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: Forces one enemy to dance, preventing it from doing anything else.
 * 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 an area, causing targets to become blinded and outlining invisible creatures (-40 to hide checks, and 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 targets within it.
 * Invisibility: The recipient of the spell becomes invisible for 1 min./level, vanishing from sight including darkvision. Attacking a target or using an object (door, lever) 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.