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2nd-level Bard spells
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<blockquote data-quote="Zhure" data-source="post: 159453" data-attributes="member: 308"><p>Well, a lot depends on what your bard does thematically. Here's my commentary for the Bard 2nd level spells:</p><p></p><p>Animal Trance - tends to be outmoded fairly soon as it is limited in hit dice. Like a Sorcerer avoiding Sleep, I'd avoid this one.</p><p></p><p>Blindness/Deafness - Nice one even at higher levels.</p><p></p><p>Blur - superb for shutting down Sneak Attack</p><p></p><p>Bull's Strength - useful even at high levels, especially if you plan on making a lot of STR-related magic items.</p><p></p><p>Cat's Grace Subject - as Bull's Strength. Plus, very useful for archer-type Bards.</p><p></p><p>Cure Moderate Wounds - Better than Cure Light, still helpful even for higher level characters since it tops out at 26 points whereas Cure Light tops out at 13.</p><p></p><p>Darkness - Stops Sneak Attacks, great defensive or retreating spell.</p><p></p><p>Daylight - Praise Pelor! Good duration, lots of light. More useful for humans and halflings than for dwarves and half-orcs.</p><p></p><p>Delay Poison - Usually not frequently used enough to make it worthwhile, but when it's needed, it's really needed.</p><p></p><p>Detect Thoughts - excellent recon and investigation spell. Not often taken and far more useful in low-combat campaigns.</p><p></p><p>Enthrall - partially useless as Bardic perform can sort of replicate this.</p><p></p><p>Glitterdust - double duty: blindness and finding invisible.</p><p></p><p>Hold Person - a classic stand-by. Can certainly swing a combat.</p><p></p><p>Hypnotic Pattern - like Sleep, this one can become useless in higher level games and it also replicates to some degree the Bardic perform</p><p></p><p>Invisibility - Better than hiding in shadows since there's no roll.</p><p></p><p>Levitate - If you haven't pumped your Climb skill, this is really useful, or in certain dungeons, or as a classier alternative to clambering up to a beau's window.</p><p></p><p>Locate Object - extremely useful detection spell, but almost all spellcasters can get it.</p><p></p><p>Magic Mouth - enh. Nice, useful, lots of tricks. Very low combat use, low non-combat use since most casters won't be fooled by it. Basically it's a post-it note and an alarm clock.</p><p></p><p>Minor Image - sonic image, which makes it the first illusion likely to actually fool someone for an extended period.</p><p></p><p>Mirror Image - Except for it's low duration, this one is one of the best defenses against targeted attacks.</p><p></p><p>Misdirection - nice if you're doing lots of stealthy things; not so useful in high combat games or if the opposition is caster-weak.</p><p></p><p>Obscure - As Misdirection.</p><p></p><p>Pyrotechnics - Weeeeeeeeee.</p><p></p><p>Scare - Like Sleep, of limited use.</p><p></p><p>See Invisibility - Glitterdust is usually better.</p><p></p><p>Shatter - not terribly useful, but definitely a sonic attack, of which their are few.</p><p></p><p>Silence - Best anti-caster spell EVER. Downside is you can't usually use perform in it can't ever learn the Silent Feat.</p><p></p><p>Sound Burst - little damage, but can create a stun effect, from which there's almost no defense in 3e.</p><p></p><p>Suggestion - Mind altering = good. Unless you're going against constructs, undead or those with high Will saves.</p><p></p><p>Summon Monster - Also a very limited spell, like Sleep, but not completely useless at higher levels.</p><p></p><p>Summon Swarm - immobile, small area, but still does damage for concentration + 2 rounds in very limited circumstances. Wouldn't take it as a primary spell but makes a nice backup low-damage spell. Bards are weak on damage spells.</p><p></p><p>Tasha's Hideous Laughter - a variant on Hold Person, but most of the subjects you want to affect the most will gain a +4.</p><p></p><p>Tongues - since language is the forte of a Bard, this is a nice spell for groups who travel frequently and expect the party Bard to be the communications officer. In groups which travel little or who have lots of high-INT characters or multiple races, it's less useful.</p><p></p><p>Undetectable Alignment - enh. Only really useful if you're evil and hiding from the paladin or doing a lot of covert work.</p><p></p><p>Whispering Wind - Nice communication spell, but Magic Mouth is almost more flexible if used creatively.