TEXT: bard Spell CardS
  Ultimate 
  Spell DeckS
  LPJ9606
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  
  Dancing Lights
  School evocation [light]; Level bard 0; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Effect Up to four lights, all within a 10-ft.-radius area; Duration 1 
  minute (D); Saving Throw none; Spell Resistance no
  Depending on the version selected, you create up to four lights that 
  resemble lanterns or torches (and cast that amount of light), or up 
  to four glowing spheres of light (which look like will-o’-wisps), or 
  one faintly glowing, vaguely humanoid shape. The dancing lights 
  must stay within a 10-foot-radius area in relation to each other but 
  otherwise move as you desire (no concentration required): forward 
  or back, up or down, straight or turning corners, or the like. The 
  lights can move up to 100 feet per round.A light winks out if the 
  distance between you and it exceeds the spell’s range.
  You can only have one dancing lights spell active at any one time. 
  If you cast this spell while another casting is still in effect, the 
  previous casting is dispelled. If you make this spell permanent, 
  it does not count against this limit. Dancing lights can be made 
  permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Daze
  School enchantment (compulsion) [mind-affecting]; Level bard 0; 
  Casting Time 1 standard action; Components V, S, M (a pinch 
  of wool or similar substance); Range close (25 ft. + 5 ft./2 levels); 
  Target one humanoid creature of 4 HD or less; Duration 1 round; 
  Saving Throw Will negates; Spell Resistance yes
  This spell clouds the mind of a humanoid creature with 4 or fewer 
  Hit Dice so that it takes no actions. Humanoids of 5 or more HD 
  are not affected. A dazed subject is not stunned, so attackers get no 
  special advantage against it. After a creature has been dazed by this 
  spell, it is immune to the effects of this spell for 1 minute.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Detect Magic
  School divination; Level bard 0; Casting Time 1 standard action; 
  Component V, S; Range 60 ft.; Area cone-shaped emanation; 
  Duration concentration, up to 1 min./level (D); Saving Throw 
  none; Spell Resistance no
  You detect magical auras. The amount of information revealed 
  depends on how long you study a particular area or subject.
  1st Round: Presence or absence of magical auras.
  2nd Round: Number of different magical auras and the power of 
  the most potent aura.
  3rd Round: The strength and location of each aura. If the items 
  or creatures bearing the auras are in line of sight, you can make 
  Knowledge (arcana) skill checks to determine the school of magic 
  involved in each. (Make one check per aura: DC 15 + spell level, 
  or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates 
  from a magic item, you can attempt to identify its properties (see 
  Spellcraft). Magical areas, multiple types of magic, or strong local 
  magical emanations may distort or conceal weaker auras.
  Aura Strength: An aura’s power depends on a spell’s functioning 
  spell level or an item’s caster level; see the accompanying table. If 
  an aura falls into more than one category, detect magic indicates 
  the stronger of the two.
  Lingering Aura: A magical aura lingers after its original source 
  dissipates (in the case of a spell) or is destroyed (in the case of a 
  magic item). If detect magic is cast and directed at such a location, 
  the spell indicates an aura strength of dim (even weaker than a 
  faint aura). How long the aura lingers at this dim level depends on 
  its original power:
  
  Detect Magic (cOnt’D)
  School divination; Level bard 0; Casting Time 1 standard action; 
  Component V, S; Range 60 ft.; Area cone-shaped emanation; 
  Duration concentration, up to 1 min./level (D); Saving Throw 
  none; Spell Resistance no
  Original Strength 
  Duration of 
  Lingering Aura
  Faint 
  1d6 rounds
  Moderate 
  1d6 minutes
  Strong 
  1d6 × 10 minutes
  Overwhelming 
  1d6 days
  Outsiders and elementals are not magical in themselves, but if they 
  are summoned, the conjuration spell registers. Each round, you can 
  turn to detect magic in a new area. The spell can penetrate barriers, 
  but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 
  or 3 feet of wood or dirt blocks it. Detect magic can be made 
  permanent with a permanency spell.
   
  Aura Power
  Spell or  
   
   
  Over 
  Object 
  Faint 
  Moderate Strong 
  whelming
  Functioning spell (CL) 
   
  3rd or lower 4th–6th 
  7th–9th 
  10th+ (deity-lvl)
  Magic item (CL) 
   
  5th or lower 6th–11th 
  12th–20th 21st+ (artifact)
   
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FLare
  School evocation [light]; Level bard 0; Casting Time 1 standard 
  action; Components V; Range close (25 ft. + 5 ft./2 levels); Effect 
  burst of light; Duration instantaneousl; Saving Throw Fortitude 
  negates; Spell Resistance yes
  This cantrip creates a burst of light. If you cause the light to burst 
  in front of a single creature, that creature is dazzled for 1 minute 
  unless it makes a successful Fortitude save. Sightless creatures, as 
  well as creatures already dazzled, are not affected by flare.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ghOst sOunD
  School illusion (figment); Level bard 0; Casting Time 1 standard 
  action; Components V, S, M (a bit of wool or a small lump of 
  wax); Range close (25 ft. + 5 ft./2 levels); Effect illusory sounds; 
  Duration 1 round/level (D); Saving Throw Will disbelief; Spell 
  Resistance no
  Ghost sound allows you to create a volume of sound that rises, 
  recedes, approaches, or remains at a fixed place. You choose what 
  type of sound ghost sound creates when casting it and cannot 
  thereafter change the sound’s basic character.
  The volume of sound created depends on your level. You can 
  produce as much noise as four normal humans per caster level 
  (maximum 40 humans). Thus, talking, singing, shouting, walking, 
  marching, or running sounds can be created. The noise a ghost 
  sound spell produces can be virtually any type of sound within 
  the volume limit. A horde of rats running and squeaking is about 
  the same volume as eight humans running and shouting. A roaring 
  lion is equal to the noise from 16 humans, while a roaring dragon 
  is equal to the noise from 32 humans. Anyone who hears a ghost 
  sound receives a Will save to disbelieve. Ghost sound can enhance 
  the effectiveness of a silent image spell. Ghost sound can be made 
  permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  KnOw DirectiOn
  School divination; Level bard 0; Casting Time 1 standard action; 
  Components V, S; Range personal; Target you; Duration 
  instantaneous
  When you cast this spell, you instantly know the direction of 
  north from your current position. The spell is effective in any 
  environment in which “north” exists, but it may not work in 
  extraplanar settings. Your knowledge of north is correct at the 
  moment of casting, but you can get lost again within moments if 
  you don’t find some external reference point to help you keep track 
  of direction.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Light
  School evocation [light]; Level bard 0; Casting Time 1 standard 
  action; Components V, M/DF (a firefly); Range touch; Target 
  object touched; Duration 10 min./level; Saving Throw none; 
  Spell Resistance no
  This spell causes a touched object to glow like a torch, shedding 
  normal light in a 20-foot radius, and increasing the light level for 
  an additional 20 feet by one step, up to normal light (darkness 
  becomes dim light, and dim light becomes normal light). In an 
  area of normal or bright light, this spell has no effect. The effect is 
  immobile, but it can be cast on a movable object.
  You can only have one light spell active at any one time. If you 
  cast this spell while another casting is still in effect, the previous 
  casting is dispelled. If you make this spell permanent (through 
  permanency or a similar effect), it does not count against this limit. 
