Category:Bard spells

Level 3

 * Charm Monster: An enemy monster is charmed and will fight as a trusted friend and ally.
 * Crushing Despair: An invisible cone of despair gives the targets -2 penalties to attack, saving throws, ability checks, skill checks and weapon damage.
 * Cure Serious Wounds: Heals an ally for hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Deep Slumber: Induces a magical slumber to come upon 10 HD of targets, rendering them helpless until attacked. The spell is ineffective against undead and constructs.
 * Dispel Magic: Removes ongoing spells that have been cast on a target, on a successful caster level check of DC 11 + the spell's caster level.
 * Displacement: An ally's outline becomes blurred, granting a 50% miss chance
 * Fear: Subjects within cone flee for 1 round/level, or becomes shaken for 1 round if they succeed their Will save.
 * Good Hope: This area of effect spell instills powerful hope to the recipient, granting a +2 morale bonus to attack rolls, saving throws, ability checks, skill checks, and weapon damage.
 * Haste: One target/level moves faster, +1 on attack rolls, AC, and reflex saves. Dispels/counters Slow.
 * Remove Curse: Removes all curses on an ally.
 * See Invisibility: Reveals invisible creatures or objects.
 * Slow: One target/level moves slower, -1 on attack rolls, AC, and reflex saves. Dispels/counters Haste.
 * Summon Monster III: Summons a Hell Hound to aid the caster in battle for a brief time.

Level 4

 * Break Enchantment: Allows 1 ally/level to be freed from enchantments, transmutations and curses. Enemies have beneficial effects removed.
 * Cure Critical Wounds: Heals an ally for hit points, or deals the same amount of damage to an undead creature (a will save reduces this damage by half).
 * Dimension Door: Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area.
 * Dominate Person: Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person but lasts longer with less chance to break due to taking damage.
 * Freedom of Movement: Enables an ally to move and attack normally for the duration of the spell.
 * Hold Monster: As Hold Person, but for any creature.
 * Neutralize Poison: This spell detoxifies any sort of venom in an ally, causing it to suffer no additional effects from the poison. In addition, the spell immunizes the ally from any poison it is exposed to during the duration of the spell.
 * Otto's Sphere of Dancing: A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
 * Shout: Emits an ear-splitting yell that deafens targets and deals them 5d6 sonic damage.
 * Summon Monster IV: Calls a fiendish large monstrous spider to fight for you.

Level 5

 * Cure Light Wounds, Mass: Grants Cure Light Wounds on multiple targets.
 * Greater Dispel Magic: Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.
 * Greater Heroism: Imbues a single ally with great bravery and morale in battle, gaining a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
 * Mass Suggestion: Casts Suggestion on multiple enemies.
 * Mind Fog: Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.
 * Shadow Walk: Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.
 * Summon Monster V: Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.

Level 6

 * Cat's Grace, Mass: Casts Cat's Grace on multiple targets.
 * Charm Monster, Mass: A group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
 * Cure Moderate Wounds, Mass: Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies or damage undead for 2d8 hit points +1 per caster level (max +30). Undead who make a successful Will save reduce the damage by half.
 * Eagle's Splendor, Mass: Casts Eagle's Splendor on multiple targets.
 * Greater Shout: Emits an ear-splitting yell that deafens and deals 10d6 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.
 * Heroes Feast: Brings forth a great feast for all nearby allies.
 * Otto's Irresistible Dance: The spell makes it impossible for the enemy to do anything other than caper and prance in place.
 * Summon Monster VI: Summons a fiendish troll to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 6 minutes.