
  Achaierai  [evil][lawful]  
  (MM p9) 
  Archon, Hound [good][lawful]  
  (MM p16) 
  Celestial Brown Bear [good]  
  (MM p269) & (MM p31) 
  Celestial Giant Stag Beetle [good]  
  (MM p285) & (MM p31) 
  Celestial Griffon [good]  
  (MM p139) & (MM p31) 
  Celestial Sea Cat [good]  
  (MM p220) & (MM p31) 
  Devil, Bearded  [evil][lawful]  
  (MM p52) 
  Elemental, Air (med.) [air]  
  (MM p95) 
  Elemental, Earth (med.) [earth]  
  (MM p98) 
  Elemental, Fire (med.) [fire]  
  (MM p98) 
  Elemental, Water (med.) [water]  
  (MM p98) 
  Fiendish Crocodile, Giant  [evil]  
  (MM p271) & (MM p107) 
  Fiendish Deinonychus  [evil]  
  (MM p60) & (MM p107) 
  Fiendish Dire Ape  [evil]  
  (MM p62) & (MM p107) 
  Fiendish Dire Boar  [evil]  
  (MM p63) & (MM p107) 
  Fiendish Dire Wolverine  [evil]  
  (MM p66) & (MM p107) 
  Fiendish Monstrous Scorpion, Large [evil]  
  (MM p287) & (MM p107) 
  Fiendish Shark, Huge [evil]  
  (MM p279) & (MM p107) 
  Fiendish Tiger  [evil]  
  (MM p281) & (MM p107) 
  Shadow Mastiff 
  (MM p222) 
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Spell Tables 
  Page 21 
   
  Summon Monster VI 
   
  Celestial Dire Lion  [good]  
  (MM p63) & (MM p31) 
  Celestial Orca Whale  [good]  
  (MM p283) & (MM p31) 
  Celestial Polar Bear  [good]  
  (MM p269) & (MM p31) 
  Chaos Beast  [chaotic]  
  (MM p33) 
  Devil, Chain  [evil][lawful]  
  (MM p53) 
  Eladrin, Bralani  [good][chaotic]  
  (MM p93) 
  Elemental, Air (large) [air]  
  (MM p95) 
  Elemental, Earth (large) [earth]  
  (MM p98) 
  Elemental, Fire (large) [fire]  
  (MM p98) 
  Elemental, Storm (med.) [air]  
  (MM3 p48) 
  Elemental, Water (large) [water]  
  (MM p98) 
  Fiendish Elasmosaurus [evil]  
  (MM p60) & (MM p107) 
  Fiendish Monstrous Centipede, Gargantuan  [evil]  
  (MM p287) & (MM p107) 
  Fiendish Monstrous Spider, Huge [evil]  
  (MM p288) & (MM p107) 
  Fiendish Rhinoceros [evil]  
  (MM p278) & (MM p107) 
  Fiendish Snake, Giant Constrictor [evil]  
  (MM p279) & (MM p107) 
  Janni  
  (MM p116) 
  Xill  [evil][lawful]  
  (MM p259) 
   
   
  Summon Undead 
   
  Summon Undead I 
   
  Skeleton, Medium  
  (MM p226) 
  Zombie, Small 
  (MM p266) 
   
  Summon Undead II  
   
  Skeleton, Large  
  (MM p226) 
  Zombie, Medium 
  (MM p266) 
   
  Summon Undead III 
    
  Ghoul  
  (MM p118) 
  Skeleton, Large  
  (MM p226) 
  Zombie, Medium 
  (MM p266) 
   
  Summon Undead IV 
   
  Allip  
  (MM p10) 
  Ghast  
  (MM p119) 
  Zombie, Huge 
  (MM p266) 
   
  Summon Undead V 
    
  Mummy  
  (MM p190) 
  Shadow  
  (MM p221) 
  Vampire Spawn 
  (MM p253) 
  Wight 
  (MM p255) 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Glossary 
   