  Light can be used to counter or dispel any darkness spell of equal 
  or lower spell level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LuLLaby
  School enchantment (compulsion) [mind-affecting]; Level bard 
  0; Casting Time 1 standard action; Components V, S; Range 
  medium (100 ft. + 10 ft./level); Area living creatures within a 
  10-ft.-radius burst; Duration concentration + 1 round/level (D); 
  Saving Throw Will negates; Spell Resistance yes
  Any creature within the area that fails a Will save becomes drowsy 
  and inattentive, taking a –5 penalty on Perception checks and a –2 
  penalty on Will saves against sleep effects while the lullaby is in 
  effect. Lullaby lasts for as long as the caster concentrates, plus up 
  to 1 round per caster level thereafter.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Mage hanD
  School transmutation; Level bard 0; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one nonmagical, unattended object weighing up to 5 lbs.; 
  Duration concentration; Saving Throw none; Spell Resistance no
  You point your finger at an object and can lift it and move it at will 
  from a distance. As a move action, you can propel the object as 
  far as 15 feet in any direction, though the spell ends if the distance 
  between you and the object ever exceeds the spell’s range.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MenDing
  School transmutation; Level bard 0; Casting Time 10 minutes; 
  Components V, S; Range 10 ft.; Target one object of up to 1 lb./
  level; Duration instantaneous; Saving Throw Will negates (harm-
  less, object); Spell Resistance yes (harmless, object)
  This spell repairs damaged objects, restoring 1d4 hit points to 
  the object. If the object has the broken condition, this condition 
  is removed if the object is restored to at least half its original hit 
  points. All of the pieces of an object must be present for this spell 
  to function. Magic items can be repaired by this spell, but you must 
  have a caster level equal to or higher than that of the object. Magic 
  items that are destroyed (at 0 hit points or less) can be repaired 
  with this spell, but this spell does not restore their magic abilities. 
  This spell does not affect creatures (including constructs). This 
  spell has no effect on objects that have been warped or otherwise 
  transmuted, but it can still repair damage done to such items.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Message
  School transmutation [language-dependent]; Level bard 0; 
  Casting Time 1 standard action; Components V, S, F (a piece of 
  copper wire); Range medium (100 ft. + 10 ft./level); Targets one 
  creature/level; Duration 10 min./level; Saving Throw none; Spell 
  Resistance no
  You can whisper messages and receive whispered replies. Those 
  nearby can hear these messages with a DC 25 Perception check. 
  You point your finger at each creature you want to receive the 
  message. When you whisper, the whispered message is audible 
  to all targeted creatures within range. Magical silence, 1 foot of 
  stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of 
  wood or dirt blocks the spell. The message does not have to travel 
  in a straight line. It can circumvent a barrier if there is an open 
  path between you and the subject, and the path’s entire length lies 
  within the spell’s range. The creatures that receive the message 
  can whisper a reply that you hear. The spell transmits sound, 
  not meaning; it doesn’t transcend language barriers. To speak a 
  message, you must mouth the words and whisper.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Open/cLOse
  School transmutation; Level bard 0; Casting Time 1 standard 
  action; Components V, S, F (a brass key); Range close (25 ft. + 5 
  ft./2 levels); Target object weighing up to 30 lbs. or portal that can 
  be opened or closed; Duration instantaneous; Saving Throw Will 
  negates (object); Spell Resistance yes (object)
  You can open or close (your choice) a door, chest, box, window, 
  bag, pouch, bottle, barrel, or other container. If anything resists this 
  activity (such as a bar on a door or a lock on a chest), the spell 
  fails. In addition, the spell can only open and close things weighing 
  30 pounds or less. Thus, doors, chests, and similar objects sized for 
  enormous creatures may be beyond this spell’s ability to affect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  prestiDigitatiOn
  School universal; Level bard 0; Casting Time 1 standard action; 
  Components V, S; Range 10 ft.; Target, Effect, or Area see text; 
  Duration 1 hour; Saving Throw see text; Spell Resistance no
  Prestidigitations are minor tricks that novice spellcasters use for 
  practice. Once cast, a prestidigitation spell enables you to perform 
  simple magical effects for 1 hour. The effects are minor and have 
  severe limitations. A prestidigitation can slowly lift 1 pound of 
  material. It can color, clean, or soil items in a 1-foot cube each 
  round. It can chill, warm, or flavor 1 pound of nonliving material. 
  It cannot deal damage or affect the concentration of spellcasters. 
  Prestidigitation can create small objects, but they look crude and 
  artificial. The materials created by a prestidigitation spell are 
  extremely fragile, and they cannot be used as tools, weapons, or 
  spell components. Finally, prestidigitation lacks the power to dupli-
  cate any other spell effects. Any actual change to an object (beyond 
  just moving, cleaning, or soiling it) persists only 1 hour.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reaD Magic
  School divination; Level bard 0; Casting Time 1 standard action; 
  Components V, S, F (a clear crystal or mineral prism); Range 
  personal; Target you; Duration 10 min./level
  You can decipher magical inscriptions on objects—books, scrolls, 
  weapons, and the like—that would otherwise be unintelligible. 
  This deciphering does not normally invoke the magic contained in 
  the writing, although it may do so in the case of a cursed or trapped 
  scroll. Furthermore, once the spell is cast and you have read the 
  magical inscription, you are thereafter able to read that particular 
  writing without recourse to the use of read magic. You can read 
  at the rate of one page (250 words) per minute. The spell allows 
  you to identify a glyph of warding with a DC 13 Spellcraft check, 
  a greater glyph of warding with a DC 16 Spellcraft check, or any 
  symbol spell with a Spellcraft check (DC 10 + spell level).
  Read magic can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  resistance
  School abjuration; Level bard 0; Casting Time 1 standard action; 
  Components V, S, M/DF (a miniature cloak); Range touch; 
  Target creature touched; Duration 1 minute; Saving Throw Will 
  negates (harmless); Spell Resistance yes (harmless)
  You imbue the subject with magical energy that protects it from 
  harm, granting it a +1 resistance bonus on saves.
  Resistance can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn instruMent
  School conjuration (summoning); Level bard 0; Casting Time 
  1 round; Components V, S; Range 0 ft.; Effect one summoned 
  handheld musical instrument; Duration 1 min./level (D); Saving 
  Throw none; Spell Resistance no
  This spell summons one handheld musical instrument of your 
  choice. This instrument appears in your hands or at your feet 
  (your choice). The instrument is typical for its type. Only one 
  instrument appears per casting, and it will play only for you. You 
  can’t summon an instrument too large to be held in two hands. The 
  summoned instrument disappears at the end of this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aLarM
  School abjuration; Level bard 1; Casting Time 1 standard action; 
  Components V, S, F/DF (a tiny bell and a piece of very fine silver 
  wire); Range close (25 ft. + 5 ft./2 levels); Area 20-ft.-radius 
  emanation centered on a point in space; Duration 2 hours/level 
  (D); Saving Throw none; Spell Resistance no
  Alarm creates a subtle ward on an area you select. Once the spell 
  effect is in place, it thereafter sounds a mental or audible alarm 
  each time a creature of Tiny or larger size enters the warded area 
  or touches it. A creature that speaks the password (determined by 
  you at the time of casting) does not set off the alarm. You decide 
  at the time of casting whether the alarm will be mental or audible 
  in nature.
  Mental Alarm: A mental alarm alerts you (and only you) so long 
  as you remain within 1 mile of the warded area. You note a single 
  mental “ping” that awakens you from normal sleep but does not 
  otherwise disturb concentration. A silence spell has no effect on a 
  mental alarm.
  Audible Alarm: An audible alarm produces the sound of a hand 
  bell, and anyone within 60 feet of the warded area can hear it 
  clearly. Reduce the distance by 10 feet for each interposing closed 
  door and by 20 feet for each substantial interposing wall.
  In quiet conditions, the ringing can be heard faintly as far as 
  180 feet away. The sound lasts for 1 round. Creatures within a 
  silence spell cannot hear the ringing. Ethereal or astral creatures 
  do not trigger the alarm.Alarm can be made permanent with a 
  permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aniMate rOpe
  School transmutation; Level bard 1; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Target one rope-like object, length up to 50 ft. + 5 ft./level; 
  see text; Duration 1 round/level; Saving Throw none; Spell 
  Resistance no
  You can animate a nonliving rope-like object. The maximum 
  length assumes a rope with a 1-inch diameter. Reduce the 
  maximum length by 50% for every additional inch of thickness, 
  and increase it by 50% for each reduction of the rope’s diameter 
  by half. The possible commands are “coil” (form a neat, coiled 
  stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” 
  and the opposites of all of the above (“uncoil,” and so forth). You 
  can give one command each round as a move action, as if directing 
  an active spell.
