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<blockquote data-quote="Kalendraf" data-source="post: 1578246" data-attributes="member: 3433"><p>I second the vote for having some curing. Often, the bards in the parties I DM for serve as an emergency healer when the cleric or druid is otherwise unavailable. I'd recommend taking cure light wounds at 1st level. There are lots of other competing spells at 2nd and higher levels, so you probably won't want to waste those spells on cures unless you really have to.</p><p></p><p>The other 1st level "must have" is probably Hideous Laughter. It's a really good spell if you're going up against other humanoids and have a high DC modifier. Works just about like a Hold person, perhaps better.</p><p></p><p>I also agree that Sonic burst is a good spell. However, there are many good 2nd level spells. Depending on the campaign, Tongues can be very good as well, especially if your trying to be a diplomatic bard. Blindness can be useful against enemy archers or casters. Glitterdust can be used to blind creatures in an area or reveal invisible foes making it a great utility spell.</p><p></p><p>At 3rd level, Haste is very good for a bard. I find Slow is a lot tougher to use, so it may not be worthwhile. Having access to Dispel Magic may or may not be important. I usually find that having 2 casters with access to this is good, that way if one is incapacitated, the other can still use it. But if you have both a wizard and cleric who memorize it, then don't bother with it for the bard. In a party of mostly humans or folks who can't see in the dark, Daylight can be very useful underground or at night. </p><p></p><p>I have less experience with the stuff 4th and above. Break Enchantment or Freedom of Movement can be very useful or not depending on the adventure. Any of the summons spells from 4th and up start becoming a bit more useful, though the bard spell levels trail wizard or sorc levels, so at the levels you get these, they may not be as useful.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1578246, member: 3433"] I second the vote for having some curing. Often, the bards in the parties I DM for serve as an emergency healer when the cleric or druid is otherwise unavailable. I'd recommend taking cure light wounds at 1st level. There are lots of other competing spells at 2nd and higher levels, so you probably won't want to waste those spells on cures unless you really have to. The other 1st level "must have" is probably Hideous Laughter. It's a really good spell if you're going up against other humanoids and have a high DC modifier. Works just about like a Hold person, perhaps better. I also agree that Sonic burst is a good spell. However, there are many good 2nd level spells. Depending on the campaign, Tongues can be very good as well, especially if your trying to be a diplomatic bard. Blindness can be useful against enemy archers or casters. Glitterdust can be used to blind creatures in an area or reveal invisible foes making it a great utility spell. At 3rd level, Haste is very good for a bard. I find Slow is a lot tougher to use, so it may not be worthwhile. Having access to Dispel Magic may or may not be important. I usually find that having 2 casters with access to this is good, that way if one is incapacitated, the other can still use it. But if you have both a wizard and cleric who memorize it, then don't bother with it for the bard. In a party of mostly humans or folks who can't see in the dark, Daylight can be very useful underground or at night. I have less experience with the stuff 4th and above. Break Enchantment or Freedom of Movement can be very useful or not depending on the adventure. Any of the summons spells from 4th and up start becoming a bit more useful, though the bard spell levels trail wizard or sorc levels, so at the levels you get these, they may not be as useful. [/QUOTE]
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