  Page 22 
  Glossary 
   
  Auras 
   
  Alignment Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Outsider 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Undead 
  HD 
  see below 
  up to 2 
  3 – 8 
  9 – 20 
  21+ 
  other Creature 
  HD 
  see below 
  up to 10 
  11 – 25 
  26 – 50 
  51+ 
  Cleric, Paladin or 
  other religious class 
  Class 
  Level 
  see below 
  1st  
  2nd – 4th 
  5th – 10th 
  11th+ 
  Spell or Magic Items 
  with an alignment 
  Caster 
  Level 
  see below 
  up to 2nd 
  3rd – 8th 
  9th – 20th 
  21st + 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an aligned spell ending or the dead/destruction of an aligned creature or magic item.  The time it lasts depends on the strength 
  of the original aura.  The lingering aura itself is always a ‘Dim Aura’. 
  If a caster sees an ‘Overwhelming Aura’ that is opposite of his/her own alignment and the aura was generate by something with twice the HD / Class Level / Caster 
  level of the caster, the caster is Stunned for one round & the detection spell ends. 
   
  Magic Aura(PH p219) 
  Use the following table to determine the strength of the aura seen by Detect Magic. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Active Spell 
  Spell 
  Level 
  see below 
  up to 3rd 
  4th – 6th 
  7th – 9th 
  10th+ 
  Magic Item 
  Caster 
  Level 
  see below 
  up to 5th 
  6th – 11th 
  12th – 20th 
  21st+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by an spell ending or the destruction of a magic item.  The time it lasts depends on the strength of the original aura.  The lingering 
  aura itself is always a ‘Dim Aura’. 
   
  Undead Aura(PH p220) 
  Use the following table to determine the strength of the aura seen by Detect Good, Detect Evil, etc. 
   
  Creature / Object 
  Unit 
  Dim 
  Aura 
  Faint 
  Aura 
  Moderate 
  Aura 
  Strong  
  Aura 
  Overwhelming 
  Aura 
  Undead 
  HD 
  see below 
  up to 1 
  2 – 4 
  5 – 10 
  11+ 
  Lingering Aura 
  remains 
  — 
  — 
  1d6 rnds 
  1d6 min 
  1d6 * 10 min 
  1d6 days 
   
  A ‘Lingering Aura’ is left behind by the destruction of an Undead.  The time it lasts depends on the strength of the original aura.  The lingering aura itself is always 
  a ‘Dim Aura’. 
   
  Ranges 
   
  Close-range 
  – 25’ + 5’ per 2 levels. 
  Medium-range – 100’ + 10’ per level. 
  Long-range 
  – 400’ + 40’ per level. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Glossary 
   
  Page 23 
  Levels of Concealment 
   
  Concealment(PH p152) 
  20% miss chance. 
  Total Concealment(PH p152) 
  Must guess at the correct hex.  If the guess is 
  correct, then there is still a 50% miss chance. 
   
  Levels of Cover 
   
  Cover, Hard (such as walls) (PH p150) 
  +4 Cover bonus to AC & +2 Cover bonus to 
  Reflex saves for spell’s whose point of origin 
  is on the other side of the cover. 
  Not subject to Attacks of Opportunity through 
  the cover. 
  Cover, Soft (such as opponents) (PH p150)(PH3.5e)+ 
  +4 Cover bonus to AC against Ranged Attacks. 
  Not subject to Attacks of Opportunity through 
  the cover 
  Full Cover (PH p150) 
  Can’t be targeted  
   
  Level of Exhaustion 
   
  Fatigued(PH p308) 
  Subject cannot move run or change and suffers a 
  –2 penalty of Strength & Dexterity.  Any 
  action that would cause ‘Fatigue’ instead 
  causes the subject to become Exhausted.   
  After 8 hours of complete rest, fatigue is 
  removed. 
  Exhausted(PH p308) 
  Subject can only move at ½ speed and suffers a 
  –6 penalty of Strength & Dexterity.   
  After one hour of complete rest, the subject 
  becomes Fatigued. 
   