</p><p></p><p>As I mentioned earlier, it all depends on what you're trying to do. Bards are very flexible and often considered the Jacks-of-all-trades, so they can have lots of different roles.</p><p></p><p>Perhaps you could explain what goal you're trying to accomplish with the character?</p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 159453, member: 308"] Well, a lot depends on what your bard does thematically. Here's my commentary for the Bard 2nd level spells: Animal Trance - tends to be outmoded fairly soon as it is limited in hit dice. Like a Sorcerer avoiding Sleep, I'd avoid this one. Blindness/Deafness - Nice one even at higher levels. Blur - superb for shutting down Sneak Attack Bull's Strength - useful even at high levels, especially if you plan on making a lot of STR-related magic items. Cat's Grace Subject - as Bull's Strength. Plus, very useful for archer-type Bards. Cure Moderate Wounds - Better than Cure Light, still helpful even for higher level characters since it tops out at 26 points whereas Cure Light tops out at 13. Darkness - Stops Sneak Attacks, great defensive or retreating spell. Daylight - Praise Pelor! Good duration, lots of light. More useful for humans and halflings than for dwarves and half-orcs. Delay Poison - Usually not frequently used enough to make it worthwhile, but when it's needed, it's really needed. Detect Thoughts - excellent recon and investigation spell. Not often taken and far more useful in low-combat campaigns. Enthrall - partially useless as Bardic perform can sort of replicate this. Glitterdust - double duty: blindness and finding invisible. Hold Person - a classic stand-by. Can certainly swing a combat. Hypnotic Pattern - like Sleep, this one can become useless in higher level games and it also replicates to some degree the Bardic perform Invisibility - Better than hiding in shadows since there's no roll. Levitate - If you haven't pumped your Climb skill, this is really useful, or in certain dungeons, or as a classier alternative to clambering up to a beau's window. Locate Object - extremely useful detection spell, but almost all spellcasters can get it. Magic Mouth - enh. Nice, useful, lots of tricks. Very low combat use, low non-combat use since most casters won't be fooled by it. Basically it's a post-it note and an alarm clock. Minor Image - sonic image, which makes it the first illusion likely to actually fool someone for an extended period. Mirror Image - Except for it's low duration, this one is one of the best defenses against targeted attacks. Misdirection - nice if you're doing lots of stealthy things; not so useful in high combat games or if the opposition is caster-weak. Obscure - As Misdirection. Pyrotechnics - Weeeeeeeeee. Scare - Like Sleep, of limited use. See Invisibility - Glitterdust is usually better. Shatter - not terribly useful, but definitely a sonic attack, of which their are few. Silence - Best anti-caster spell EVER. Downside is you can't usually use perform in it can't ever learn the Silent Feat. Sound Burst - little damage, but can create a stun effect, from which there's almost no defense in 3e. Suggestion - Mind altering = good. Unless you're going against constructs, undead or those with high Will saves. Summon Monster - Also a very limited spell, like Sleep, but not completely useless at higher levels. Summon Swarm - immobile, small area, but still does damage for concentration + 2 rounds in very limited circumstances. Wouldn't take it as a primary spell but makes a nice backup low-damage spell. Bards are weak on damage spells. Tasha's Hideous Laughter - a variant on Hold Person, but most of the subjects you want to affect the most will gain a +4. Tongues - since language is the forte of a Bard, this is a nice spell for groups who travel frequently and expect the party Bard to be the communications officer. In groups which travel little or who have lots of high-INT characters or multiple races, it's less useful. Undetectable Alignment - enh. Only really useful if you're evil and hiding from the paladin or doing a lot of covert work. Whispering Wind - Nice communication spell, but Magic Mouth is almost more flexible if used creatively. As I mentioned earlier, it all depends on what you're trying to do. Bards are very flexible and often considered the Jacks-of-all-trades, so they can have lots of different roles. Perhaps you could explain what goal you're trying to accomplish with the character? Greg [/QUOTE]
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