  The rope can enwrap only a creature or an object within 1 foot 
  of it—it does not snake outward—so it must be thrown near the 
  intended target. Doing so requires a successful ranged touch attack 
  roll (range increment 10 feet). A typical 1-inch-diameter hemp rope 
  has 2 hit points, AC 10, and requires a DC 23 Strength check to 
  burst it. The rope does not deal damage, but it can be used as a trip 
  line or to cause a single opponent that fails a Reflex saving throw 
  to become entangled. A creature capable of spellcasting that is 
  bound by this spell must make a concentration check with a DC of 
  15 + the spell’s level to cast a spell. An entangled creature can slip 
  free with a DC 20 Escape Artist check.
  The rope itself and any knots tied in it are not magical. The spell 
  cannot affect objects carried or worn by a creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cause Fear
  School necromancy [fear, mind-affecting]; Level bard 1; Casting 
  Time 1 standard action; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Target one living creature with 5 or fewer HD; Dura-
  tion 1d4 rounds or 1 round; see text; Saving Throw Will partial; 
  Spell Resistance yes
  The affected creature becomes frightened. If the subject succeeds 
  on a Will save, it is shaken for 1 round. Creatures with 6 or more 
  HD are immune to this effect. Cause fear counters and dispels 
  remove fear.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  charM persOn
  School enchantment (charm) [mind-affecting]; Level bard 1; 
  Casting Time 1 standard action; Components V, S; Range close 
  (25 ft. + 5 ft./2 levels); Target one humanoid creature; Duration 1 
  hour/level; Saving Throw Will negates; Spell Resistance yes
  This charm makes a humanoid creature regard you as its trusted 
  friend and ally (treat the target’s attitude as friendly). If the 
  creature is currently being threatened or attacked by you or your 
  allies, however, it receives a +5 bonus on its saving throw. The 
  spell does not enable you to control the charmed person as if it 
  were an automaton, but it perceives your words and actions in the 
  most favorable way. You can try to give the subject orders, but you 
  must win an opposed Charisma check to convince it to do anything 
  it wouldn’t ordinarily do. (Retries are not allowed.) An affected 
  creature never obeys suicidal or obviously harmful orders, but it 
  might be convinced that something very dangerous is worth doing. 
  Any act by you or your apparent allies that threatens the charmed 
  person breaks the spell. You must speak the person’s language to 
  communicate your commands, or else be good at pantomiming.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cOMprehenD Languages
  School divination; Level bard 1; Casting Time 1 standard action; 
  Components V, S, M/DF (pinch of soot and salt); Range personal; 
  Target you; Duration 10 min./level
  You can understand the spoken words of creatures or read other-
  wise incomprehensible written messages. The ability to read does 
  not necessarily impart insight into the material, merely its literal 
  meaning. The spell enables you to understand or read an unknown 
  language, not speak or write it.
  Written material can be read at the rate of one page (250 words) 
  per minute. Magical writing cannot be read, though the spell 
  reveals that it is magical. This spell can be foiled by certain 
  warding magic (such as the secret page and illusory script spells). 
  It does not decipher codes or reveal messages concealed in other-
  wise normal text.
  Comprehend languages can be made permanent with a permanency 
  spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cOnFusiOn, Lesser
  School enchantment (compulsion) [mind-affecting]; Level bard 1; 
  Casting Time 1 standard action; Components V, S, DF; Range 
  close (25 ft. + 5 ft./2 levels); Target one living creature; Duration 
  1 round; Saving Throw Will negates; Spell Resistance yes
  This spell causes a single creature to become confused for 1 round.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cure Light wOunDs
  School conjuration (healing); Level bard 1; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel 
  positive energy that cures 1d8 points of damage + 1 point per 
  caster level (maximum +5). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Detect secret DOOrs
  School divination; Level bard 1; Casting Time 1 standard action; 
  Components V, S; Range 60 ft.; Area cone-shaped emanation; 
  Duration concentration, up to 1 min./level (D); Saving Throw 
  none; Spell Resistance no
  You can detect secret doors, compartments, caches, and so forth. 
  Only passages, doors, or openings that have been specifically 
  constructed to escape detection are detected by this spell. The 
  amount of information revealed depends on how long you study a 
  particular area or subject.
  1st Round: Presence or absence of secret doors.
  2nd Round: Number of secret doors and the location of each. If an 
  aura is outside your line of sight, then you discern its direction but 
  not its exact location.
  Each Additional Round: The mechanism or trigger for one 
  particular secret portal closely examined by you. Each round, 
  you can turn to detect secret doors in a new area. The spell can 
  penetrate barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Disguise seLF
  School illusion (glamer); Level bard 1; Casting Time 1 standard 
  action; Components V, S; Range personal; Target you; Duration 
  10 min./level (D)
  You make yourself—including clothing, armor, weapons, and 
  equipment—look different. You can seem 1 foot shorter or taller, 
  thin, fat, or in between. You cannot change your creature type 
  (although you can appear as another subtype). Otherwise, the 
  extent of the apparent change is up to you. You could add or 
  obscure a minor feature or look like an entirely different person 
  or gender.
  The spell does not provide the abilities or mannerisms of the 
  chosen form, nor does it alter the perceived tactile (touch) or 
  audible (sound) properties of you or your equipment. If you use 
  this spell to create a disguise, you get a +10 bonus on the Disguise 
  check. A creature that interacts with the glamer gets a Will save to 
  recognize it as an illusion.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  erase
  School transmutation; Level bard 1; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one scroll or two pages; Duration instantaneous; Saving 
  Throw see text; Spell Resistance no
  Erase removes writings of either magical or mundane nature from 
  a scroll or from one or two pages of paper, parchment, or similar 
  surfaces. With this spell, you can remove explosive runes, a glyph 
  of warding, a sepia snake sigil, or an arcane mark, but not illusory 
  script or a symbol spell. Nonmagical writing is automatically 
  erased if you touch it and no one else is holding it. Otherwise, the 
  chance of erasing nonmagical writing is 90%.
  Magic writing must be touched to be erased, and you also must 
  succeed on a caster level check (1d20 + caster level) against DC 
  15. A natural 1 is always a failure on this check. If you fail to erase 
  explosive runes, a glyph of warding, or a sepia snake sigil, you 
  accidentally activate that writing instead.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  expeDitiOus retreat
  School transmutation; Level bard 1; Casting Time 1 standard 
  action; Components V, S; Range personal; Target you; Duration 
  1 min./level (D)
  This spell increases your base land speed by 30 feet. This adjust-
  ment is treated as an enhancement bonus. There is no effect on 
  other modes of movement, such as burrow, climb, fly, or swim. As 
  with any effect that increases your speed, this spell affects your 
  jumping distance (see the Acrobatics skill).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Feather FaLL
  School transmutation; Level bard 1; Casting Time 1 immediate 
  action; Components V; Range close (25 ft. + 5 ft./2 levels); 
  Targets one Medium or smaller freefalling object or creature/level, 
  no two of which may be more than 20 ft. apart; Duration until 
  landing or 1 round/level; Saving Throw Will negates (harmless) or 
  Will negates (object); Spell Resistance yes (object)
  The affected creatures or objects fall slowly. Feather fall instantly 
  changes the rate at which the targets fall to a mere 60 feet per 
  round (equivalent to the end of a fall from a few feet), and the 
  subjects take no damage upon landing while the spell is in effect. 