  Levels of Fear 
   
  (in order of severity) Shaken, Frightened, Panicked, Cowering
  Shaken(PH p312) 
  Subject suffers a –2 penalty to 
  attacks, skill checks, ability 
  checks, & saving throws. 
  Frightened(PH p309) 
  Subject must flee from the source 
  of the fear.   
  If cornered, the subject can fight 
  with a –2 penalty to attacks, 
  skill checks, ability checks, & 
  saving throws.   
  Panicked(PH p311) 
  Subject drops anything in his/her 
  hands & flees from the source 
  of the fear.   
  If cornered, the subject must use 
  Total Defense.  All skill 
  checks, ability checks, & 
  saving throws have a –2 
  penalty.   
  Cowering(PH p306) 
  Subject is paralyzed with fear and 
  cannot take any actions. –2 
  penalty to AC & looses 
  Dexterity modifier to AC.   
   
   
  Areas of Effect – Shape  
   
  Cone(PH p175) 
  Effect starts at the caster and extends out to the 
  cone’s length in a quarter circle. 
  Line(PH p175) 
  A Line area-of-effect stretches from the caster to 
  the end of range.  All creatures & objects 
  within a hex touched by that line are targeted. 
   
   
  Areas of Effect – Fill  
   
  Burst(PH p175) 
  Cannot go around corners or through Total 
  Cover.  The targets are determined when the 
  spell is cast only. 
  Emanation(PH p175) 
  Cannot go around corners or though Total 
  Cover.  Any creature that enters the 
  emanation during the spell’s duration is 
  effected. 
  Spread(PH p175) 
  Can go around corners, but not though Total 
  Cover. 
   
   
  Casting Times 
   
  Immediate Action(CArc p86) 
  A Swift Action that can be used 
  when it is not your turn.  It still 
  counts as your one Swift 
  Action of the coming turn. 
  You cannot use an Immediate 
  Action when Flat-Footed. 
  Example:  Feather Fall. 
  Swift Action(CArc p86) 
  You may execute one Swift 
  Action each turn during your 
  action.  It takes as much time as 
  a Free Action. 
  Example:  A spell with Feat: 
  Quicken Spell applied to it. 
  Standard Action(PH p138) 
  The default casting time for a 
  spell. 
  Full Round Action(PH p139) 
  A Full Round Action.  Casting 
  time for many summoning 
  spells.   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Glossary 
   
