Good 3rd-level spells for a bard?

Lord Pendragon

First Post
Okay, so I have a 3.5 bard who's close to gaining access to 3rd-level spells, and I'm thinking about which spells would be the most useful. He'll only know 2 spells at first, so I need to make them count.

Spells that caught my eye immediately:

Cure Serious Wounds. We have a cleric in the party, but another PC with access to healing is always a good thing. I've already taken Cure Light Wounds as a 1st-level spell. The downside is that the more cure spells I take, the more the party may think of me as a healer/buffer, which is not the roll I want to play. At least not primarily.

Haste. I originally thought this spell was severely nerfed when compared to 3.0. But re-reading it, I'm beginning to change my mind. It's still fairly weak for a spellcaster, but the 1 creature/level target makes it quite strong for weapon wielders. My bard could cast this, and every member of the party would be getting an extra attack per full attack action, moving twice as far, and get a +1 bonus to AC, attack rolls, and reflex saves. Nice!

Dispel Magic. We have a mage in the party, but another party member with access to Dispel Magic is always a good thing...

Displacement a 50% Miss Chance is just fantastic, especially since my bard prefers melee over ranged combat.

So what 3rd-level spells would you take as a bard? Am I missing any gems? What spells have you had success with in the past? Any input would be great. :)
 

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It really depends on what type of game and what type of bard. My first two were Haste and Cure Serioues because it was a good amount of combat and the extra healing power was a god send.
 

My bard has Charm Monster, Cure Serious Wounds, Haste and Sculpt Sound.

Our Druid can definitely cure wounds. But, having a character that can help take care of her is a nice benefit. :)

Haste is a nice all around buff spell now. It isn't great, but it is nice.

Charm monster, well it is a charm spell. :) With a duration of 1 day/level, it is a great way to safely take down the underlings and then try to find out as much information about the big villians as possible.

I like Sculpt Sound because it is one of those spells that can be used in a variety of ways. You can use it to make the party quieter. You can use it as a distraction. You can use it on enemy spellcasters so they can't cast spells. It has a variety of applications if you are creative. It isn't for everyone, but I do like having it available.
 

Crothian said:
It really depends on what type of game and what type of bard. My first two were Haste and Cure Serioues because it was a good amount of combat and the extra healing power was a god send.
Our campaign has a good amount of combat as well. We've only played a few sessions so far, but I'd say the campaign is combat-oriented, in fact.

The party consists of:
1 fighter
1 rogue/fighter
1 monk
1 cleric/fighter
1 druid/ranger
1 wizard
1 bard (myself)

BardStephenFox said:
I like Sculpt Sound because it is one of those spells that can be used in a variety of ways. You can use it to make the party quieter. You can use it as a distraction. You can use it on enemy spellcasters so they can't cast spells. It has a variety of applications if you are creative. It isn't for everyone, but I do like having it available.
Hrm. I checked the SRD, and though it mentioned it could deaden sound, there were no rules to cover it. Would it be the equivalent of a Silence spell? Or a +# to Move Silently checks? I hadn't even considered Sculpt Sound, but the idea of a spell that can be used against spellcasters in combat, or as a sneaky aid, is appealing...
 

If you want a spell with good use outside of combat glibness is a good one. Its almost useless outside of combat but the +30 to bluff checks combined with a decent bluff means that even the most outrageous bluffs will often succeed. Remember the I'm a lamasu not a halfling only gives a +20 bonus to sense motive iirc, this spell already gives you a +10 lead for the most outrageous bluffs.
 

Lord Pendragon said:
Hrm. I checked the SRD, and though it mentioned it could deaden sound, there were no rules to cover it. Would it be the equivalent of a Silence spell? Or a +# to Move Silently checks? I hadn't even considered Sculpt Sound, but the idea of a spell that can be used against spellcasters in combat, or as a sneaky aid, is appealing...

As a DM, I would be asking the player to describe the affect they are working towards and rule it based off that. I mean, in most circumstances, you would rather deaden sounds so that it is only possible to whisper to your party members and most noises are so soft as to be unheard. You can still cast spells, and it is tough for enemies to hear you, but you can hear what is going on around you without a problem. This would probably be bonuses to move silent and possible bonuses to some listen checks. HAving the option of silencing stuff would be cool too. But, remember that the spell does not create a silenced area, it creates a silent creature/object. In other words, saving throws apply. Instead of silencing enemy spellcasters, consider turning their voices into the sounds of a braying donkey. They can't form the correct words that way, and there is a different special affect.

Sculpt sound is also a multi-hour distraction - a grove of whispering pine could be an interesting way to throw off pursuit for a while.

It is an open-ended spell that will probably drive some DM's nuts. As such, I expect that in the next "evision" of the rules, it will be relegated to list of 6 or so speciall affects that are easy to make a ruling on.
 

I play a support role type bard and took these three as my first few 3rd level spells:

Charm Monster- Already described

Lesser Geas- Like Charm monster but can work in combat

Daylight- I cast it ALL the time


I think I am going to take Dispel Magic Next though.
 

Lord Pendaragon, does your bard have a big ego? If he does, he would probably take at least one spell that would show off his abilities to best advantage. In which case, Displacement is the way to go.

Since you already have two other characters in your party who can cast healing spells, there isn't any need for your bard to take CMW just yet, if at all.

Sculpt sound has many possibilities. You could use it while performing, to be heard by a huge audience, for example, or to get back at a dishonest merchant, by making every word he utters sound like the Impressive Clergyman from Princess Bride ("Wuv, twue wuv..."). And you could use it in combat, as others have suggested, to mess with enemy spellcasters or to elude pursuit.

Yeah, I'd go with Displacement and Sculpt Sound.
 

Heh, I have used Sculpt Sound to create the sounds of a babbling brook or a small waterfall in a tavern when I am performing. Hallucinatory Terrain always looked tasty for possible use during a performance too. :)
 

Buttercup said:
Lord Pendaragon, does your bard have a big ego? If he does, he would probably take at least one spell that would show off his abilities to best advantage. In which case, Displacement is the way to go.
Hrm. I wouldn't go so far as to say he's arrogant, but yeah, there is a certain amount of ego involved. :) Also, he's definitely a bard who enjoys melee, so Displacement would definitely help him stay alive.
Sculpt sound has many possibilities. You could use it while performing, to be heard by a huge audience, for example, or to get back at a dishonest merchant, by making every word he utters sound like the Impressive Clergyman from Princess Bride ("Wuv, twue wuv..."). And you could use it in combat, as others have suggested, to mess with enemy spellcasters or to elude pursuit.
I think you've sold me. Combat, Subterfuge, and Perform capabilities? That's too much versatility to pass up.

Thanks for the advice, guys. This helped me a lot. I'll look to pick up Haste later in the game, but for now Displacement and Sculpt Sound it is. :)
 

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