  When the spell duration expires, a normal rate of falling resumes.
  The spell affects one or more Medium or smaller creatures 
  (including gear and carried objects up to each creature’s maximum 
  load) or objects, or the equivalent in larger creatures: a Large 
  creature or object counts as two Medium creatures or objects, 
  a Huge creature or object counts as four Medium creatures or 
  objects, and so forth.
  This spell has no special effect on ranged weapons unless they are 
  falling quite a distance. If the spell is cast on a falling item, the 
  object does half normal damage based on its weight, with no bonus 
  for the height of the drop.
  Feather fall works only upon free-falling objects. It does not affect 
  a sword blow or a charging or flying creature.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  grease
  School conjuration (creation); Level bard 1; Casting Time 1 stan-
  dard action; Components V, S, M (butter); Range close (25 ft. + 
  5 ft./2 levels); Target one object or 10-ft. square; Duration 1 min./
  level (D); Saving Throw see text; Spell Resistance no
  A grease spell covers a solid surface with a layer of slippery 
  grease. Any creature in the area when the spell is cast must make 
  a successful Reflex save or fall. A creature can walk within or 
  through the area of grease at half normal speed with a DC 10 
  Acrobatics check. Failure means it can’t move that round (and 
  must then make a Reflex save or fall), while failure by 5 or more 
  means it falls (see the Acrobatics skill for details). Creatures that 
  do not move on their turn do not need to make this check and are 
  not considered flat-footed.
  The spell can also be used to create a greasy coating on an item. 
  Material objects not in use are always affected by this spell, while 
  an object wielded or employed by a creature requires its bearer to 
  make a Reflex saving throw to avoid the effect. If the initial saving 
  throw fails, the creature immediately drops the item. A saving 
  throw must be made in each round that the creature attempts to 
  pick up or use the greased item. A creature wearing greased armor 
  or clothing gains a +10 circumstance bonus on Escape Artist 
  checks and combat maneuver checks made to escape a grapple, and 
  to their CMD to avoid being grappled.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hiDeOus Laughter
  School enchantment (compulsion) [mind-affecting]; Level bard 1; 
  Casting Time 1 standard action; Components V, S, M (tiny fruit 
  tarts and a feather); Range close (25 ft. + 5 ft./2 levels); Target 
  one creature; see text; Duration 1 round/level; Saving Throw Will 
  negates; Spell Resistance yes
  This spell afflicts the subject with uncontrollable laughter. It 
  collapses into gales of manic laughter, falling prone. The subject 
  can take no actions while laughing, but is not considered helpless. 
  After the spell ends, it can act normally. On the creature’s next 
  turn, it may attempt a new saving throw to end the effect. This is 
  a full round action that does not provoke attacks of opportunity. If 
  this save is successful, the effect ends. If not, the creature continues 
  laughing for the entire duration.
  A creature with an Intelligence score of 2 or lower is not affected. 
  A creature whose type is different from the caster’s receives a +4 
  bonus on its saving throw, because humor doesn’t “translate” well.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hypnOtisM
  School enchantment (compulsion) [mind-affecting]; Level bard 1; 
  Casting Time 1 round; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Area several living creatures, no two of which may be 
  more than 30 ft. apart; Duration 2d4 rounds (D); Saving Throw 
  Will negates; Spell Resistance yes
  Your gestures and droning incantation fascinate nearby creatures, 
  causing them to stop and stare blankly at you. In addition, you can 
  use their rapt attention to make your suggestions and requests seem 
  more plausible. Roll 2d4 to see how many total HD of creatures 
  you affect. Creatures with fewer HD are affected before creatures 
  with more HD. Only creatures that can see or hear you are affected, 
  but they do not need to understand you to be fascinated.
  If you use this spell in combat, each target gains a +2 bonus on 
  its saving throw. If the spell affects only a single creature not in 
  combat at the time, the saving throw has a penalty of –2.
  While the subject is fascinated by this spell, it reacts as though it 
  were two steps more friendly in attitude. This allows you to make a 
  single request of the affected creature (provided you can communi-
  cate with it). The request must be brief and reasonable. Even after 
  the spell ends, the creature retains its new attitude toward you, but 
  only with respect to that particular request. A creature that fails its 
  saving throw does not remember that you enspelled it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  iDentiFy
  School divination; Level bard 1; Casting Time 1 standard action; 
  Components V, S, M (wine stirred with an owl’s feather); Range 
  60 ft.; Area cone-shaped emanation; Duration 3 rounds/level (D); 
  Saving Throw none; Spell Resistance no
  This spell functions as detect magic, except that it gives you a 
  +10 enhancement bonus on Spellcraft checks made to identify the 
  properties and command words of magic items in your possession. 
  This spell does not allow you to identify artifacts.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Magic aura
  School illusion (glamer); Level bard 1; Casting Time 1 standard 
  action; Components V, S, F (a small square of silk that must 
  be passed over the object that receives the aura); Range touch; 
  Target one touched object weighing up to 5 lbs./level; Duration 1 
  day/level (D); Saving Throw none; see text; Spell Resistance no
  You alter an item’s aura so that it registers to detect spells (and 
  spells with similar capabilities) as though it were nonmagical, or 
  a magic item of a kind you specify, or the subject of a spell you 
  specify. If the object bearing magic aura has identify cast on it or is 
  similarly examined, the examiner recognizes that the aura is false 
  and detects the object’s actual qualities if he succeeds on a Will 
  save. Otherwise, he believes the aura and no amount of testing 
  reveals what the true magic is.
  If the targeted item’s own aura is exceptionally powerful (if it is an 
  artifact, for instance), magic aura doesn’t work.
  Note: A magic weapon, shield, or suit of armor must be a 
  masterwork item, so a sword of average make, for example, looks 
  suspicious if it has a magical aura.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Magic MOuth
  School illusion (glamer); Level bard 1; Casting Time 1 standard 
  action; Components V, S, M (a small bit of honeycomb and jade 
  dust worth 10 gp); Range close (25 ft. + 5 ft./2 levels); Target one 
  creature or object; Duration permanent until discharged; Saving 
  Throw Will negates (object); Spell Resistance yes (object)
  This spell imbues the chosen object or creature with an enchanted 
  mouth that suddenly appears and speaks its message the next 
  time a specified event occurs. The message, which must be 25 
  or fewer words long, can be in any language known by you and 
  can be delivered over a period of 10 minutes. The mouth cannot 
  utter verbal components, use command words, or activate magical 
  effects. It does, however, move according to the words articulated; 
  if it were placed upon a statue, the mouth of the statue would move 
  and appear to speak. Magic mouth can also be placed upon a tree, 
  rock, or any other object or creature.
  The spell functions when specific conditions are fulfilled according 
  to your command as set in the spell. Commands can be as general 
  or as detailed as desired, although only visual and audible trig-
  gers can be used. Triggers react to what appears to be the case. 
  Disguises and illusions can fool them. Normal darkness does not 
  defeat a visual trigger, but magical darkness or invisibility does. 
  Silent movement or magical silence defeats audible triggers. 
  Audible triggers can be keyed to general types of noises or to a 
  specific noise or spoken word. Actions can serve as triggers if they 
  are visible or audible. A magic mouth cannot distinguish align-
  ment, level, Hit Dice, or class except by external garb.
  The range limit of a trigger is 15 feet per caster level, so a 6th-level 
  caster can command a magic mouth to respond to triggers as far as 
  90 feet away. Regardless of range, the mouth can respond only 
  
  Magic MOuth (cOnt’D)
  School illusion (glamer); Level bard 1; Casting Time 1 standard 
  action; Components V, S, M (a small bit of honeycomb and jade 
  dust worth 10 gp); Range close (25 ft. + 5 ft./2 levels); Target one 
  creature or object; Duration permanent until discharged; Saving 
  Throw Will negates (object); Spell Resistance yes (object)
  to visible or audible triggers and actions in line of sight or within 
  hearing distance.
