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D&D 4E My pre-4e bard spell list

Breaking this into a separate thread... My primary thread is about how I am working on running a streamlined d20 game before 4e comes out:
Trying to run 4e before its release?

The reasoning behind my spell lists is to go with the idea that the various casters should have access to spell lists that are significantly different. All spell casters would be like the sorcerer (maybe an AE variant, where they can change their usable spells). I try to limit the number of spells to 12 available at each spell level.


Here is my bard spell list. Sor/Wiz isn't finished, but I did get a decent start to those. I am thinking of moving fly up in levels, changing haste/slow to single targets (adding mass haste, mass slow[mass slow sounds broke to me? not like there is mass curse, mass blindness, mass disease]). My cleric list should be in a previous post. For all spell lists, I would likely adjudicate the spells in a much simpler manner.

Bard, hmmm, well their "mesmerize" abilities are a little too strong with most of them being driven by Perform checks vs saving throws. They don't get as many spells, but they can do these mesmerizes on a "bard level per day" basis. Let's say you have standard 3.5 D&D, a 6th level bard can have a perform of +18 = +3 skill focus +9 ranks +4 charisma +2 masterwork instrument vs a saving throw. This seems a bit overpowered (I'm not the first to say this).

Seeing that the bard spell list only goes up to sixth level, I don't think it would work either to move all their abilities to spellcasting. So there's a bit of a quandry what to do, but I'm sure there have been some good d20 solutions to this already.


BARD SPELLS

0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Prestidigitation: Performs minor tricks.


1ST-LEVEL BARD SPELLS
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Disguise Self: Changes your appearance.
Expeditious Movement: Your speed increases by 30 ft.
Hypnotism: Fascinates 2d4 HD of creatures.
Magic Mouth M: Speaks once when triggered.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Ventriloquism: Throws voice for 1 min./level.


2ND-LEVEL BARD SPELLS
*Bard's Gift: Subject gains +4 to Dex or Cha for encounter.
Calm Emotions: Calms creatures, negating emotion effects.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hideous Laughter: Subject loses actions for 1 round/ level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Minor Image: As silent image, plus some sound.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scare: Panics creatures of less than 6 HD.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.

(bard's gift kinda sucks, need to add at least one ability choice)

3RD-LEVEL BARD SPELLS
Charm Monster: Makes monster believe it is your ally.
Comprehend Languages: You understand all spoken and written languages.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Sculpt Sound: Creates new sounds or changes existing ones.
See Invisibility: Reveals invisible creatures or objects.
Tongues: Speak any language.


4TH-LEVEL BARD SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Modify Memory: Changes 5 minutes of subject’s memories.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.


5TH-LEVEL BARD SPELLS
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.


6TH-LEVEL BARD SPELLS
Analyze Dweomer F: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
*Bard's Gift, Mass: Allies within 30’ gain +4 to Dex or Cha for encounter.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Eyebite: Target becomes panicked, sickened, and comatose.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
 

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