  Page 24 
  Other Definitions 
   
  All Actions 
  Attack Rolls, Saving Throws, Skill Checks, & 
  Ability Checks. 
  Attitude Categories(PH p72) 
  See table on PH3.5 p72. 
  Avert Gaze (i.e., try to avoid eye contact) (MM p309) 
  Gain a 50% chance to avoid a gaze attack, but 
  grant your opponent Concealment (20% miss 
  chance). 
  Blind(PH p305) 
  Subject cannot see, has a 50% chance of missing 
  outright in combat (assuming the correct hex 
  was chosen), receives a –2 penalty on AC & 
  looses Dexterity modifier to AC, moves at ½ 
  speed, suffers a –4 penalty on most Strength 
  & Dexterity skills. 
  Calling Diagram(PH p249) 
  Created by making a Spellcraft roll vs. DC 20 
  and spending 10 minutes (it is possible to 
  ‘Take 10’, but not ‘Take 20’).  When a 
  Conj(call) spell is used with a Calling 
  Diagram & Dimensional Anchor, the called 
  creature cannot leave the diagram either by 
  magic or mundane means.  The captured 
  creature also cannot use any of its abilities, 
  attacks, or even Spell Resistance to escape. 
  The description of a Calling Diagram is 
  contained in the spell Magic Circle against 
  Evil. 
  Caster Check(PH p305) 
  Caster level + 1d20 vs. the indicated DC. 
  Catch Fire 
  Reflex save vs. DC 15 to avoid catching fire.  
  Each round, the subject & its equipment take 
  1d6 fire damage.  A new Reflex save vs. DC 
  15 is allowed each round to put the fire out.  
  +4 bonus for rolling on the ground or having 
  useful help.  The fire goes out automatically 
  if the subject is doused with water, jumps in a 
  lake, etc. 
  Cloud 
  5’ of cloud provides Concealment, while 10’ or 
  more provides Full Concealment. 
  Dispersed by a Moderate Wind (11-20 mph) in 
  four rounds or by a Strong Wing (21+ mph) 
  in one round. 
  Comatose(PH p228) 
  Target enters a catatonic coma & cannot be 
  awaken.  Elves & Half-Elves are vulnerable 
  to this effect. 
  Community Sizes(DMG p137) 
  Indicates the adult population.  Non-adult 
  population will be 10% – 40% more. 
  Thorp 
  20 – 80 
  Hamlet 
  81 – 400 
  Village 
  401 – 900 
  Small Town 
  901 – 2,000 
  Large Town 
  2,001 – 5,000 
  Small City 
  5,001 – 12,000 
  Large City 
  12,001 – 25,000 
  Metropolis 
  25,001 or more 
  Confused(PH p212) 
  Mental-effect causes the target acts randomly 
  each round that the spell is in effect: 
  01-10:  Attack the caster. 
  11-20:  Act normally. 
  21-50:  Do nothing. 
  51-70:  Run away from the caster at top speed 
  71-00:  Attack the nearest creature (ignoring 
  your familiar). 
  Cowering 
  See above  
  Creature Equivalent 
  Some spells express the amount of load that can 
  be carried and/or teleported as a number of 
  Medium-sized creatures. 
  a) the count does not include that caster; 
  b) each subject, including the caster, can 
  carry Maximum Load; 
  c) one Small-sized (or smaller) creature can 
  be substituted for one Medium-sized 
  creature; 
  d) larger creatures may be substituted 
  according to the following table 
  1 Large-size = 2 Medium-size 
  1 Huge-size = 4 Medium-size 
  1 Gargantuan-size = 8 Medium-size 
  1 Colossal-size = 16 Medium-size 
  Crippled 
  Effectively has 0 hp, & can’t partake in 
  strenuous activity. 
  Dazed(PH p307) 
  Subject can take no actions, but is able to defend 
  itself normally & has not AC penalty. 
  Dazzled(PH p307) 