  Magic mouth can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Obscure Object
  School abjuration; Level bard 1; Casting Time 1 standard action; 
  Components V, S, M/DF (chameleon skin); Range touch; Target 
  one object touched of up to 100 lbs./level; Duration 8 hours (D); 
  Saving Throw Will negates (object); Spell Resistance yes (object)
  This spell hides an object from location by divination (scrying) 
  effects, such as the scrying spell or a crystal ball. Such an attempt 
  automatically fails (if the divination is targeted on the object) or 
  fails to perceive the object (if the divination is targeted on a nearby 
  location, object, or person).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMOve Fear
  School abjuration; Level bard 1; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets 
  one creature plus one additional creature per four levels, no two 
  of which can be more than 30 ft. apart; Duration 10 minutes; see 
  text; Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You instill courage in the subject, granting it a +4 morale bonus 
  against fear effects for 10 minutes. If the subject is under the 
  influence of a fear effect when receiving the spell, that effect is 
  suppressed for the duration of the spell.
  Remove fear counters and dispels cause fear.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  siLent iMage
  School illusion (figment); Level bard 1; Casting Time 1 standard 
  action; Components V, S, F (a bit of fleece); Range long (400 ft. + 
  40 ft./level); Effect visual figment that cannot extend beyond four 
  10-ft. cubes + one 10-ft. cube/level (S); Duration concentration; 
  Saving Throw Will disbelief (if interacted with); Spell Resistance 
  no
  This spell creates the visual illusion of an object, creature, or force, 
  as visualized by you. The illusion does not create sound, smell, 
  texture, or temperature. You can move the image within the limits 
  of the size of the effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sLeep
  School enchantment (compulsion) [mind-affecting]; Level bard 
  1; Casting Time 1 round; Components V, S, M (fine sand, 
  rose petals, or a live cricket); Range medium (100 ft. + 10 ft./
  level); Area one or more living creatures within a 10-ft.-radius 
  burst; Duration 1 min./level; Saving Throw Will negates; Spell 
  Resistance yes
  A sleep spell causes a magical slumber to come upon 4 HD of 
  creatures. Creatures with the fewest HD are affected first. Among 
  creatures with equal HD, those who are closest to the spell’s point 
  of origin are affected first. HD that are not sufficient to affect a 
  creature are wasted. Sleeping creatures are helpless. Slapping or 
  wounding awakens an affected creature, but normal noise does not. 
  Awakening a creature is a standard action (an application of the 
  aid another action). Sleep does not target unconscious creatures, 
  constructs, or undead creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn MOnster i
  School conjuration (summoning) [see text]; Level bard 1; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. The spell conjures one of the 
  creatures from the 1st Level list on Table 10–1. You choose which 
  kind of creature to summon, and you can choose a different one 
  each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are 
  evil. If you are neutral, you may choose which template to apply 
  to the creature. Creatures marked with an “*” always have an 
  alignment that matches yours, regardless of their usual alignment. 
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  
  suMMOn MOnster i (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 1; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unDetectabLe aLignMent
  School abjuration; Level bard 1; Casting Time 1 standard action; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Target one 
  creature or object; Duration 24 hours; Saving Throw Will negates 
  (object); Spell Resistance yes (object)
  An undetectable alignment spell conceals the alignment of an 
  object or a creature from all forms of divination.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  unseen servant
  School conjuration (creation); Level bard 1; Casting Time 1 
  standard action; Components V, S, M (a piece of string and a bit 
  of wood); Range close (25 ft. + 5 ft./2 levels); Effect one invisible, 
  mindless, shapeless servant; Duration 1 hour/level; Saving Throw 
  none; Spell Resistance no
  An unseen servant is an invisible, mindless, shapeless force that 
  performs simple tasks at your command. It can run and fetch 
  things, open unstuck doors, and hold chairs, as well as clean and 
  mend. The servant can perform only one activity at a time, but it 
  repeats the same activity over and over again if told to do so as 
  long as you remain within range. It can open only normal doors, 
  drawers, lids, and the like. It has an effective Strength score of 2 
  (so it can lift 20 pounds or drag 100 pounds). It can trigger traps 
  and such, but it can exert only 20 pounds of force, which is not 
  enough to activate certain pressure plates and other devices. It 
  can’t perform any task that requires a skill check with a DC higher 
  than 10 or that requires a check using a skill that can’t be used 
  untrained. This servant cannot fly, climb, or even swim (though it 
  can walk on water). Its base speed is 15 feet.
  The servant cannot attack in any way; it is never allowed an attack 
  roll. It cannot be killed, but it dissipates if it takes 6 points of 
  damage from area attacks. (It gets no saves against attacks.) If you 
  attempt to send it beyond the spell’s range (measured from your 
  current position), the servant ceases to exist.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  ventriLOquisM
  School illusion (figment); Level bard 1; Casting Time 1 standard 
  action; Components V, F (parchment rolled into cone); Range 
  close (25 ft. + 5 ft./2 levels); Effect intelligible sound, usually 
  speech; Duration 1 min./level (D); Saving Throw Will disbelief 
  (if interacted with); Spell Resistance no
  You can make your voice (or any sound that you can normally 
  make vocally) seem to issue from someplace else. You can speak 
  in any language you know. With respect to such voices and sounds, 
  anyone who hears the sound and rolls a successful save recognizes 
  it as illusory (but still hears it).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aLter seLF
  School transmutation (polymorph); Level bard 2; Casting Time 
  1 standard action; Components V, S, M (a piece of the creature 
  whose form you plan to assume); Range personal; Target you; 
  Duration 1 min./level (D)
  When you cast this spell, you can assume the form of any Small or 
  Medium creature of the humanoid type. If the form you assume has 
  any of the following abilities, you gain the listed ability: darkvision 
  60 feet, low-light vision, scent, and swim 30 feet.
  Small creature: If the form you take is that of a Small humanoid, 
  you gain a +2 size bonus to your Dexterity.
  Medium creature: If the form you take is that of a Medium 
  humanoid, you gain a +2 size bonus to your Strength.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aniMaL Messenger
  School enchantment (compulsion) [mind-affecting]; Level bard 2; 
  Casting Time 1 minute; Components V, S, M (a morsel of food 
  the animal likes); Range close (25 ft. + 5 ft./2 levels); Target one 
  Tiny animal; Duration 1 day/level; Saving Throw none; see text; 
  Spell Resistance yes
  You compel a Tiny animal to go to a spot you designate. The most 
  common use for this spell is to get an animal to carry a message to 
  your allies. The animal cannot be one tamed or trained by someone 
  else, including such creatures as familiars and animal companions.
  Using some type of food desirable to the animal as a lure, you call 
  the animal to you. It advances and awaits your bidding. You can 
  mentally impress on the animal a certain place well known to you 
  or an obvious landmark. The directions must be simple, because 
  the animal depends on your knowledge and can’t find a destination 
  on its own. You can attach a small item or note to the messenger. 
  The animal then goes to the designated location and waits there 
  until the duration of the spell expires, whereupon it resumes its 
  normal activities.
