Category:Bard spells

Please note that, unless stated otherwise, all numerical spell effects are taken from their PnP counterpart, and may have been altered in DDO.

Level 1

 * Cause fear: Enemy becomes frightened. If the target fails a will save it flees for up to 30s, otherwise it becomes shaken for 5s.
 * Charm person: Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds.
 * Cure Light Wounds: Positive energy is channeled to heal light wounds on the target or to damage undead. Cures 1d8 damage +1/level (max +5).
 * Detect secret doors: Reveals secret and hidden doors within 60 ft . Unlike in PnP it does not always work.
 * Expeditious retreat: Increases base run speed by 25%.
 * Grease: Covers the ground with a 10-ft square layer of slippery grease, forcing targets to make a reflex save or fall (affects party members).
 * Hypnotism: Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged.
 * Otto's Resistible Dance: Enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place.
 * Remove Fear: Instills courage in an ally, granting a 4+1/four levels morale bonus against fear effects. The spell counters and dispels Cause Fear.
 * Sleep: Induces a magical slumber to come upon enemies within a 10-ft radius, rendering them helpless until attacked. Ineffective on undead, constructs or oozes.
 * Summon monster I: Summons a celestial dog to fight for you for 1 min, during which no other summon monster spell can be cast.

Level 2

 * Blindness: Renders an enemy blinded.
 * Cat's grace: An ally gains a +4 enhancement bonus to Dexterity for 1 min./level.
 * Cure Moderate Wounds: Positive energy is channeled to heal moderate wounds on the target or to damage undead. Cures 2d8 damage +1/level (max +10).
 * Daze Monster: Clouds the mind of an enemy so that it takes no actions for 6 seconds.
 * Eagle's splendor: An ally gains a +4 enhancement bonus to Charisma for 1 min./level.
 * Fox's cunning: An ally gains a +4 enhancement bonus to Intelligence for 1 min./level.
 * Glitterdust: A cloud of golden particles covers everything in the area causing targets to become blinded and outlining invisible creatures (-40 to hide checks). Visually affects party members.
 * Heroism: Heroism imbues a single ally with great bravery and morale in battle. The ally gains a +2 bonus on attacks, saves and skill checks.
 * Hold Person: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for 1 round/level.
 * Hypnotic Pattern: A twisting pattern of subtle shifting colors weaves through the air, fascinating 2d4+caster level (max 10) HD targets within it.
 * Invisibility:The recipient of the spell becomes invisible for 1 min./level, vanishing from sight including darkvision. Attacking a target removes this effect.
 * Rage: Subjects gains +2 bonus to Str and Con, +1 on Will saves, and a -2 penalty to AC.
 * Scare: Casts Cause fear on multiple targets of less than 6 HD.
 * Sound Burst: Blasts an area with a tremendous cacophony, dealing 1d8 sonic damage and potentially stunning enemies within the area of effect for 6 seconds.
 * Suggestion: Influences the actions of an enemy, allowing the caster to suggest it to fight on the casters behalf.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for a brief time.

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: Positive energy is channeled to heal serious wounds on the target or to damage undead. Cures 3d8 damage +1/level (max +15).
 * 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.
 * 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 bonus to attack, saving throws, abilities, skills 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. The spell also counters and dispels Bestow Curse.
 * 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: Positive energy is channeled to heal critical wounds on the target or to damage undead. Cures 4d8 damage +1/level (max +20).
 * 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.
 * 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.
 * 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.