  Sighted creatures receive a –1 penalty to attack 
  rolls, Spot checks, & Search checks. 
  <ability> Damage 
  Target looses an ability score which heals 
  normally. 
  <ability> Drain 
  Target looses an ability score which can only be 
  healed with magic. 
  Deafened(PH p307) 
  Subject cannot hear, suffers a –4 Initiative 
  penalty, can has a 20% chance of spell failure 
  if the spell has verbal components. 
  Defenseless(PH p257) 
  Helpless, plus always fail saving throws. 
  Dismissible (D)(PH p176) 
  Dismissing a spell requires the caster to be 
  within spell range & use a verbal component.  
  If the original spell did not have a verbal 
  component, a somatic component is used 
  instead.  Either act counts as a Standard 
  Action that does not generate an Attack of 
  Opportunity. 
  Concentration spells can be dismissed as a Free 
  Action on the caster’s action. 
  Dispel Check(PH p307) 
  1d20 + Caster Level (max +N) vs. DC 11 + 
  target spell’s caster level.  ‘N’ is determined 
  by spell. 
  Energy Type 
  Acid, Cold, Electricity, Fire, or Sonic. 
  Entangled(PH p308) 
  Subject receives a –2 penalty to attacks, a –4 
  penalty to effective Dexterity, & must make 
  Concentration checks to cast spells.  If the 
  entanglement is ‘anchored’, the subject 
  cannot move, otherwise the subject can only 
  move at ½ speed, but can’t run or charge.   
  To remove the entangle usually requires a 
  Strength or Escape Artist check whose DC is 
  designated by the effect. 
  Exhausted(PH p308) 
  See above. 
  Fascinated(PH p308) 
  Subject stays still & quiet as long as the effect 
  lasts.  During this time, it receives a –4 
  penalty on Listen & Spot checks. 
  If potentially threatened, the subject receives a 
  new saving throw.  Of obviously threatened, 
  the fascination ends. 
  An ally can “shake” a creature out of fascination 
  as a Standard Action. 
  Fast Healing N 
  Subject heals damage taken during the spell’s 
  duration at the rate of N hit points per round 
  & automatically Stabilizes.  This spell does 
  not heal starvation, thirst, or suffocation 
  damage.  Fast Healing effects do not stack. 
  Fatigued(PH p308) 
  See above. 
  Frightened 
  See above.   
  Held 
  Subject cannot move & is Helpless.  Subject can 
  still breath & think, though. 
  Helpless(PH p309) 
  Subject is immobile & extremely vulnerable.  
  Dexterity is considered 0, so the subject’s AC 
  is at –5.  Melee attacks are at an additional 
  +4.  The subject is vulnerable to sneak attacks 
  & coup de graces. 
  Incorporeal(PH p309) 
  The subject does not have a solid body & is 
  immune to non-magical attacks.  Magic 
  weapons & spells can effect them with a 50% 
  miss chance.  Force effects always effect an 
  incorporeal target.  When attacking, 
  incorporeal creatures ignore Natural Armor 
  bonuses & Armor bonuses (unless generated 
  by a Force effect, such as Mage Armor). 
  Insignia(RoD p166) 
  Focus for the spells Insignia of Alarm, Insignia 
  of Blessing, Insignia of Healing, & Insignia 
  of Warding.  Must have been crafted by the 
  spellcaster. 
  Emblem of an organization, such as a Guild, 
  Church, or Militia.  The insignia may be an 
  amulet, badge, ring, etc., but each insignia of 
  a set must have a matching logo, crest, or 
  symbol and be worth at least 10gp. 
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
   