  During this period of waiting, the messenger allows others to 
  approach it and remove any scroll or token it carries. The intended 
  recipient gains no special ability to communicate with the animal 
  or read any attached message (if it’s written in a language he 
  doesn’t know, for example).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aniMaL trance
  School enchantment (compulsion) [mind-affecting, sonic]; Level 
  bard 2; Casting Time 1 standard action; Components V, S; Range 
  close (25 ft. + 5 ft./2 levels); Targets animals or magical beasts 
  with Intelligence 1 or 2; Duration concentration; Saving Throw 
  Will negates; Spell Resistance yes
  Your swaying motions and music (or singing, or chanting) compel 
  animals and magical beasts to do nothing but watch you. Only a 
  creature with an Intelligence score of 1 or 2 can be fascinated by 
  this spell. Roll 2d6 to determine the total number of HD worth of 
  creatures that you fascinate. The closest targets are selected first 
  until no more targets within range can be affected.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLinDness/DeaFness
  School necromancy; Level bard 2; Casting Time 1 standard 
  action; Components V; Range medium (100 ft. + 10 ft./level); 
  Target one living creature; Duration permanent (D); Saving 
  Throw Fortitude negates; Spell Resistance yes
  You call upon the powers of unlife to render the subject blinded or 
  deafened, as you choose.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLur
  School illusion (glamer); Level bard 2; Casting Time 1 standard 
  action; Components V; Range touch; Target creature touched; 
  Duration 1 min./level (D); Saving Throw Will negates (harm-
  less); Spell Resistance yes (harmless)
  The subject’s outline appears blurred, shifting, and wavering. This 
  distortion grants the subject concealment (20% miss chance).
  A see invisibility spell does not counteract the blur effect, but a 
  true seeing spell does.
  Opponents that cannot see the subject ignore the spell’s effect 
  (though fighting an unseen opponent carries penalties of its own).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  caLM eMOtiOns
  School enchantment (compulsion) [mind-affecting]; Level bard 2; 
  Casting Time 1 standard action; Components V, S, DF; Range 
  medium (100 ft. + 10 ft./level); Area creatures in a 20-ft.-radius 
  spread; Duration concentration, up to 1 round/level (D); Saving 
  Throw Will negates; Spell Resistance yes
  This spell calms agitated creatures. You have no control over the 
  affected creatures, but calm emotions can stop raging creatures 
  from fighting or joyous ones from reveling. Creatures so affected 
  cannot take violent actions (although they can defend themselves) 
  or do anything destructive. Any aggressive action against or 
  damage dealt to a calmed creature immediately breaks the spell on 
  all calmed creatures.
  This spell automatically suppresses (but does not dispel) any 
  morale bonuses granted by spells such as bless, good hope, and 
  rage, and also negates a bard’s ability to inspire courage or a 
  barbarian’s rage ability. It also suppresses any fear effects and 
  removes the confused condition from all targets. While the spell 
  lasts, a suppressed spell, condition, or effect has no effect. When 
  the calm emotions spell ends, the original spell or effect takes hold 
  of the creature again, provided that its duration has not expired in 
  the meantime.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cat’s grace
  School transmutation; Level bard 2; Casting Time 1 standard 
  action; Components V, S, M (pinch of cat fur); Range touch; 
  Target creature touched; Duration 1 min./level; Saving Throw 
  Will negates (harmless); Spell Resistance yes
  The transmuted creature becomes more graceful, agile, and 
  coordinated. The spell grants a +4 enhancement bonus to Dexterity, 
  adding the usual benefits to AC, Reflex saves, and other uses of the 
  Dexterity modifier.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cure MODerate wOunDs
  School conjuration (healing); Level bard 2; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 2d8 points of damage + 1 point per caster 
  level (maximum +10). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DarKness
  School evocation [darkness]; Level bard 2; Casting Time 1 stan-
  dard action; Components V, M/DF (bat fur and a piece of coal); 
  Range touch; Target object touched; Duration 1 min./level (D); 
  Saving Throw none; Spell Resistance no
  This spell causes an object to radiate darkness out to a 20-foot 
  radius. This darkness causes the illumination level in the area to 
  drop one step, from bright light to normal light, from normal light 
  to dim light, or from dim light to darkness. This spell has no effect 
  in an area that is already dark. Creatures with light vulnerability 
  or sensitivity take no penalties in normal light. All creatures gain 
  concealment (20% miss chance) in dim light. All creatures gain 
  total concealment (50% miss chance) in darkness. Creatures with 
  darkvision can see in an area of dim light or darkness without 
  penalty. Nonmagical sources of light, such as torches and lanterns, 
  do not increase the light level in an area of darkness. Magical 
  light sources only increase the light level in an area if they are of a 
  higher spell level than darkness. 
  If darkness is cast on a small object that is then placed inside or 
  under a lightproof covering, the spell’s effect is blocked until the 
  covering is removed.
  This spell does not stack with itself. Darkness can be used to 
  counter or dispel any light spell of equal or lower spell level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Daze MOnster
  School enchantment (compulsion) [mind-affecting]; Level bard 2; 
  Casting Time 1 standard action; Components V, S, M (a pinch of 
  wool or similar substance); Range medium (100 ft. + 10 ft./level); 
  Target one living creature of 6 HD or less; Duration 1 round; 
  Saving Throw Will negates; Spell Resistance yes
  This spell functions like daze, but it can affect any one living 
  creature of any type. Creatures of 7 or more HD are not affected. A 
  dazed subject is not stunned, so attackers get no special advantage 
  against it. After a creature has been dazed by this spell, it is 
  immune to the effects of this spell for 1 minute.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DeLay pOisOn
  School conjuration (healing); Level bard 2; Casting Time 1 stan-
  dard action; Components V, S, DF; Range touch; Target creature 
  touched; Duration 1 hour/level; Saving Throw Fortitude negates 
  (harmless); Spell Resistance yes (harmless)
  The subject becomes temporarily immune to poison. Any poison 
  in its system or any poison to which it is exposed during the spell’s 
  duration does not affect the subject until the spell’s duration has 
  expired. Delay poison does not cure any damage that poison may 
  have already done.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Detect thOughts
  School divination [mind-affecting]; Level bard 2; Casting Time 1 
  standard action; Components V, S, F/DF (a copper piece); Range 
  60 ft.; Area cone-shaped emanation; Duration concentration, up 
  to 1 min./level (D); Saving Throw Will negates; see text; Spell 
  Resistance no
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject.
  1st Round: Presence or absence of thoughts (from conscious 
  creatures with Intelligence scores of 1 or higher).
  2nd Round: Number of thinking minds and the Intelligence 
  score of each. If the highest Intelligence is 26 or higher (and at 
  least 10 points higher than your own Intelligence score), you are 
  stunned for 1 round and the spell ends. This spell does not let you 
  determine the location of the thinking minds if you can’t see the 
  creatures whose thoughts you are detecting.
  3rd Round: Surface thoughts of any mind in the area. A target’s 
  Will save prevents you from reading its thoughts, and you must 
  cast detect thoughts again to have another chance. Creatures of 
  animal intelligence (Int 1 or 2) have simple, instinctual thoughts.
  Each round, you can turn to detect thoughts in a new area. The 
  spell can penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eagLe’s spLenDOr
  School transmutation; Level bard 2; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  eagle); Range touch; Target creature touched; Duration 1 min./
  level; Saving Throw Will negates (harmless); Spell Resistance 
  yes
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus 
  to Charisma, adding the usual benefits to Charisma-based skill 
  checks and other uses of the Charisma modifier. Bards, paladins, 
  and sorcerers (and other spellcasters who rely on Charisma) 
  affected by this spell do not gain any additional bonus spells for 
  the increased Charisma, but the save DCs for spells they cast while 
  under this spell’s effect do increase.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  enthraLL
  School enchantment (charm) [language dependent, mind-affecting, 
  sonic]; Level bard 2; Casting Time 1 round; Components V, S; 
  Range medium (100 ft. + 10 ft./level); Targets any number of 
  creatures; Duration 1 hour or less; Saving Throw Will negates; 
  see text; Spell Resistance yes
  If you have the attention of a group of creatures, you can use this 
  spell to hold them enthralled. To cast the spell, you must speak or 
  sing without interruption for 1 full round. Thereafter, those affected 
  give you their undivided attention, ignoring their surroundings. 
  They are considered to have an attitude of friendly while under the 
  effect of the spell. Any potentially affected creature of a race or 
  religion unfriendly to yours gets a +4 bonus on the saving throw.
  A target with 4 or more HD or with a Wisdom score of 16 or 
  higher remains aware of its surroundings and has an attitude of 
  indifferent. It gains a new saving throw if it witnesses actions that 
  it opposes.
  The effect lasts as long as you speak or sing, to a maximum of 1 
  hour. Those enthralled by your words take no action while you 
  speak or sing and for 1d3 rounds thereafter while they discuss 
  the topic or performance. Those entering the area during the 
  performance must also successfully save or become enthralled. 
  The speech ends (but the 1d3-round delay still applies) if you lose 
  concentration or do anything other than speak or sing.
  If those not enthralled have unfriendly or hostile attitudes toward 
  you, they can collectively make a Charisma check to try to end 
  the spell by jeering and heckling. For this check, use the Charisma 
  bonus of the creature with the highest Charisma in the group; 
  others may make Charisma checks to assist. The heckling ends the  
  
  enthraLL (cOnt’D)
  School enchantment (charm) [language dependent, mind-affecting, 
  sonic]; Level bard 2; Casting Time 1 round; Components V, S; 
  Range medium (100 ft. + 10 ft./level); Targets any number of 
  creatures; Duration 1 hour or less; Saving Throw Will negates; 
  see text; Spell Resistance yes
  spell if this check result beats your Charisma check result. Only 
  one such challenge is allowed per use of the spell.
  If any member of the audience is attacked or subjected to some 
  other overtly hostile act, the spell ends and the previously 
  enthralled members become immediately unfriendly toward you. 
  Each creature with 4 or more HD or with a Wisdom score of 16 or 
  higher becomes hostile.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FOx’s cunning
  School transmutation; Level bard 2; Casting Time 1 standard 
  action; Components V, S, M/DF (hairs or dung from a fox); 
  Range touch; Target creature touched; Duration 1 min./level; 
  Saving Throw Will negates (harmless); Spell Resistance yes
  The target becomes smarter. The spell grants a +4 enhancement 
  bonus to Intelligence, adding the usual benefits to Intelligence-
  based skill checks and other uses of the Intelligence modifier. 
  Wizards (and other spellcasters who rely on Intelligence) affected 
  by this spell do not gain any additional bonus spells for the 
  increased Intelligence, but the save DCs for spells they cast while 
  under this spell’s effect do increase. This spell doesn’t grant extra 
  skill ranks.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gLitterDust
  School conjuration (creation); Level bard 2; Casting Time 1 
  standard action; Components V, S, M (ground mica); Range 
  medium (100 ft. + 10 ft./level); Area creatures and objects within 
  10-ft.-radius spread; Duration 1 round/level; Saving Throw Will 
  negates (blinding only); Spell Resistance No
  A cloud of golden particles covers everyone and everything in the 
  area, causing creatures to become blinded and visibly outlining 
  invisible things for the duration of the spell. All within the area are 
  covered by the dust, which cannot be removed and continues to 
  sparkle until it fades. Each round at the end of their turn blinded 
  creatures may attempt new saving throws to end the blindness 
  effect.
  Any creature covered by the dust takes a –40 penalty on Stealth 
  checks.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  herOisM
  School enchantment (compulsion) [mind-affecting]; Level bard 2; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Target creature touched; Duration 10 min./level; Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  This spell imbues a single creature with great bravery and morale 
  in battle. The target gains a +2 morale bonus on attack rolls, saves, 
  and skill checks.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hOLD persOn
  School enchantment (compulsion) [mind-affecting]; Level bard 2; 
  Casting Time 1 standard action; Components V, S, F/DF (a small, 
  straight piece of iron); Range medium (100 ft. + 10 ft./level); 
  Target one humanoid creature; Duration 1 round/level (D); see 
  text; Saving Throw Will negates; see text; Spell Resistance yes
  The subject becomes paralyzed and freezes in place. It is aware 
  and breathes normally but cannot take any actions, even speech. 
  Each round on its turn, the subject may attempt a new saving throw 
  to end the effect. This is a full-round action that does not provoke 
  attacks of opportunity. A winged creature who is paralyzed cannot 
  flap its wings and falls. A swimmer can’t swim and may drown.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hypnOtic pattern
  School illusion (pattern) [mind-affecting]; Level bard 2; Casting 
  Time 1 standard action; Components V, S, M (a stick of incense 
  or a crystal rod); see text; Range medium (100 ft. + 10 ft./
  level); Effect colorful lights in a 10-ft.-radius spread; Duration 
  Concentration + 2 rounds; Saving Throw Will negates; Spell 
  Resistance yes
  A twisting pattern of subtle, shifting colors weaves through the 
  air, fascinating creatures within it. Roll 2d4 and add your caster 
  level (maximum 10) to determine the total number of HD of 
  creatures affected. Creatures with the fewest HD are affected first; 
  and, among creatures with equal HD, those who are closest to the 
  spell’s point of origin are affected first. HD that are not sufficient to 
  affect a creature are wasted. Affected creatures become fascinated 
  by the pattern of colors. Sightless creatures are not affected.
  A wizard or sorcerer need not utter a sound to cast this spell, but a 
  bard must perform as a verbal component.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  invisibiLity
  School illusion (glamer); Level bard 2; Casting Time 1 standard 
  action; Components V, S, M/DF (an eyelash encased in gum 
  arabic); Range personal or touch; Target you or a creature or 
  object weighing no more than 100 lbs./level; Duration 1 min./
  level (D); Saving Throw Will negates (harmless) or Will negates 
  (harmless, object); Spell Resistance yes (harmless) or yes (harm-
  less, object)
  The creature or object touched becomes invisible. If the recipient 
  is a creature carrying gear, that vanishes, too. If you cast the spell 
  on someone else, neither you nor your allies can see the subject, 
  unless you can normally see invisible things or you employ magic 
  to do so.
  Items dropped or put down by an invisible creature become visible; 
  items picked up disappear if tucked into the clothing or pouches 
  worn by the creature. Light, however, never becomes invisible, 
  although a source of light can become so (thus, the effect is that of 
  a light with no visible source). Any part of an item that the subject 
  carries but that extends more than 10 feet from it becomes visible.
  Of course, the subject is not magically silenced, and certain other 
  conditions can render the recipient detectable (such as swim-
  ming in water or stepping in a puddle). If a check is required, a 
  stationary invisible creature has a +40 bonus on its Stealth checks. 
  This bonus is reduced to +20 if the creature is moving. The spell 
  ends if the subject attacks any creature. For purposes of this spell, 
  an attack includes any spell targeting a foe or whose area or effect 
  includes a foe. Exactly who is a foe depends on the invisible char-
  acter’s perceptions. Actions directed at unattended objects do not 
  break the spell. Causing harm indirectly is not an attack. Thus, an 
  invisible being can open doors, talk, eat, climb stairs, summon
  
  invisibiLity (cOnt’D)
  School illusion (glamer); Level bard 2; Casting Time 1 standard 
  action; Components V, S, M/DF (an eyelash encased in gum 
  arabic); Range personal or touch; Target you or a creature or 
  object weighing no more than 100 lbs./level; Duration 1 min./
  level (D); Saving Throw Will negates (harmless) or Will negates 
  (harmless, object); Spell Resistance yes (harmless) or yes (harm-
  less, object)
   monsters and have them attack, cut the ropes holding a rope bridge 
  while enemies are on the bridge, remotely trigger traps, open a 
  portcullis to release attack dogs, and so forth. If the subject attacks 
  directly, however, it immediately becomes visible along with all 
  its gear. Spells such as bless that specifically affect allies but not 
  foes are not attacks for this purpose, even when they include foes 
  in their area.
  Invisibility can be made permanent (on objects only) with a 
  permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LOcate Object
  School divination; Level bard 2; Casting Time 1 standard action; 
  Components V, S, F/DF (a forked twig); Range long (400 ft. + 
  40 ft./level); Area circle, centered on you, with a radius of 400 ft. 