  Glossary 
   
  Page 25 
  Invisible(PH p309) 
  Gain a +2 bonus on attack, and the target looses 
  its Dexterity modifier to AC.  An attacker 
  must guess at the correct hex of the invisible 
  creature.  If the guess is correct, then there is 
  still a 50% miss chance (i.e., Total 
  Concealment). 
  Magical Sensor 
  When using Clairvoyance/Clairaudience, 
  Scrying, or any other “Div(scry)” spell., the 
  spell creates a magical, Invisible spot that is 
  looked and/or listened through.  It cannot be 
  damaged, but can be Dispelled.  It also can be 
  located with See Invisible, Detect Magic, or 
  Detect Scrying. 
  Nauseated(PH p310) 
  Subject cannot attack, cast spells, concentrate, 
  or do anything other than a single move 
  action each round. 
  Negative Energy Damage 
  Harms the living (& the Deathless) and heals the 
  Undead. 
  Negative Level(PH p310) 
  For 24 hours, the subject has the following 
  penalties per Negative Level:  –1 to all skill 
  & ability checks, –1 to all attack rolls, –1 to 
  all saving throws; –5 hit points, –1 effective 
  level, looses 1 spell from the highest level 
  castable that is still available for that day.   
  For any Negative Level that is still in effect after 
  24 hours, the subject must make a Fortitude 
  save vs. the DC of the Negative Level (either 
  the spell’s DC or for a monster, 10 + ½ HD + 
  Charisma modifier).  If the subject fails, then 
  he/she loose an actual level permanently 
  (though it may be returned with Restoration 
  or Greater Restoration). 
  Non-Recoverable Level 
  Levels lost by Raise Dead or Resurrection 
  cannot be replaced by any means. 
  Object Equivalent(PH p300) 
  Some spells express the amount of inanimate 
  matter that can be effected as a number of 
  Small-sized objects.  Larger object may be 
  substituted according to the following table 
  1 Small-size = 2 Tiny-size 
  1 Medium-size = 2 Small-size 
  1 Large-size = 4 Small-size 
  1 Huge-size = 8 Small-size 
  1 Gargantuan-size = 16 Small-size 
  1 Colossal-size = 32 Small-size 
  Panicked(PH p311) 
  See above. 
  Primary Stat 
  For Artificers & Wizards, use Intelligence.   
  For Bards & Sorcerers, use Charisma. 
  For Clerics, Druids, Paladins, & Rangers, use 
  Wisdom. 
  Positive Energy 
  Heals the living (& the Deathless) and damages 
  the Undead, who typically receives a Will 
  save for ½ damage. 
  Prone(PH p311) 
  The subject is lying on the ground. 
  Attackers gain a +4 bonus with melee attacks, 
  but receive a –4 penalty with ranged attacks. 
  The prone creature receives a –4 penalty on 
  melee attacks & cannot make most ranged 
  attacks. 
  Rubble, Dense(DMG p90) 
  TBD 
  Scent Ability(MM p314) 
  Subject can detect opponents by smell within 
  30’ (60’ downwind, 15’ upwind) & can track 
  by scent. 
  Shaken(PH p312) 
  See above. 
  Sickened(PH p228) 
  Target suffers a –2 penalty on attacks, damage, 
  saves, skill checks, & ability checks. 
  Slowed(PH p280) 
  Subject may only take one Standard or Move 
  Action each round; suffers a –1 penalty to 
  AC, melee attacks, melee damage, & Reflex 
  saves. 
  Staggered(PH p313) 
  Subject can only take one Standard Action or 
  one Move Action each round. 
  Stunned(PH p313) 
  Subject looses Dex bonus to AC, has a –2 
  penalty to AC, and cannot take actions. 
  Suspended Animation 
  Target is unconscious, does not need to eat, 
  drink, or break, and no longer ages. 
  Untyped Damage 
  Damage that is not Acid damage, Cold damage, 
  Electricity damage, Fire damage, Sonic 
  damage, Positive Energy damage, nor 
  Negative Energy damage.  This kind of 
  damage is not blocked by any type of 
  resistance. 
  Weakened 
  Target’s has a 2d6 penalty to Strength for the 
  indicated time. 
  Wind, Moderate (DMG p95) 
  11 – 20 mph 
  Wind, Strong (DMG p95) 
  21 – 30 mph 
  Wind, Severe (DMG p95) 
  31 – 50 mph 
  Temporary HP 
  These hit-points are removed first if the subject 
  is damaged.  They cannot be restored, even 
  by healing. 
  Vile Damage 
  HP lost due to Vile Damage can only be 
  regained by magical healing within a Hallow 
  or Consecrate spell. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Bard Spell Descriptions 
   
  December 9, 2005 
  Appendix 
   
  Page 26 
  Appendix 
   
  Revision History 
   
  October 1, 2003 
  – Creation of the new D&D 3.5 Spell Index. 
   
   
  Contains Player’s Handbook 3.5. 
  March 12, 2004 
  – Added Complete Warrior & the Book of Exalted Deeds. 
   
   
  Added Dragon #309 – Dragon #313. 
  August 12, 2004 
  – Added Dragon #314. 
   
   
  Added Player’s Guide to Faerûn. 
  October 12, 2004 
  – Added Complete Divine. 
  November 12, 2004 
  – Added Eberron Campaign Setting. 
   
   
  Added Dragon #325. 
   
   
  Added Monster Manual 3.  Change the abbreviation of Monster Manual v3.5 from “MM3.5” to “MM” to avoid confusion with “MM3” 
  April 1, 2005 
  – Added Complete Arcane. 
   
   
  Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”. 
   
   
  Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”. 
  September 7, 2005 
  – Added Races of Eberron. 
   
   
  Added Complete Adventurer. 
   
   
  Added Dragon #330 – #335. 
  December 9, 2005 
  – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark 
   
   
  Added Dragon #336 – #338. 
   
   
  Made a seperate Assassin Spell List. 
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  MM 
  – 
  Monster Manual v.3.5 
  MM3 
  – 
  Monster Manual 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
   
   
   
  BoED 
  – 
  Book of Exalted Deeds 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Spells-Bard.pdf