  + 40 ft./level; Duration 1 min./level; Saving Throw none; Spell 
  Resistance no
  You sense the direction of a well-known or clearly visualized 
  object. You can search for general items, in which case you locate 
  the nearest of its kind if more than one is within range. Attempting 
  to find a certain item requires a specific and accurate mental image; 
  if the image is not close enough to the actual object, the spell fails. 
  You cannot specify a unique item unless you have observed that 
  particular item firsthand (not through divination).
  The spell is blocked by even a thin sheet of lead. Creatures cannot 
  be found by this spell. Polymorph any object and nondetection 
  fool it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MinOr iMage
  School illusion (figment); Level bard 2; Casting Time 1 standard 
  action; Components V, S, F (a bit of fleece); Range long (400 ft. + 
  40 ft./level); Effect visual figment that cannot extend beyond four 
  10-ft. cubes + one 10-ft. cube/level (S); Duration concentration + 
  2 rounds; Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  This spell creates the visual illusion of an object, creature, or force, 
  as visualized by you. This spell functions like silent image, except 
  that minor image includes some minor sounds but not understand-
  able speech.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MirrOr iMage
  School illusion (figment); Level bard 2; Casting Time 1 standard 
  action; Components V, S; Range personal; Target you; Duration 
  1 min./level
  This spell creates a number of illusory doubles of you that inhabit 
  your square. These doubles make it difficult for enemies to 
  precisely locate and attack you. 
  When mirror image is cast, 1d4 images plus one image per three 
  caster levels (maximum eight images total) are created. These 
  images remain in your space and move with you, mimicking 
  your movements, sounds, and actions exactly. Whenever you are 
  attacked or are the target of a spell that requires an attack roll, 
  there is a possibility that the attack targets one of your images 
  instead. If the attack is a hit, roll randomly to see whether the 
  selected target is real or a figment. If it is a figment, the figment is 
  destroyed. If the attack misses by 5 or less, one of your figments 
  is destroyed by the near miss. Area spells affect you normally and 
  do not destroy any of your figments. Spells and effects that do not 
  require an attack roll affect you normally and do not destroy any 
  of your figments. Spells that require a touch attack are harmlessly 
  discharged if used to destroy a figment.
  An attacker must be able to see the figments to be fooled. If 
  you are invisible or the attacker is blind, the spell has no effect 
  (although the normal miss chances still apply).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MisDirectiOn
  School illusion (glamer); Level bard 2; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one creature or object, up to a 10-ft. cube in size; Duration 
  1 hour/level; Saving Throw none or Will negates; see text; Spell 
  Resistance no
  By means of this spell, you misdirect the information from divina-
  tion spells that reveal auras (detect evil, detect magic, discern 
  lies, and the like). On casting the spell, you choose another object 
  within range. For the duration of the spell, the subject of misdirec-
  tion is detected as if it were the other object. Neither the subject 
  nor the other object gets a saving throw against this effect. Detec-
  tion spells provide information based on the second object rather 
  than on the actual target of the detection unless the caster of the 
  detection succeeds on a Will save. For instance, you could make 
  yourself detect as a tree if one were within range at casting: not 
  evil, not lying, not magical, neutral in alignment, and so forth. This 
  spell does not affect other types of divination magic (augury, detect 
  thoughts, clairaudience/clairvoyance, and the like).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  pyrOtechnics
  School transmutation; Level bard 2; Casting Time 1 standard 
  action; Components V, S, M (one fire source); Range long (400 
  ft. + 40 ft./level); Target one fire source, up to a 20-ft. cube; 
  Duration 1d4+1 rounds, or 1d4+1 rounds after creatures leave the 
  smoke cloud; see text; Saving Throw Will negates or Fortitude 
  negates; see text; Spell Resistance yes or no; see text
  Pyrotechnics turns a fire into a burst of blinding fireworks or a 
  thick cloud of choking smoke, depending on your choice. The spell 
  uses one fire source, which is immediately extinguished. A fire so 
  large that it exceeds a 20-foot cube is only partly extinguished. 
  Magical fires are not extinguished, although a fire-based creature 
  used as a source takes 1 point of damage per caster level.
  Fireworks: The fireworks are a flashing, fiery, momentary burst of 
  glowing, colored aerial lights. This effect causes creatures within 
  120 feet of the fire source to become blinded for 1d4+1 rounds 
  (Will negates). These creatures must have line of sight to the fire to 
  be affected. Spell resistance can prevent blindness.
  Smoke Cloud: A stream of smoke billows out from the fire, 
  forming a choking cloud that spreads 20 feet in all directions and 
  lasts for 1 round per caster level. All sight, even darkvision, is inef-
  fective in or through the cloud. All within the cloud take –4 penal-
  ties to Strength and Dexterity (Fortitude negates). These effects 
  last for 1d4+1 rounds after the cloud dissipates or after the creature 
  leaves the area of the cloud. Spell resistance does not apply.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rage
  School enchantment (compulsion) [mind-affecting]; Level bard 
  2; Casting Time 1 standard action; Components V, S; Range 
  medium (100 ft. + 10 ft./level); Targets one willing living creature 
  per three levels, no two of which may be more than 30 ft. apart; 
  Duration concentration + 1 round/level (D); Saving Throw none; 
  Spell Resistance yes
  Each affected creature gains a +2 morale bonus to Strength and 
  Constitution, a +1 morale bonus on Will saves, and a –2 penalty to 
  AC. The effect is otherwise identical with a barbarian’s rage except 
  that the subjects aren’t fatigued at the end of the rage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  scare
  School necromancy [fear, mind-affecting]; Level bard 2; Casting 
  Time 1 standard action; Components V, S, M (a bone from an 
  undead creature); Range medium (100 ft. + 10 ft./level); Targets 
  one living creature per three levels, no two of which can be more 
  than 30 ft. apart; Duration 1 round/level or 1 round; see text for 
  cause fear; Saving Throw Will partial; Spell Resistance yes
  The affected creature becomes frightened. Creatures with less 
  than 6 HD to become frightened. If the subject succeeds on a Will 
  save, it is shaken for 1 round. Cause fear counters and dispels 
  remove fear.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shatter
  School evocation [sonic]; Level bard 2; Casting Time 1 standard 
  action; Components V, S, M/DF (a chip of mica); Range close (25 
  ft. + 5 ft./2 levels); Area or Target 5-ft.-radius spread; or one solid 
  object or one crystalline creature; Duration instantaneous; Saving 
  Throw Will negates (object); Will negates (object) or Fortitude 
  half; see text; Spell Resistance yes
  Shatter creates a loud, ringing noise that breaks brittle, nonmagical 
  objects; sunders a single solid, nonmagical object; or damages a 
  crystalline creature.
  Used as an area attack, shatter destroys nonmagical objects of 
  crystal, glass, ceramic, or porcelain. All such objects within a 
  5-foot radius of the point of origin are smashed into dozens of 
  pieces by the spell. Objects weighing more than 1 pound per 
  your level are not affected, but all other objects of the appropriate 
  composition are shattered.
  Alternatively, you can target shatter against a single solid 
  nonmagical object, regardless of composition, weighing up to 10 
  pounds per caster level. Targeted against a crystalline creature (of 
  any weight), shatter deals 1d6 points of sonic damage per caster 
  level (maximum 10d6), with a Fortitude save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  siLence
  School illusion (glamer); Level bard 2; Casting Time 1 round; 
  Components V, S; Range long (400 ft. + 40 ft./level); Area 20-ft.-
  radius emanation centered on a creature, object, or point in space; 
  Duration 1 round/level (D); Saving Throw Will negates; see text 
  or none (object); Spell Resistance yes; see text or no (object)
  Upon the casting of this spell, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is impossible, 
  spells with verbal components cannot be cast, and no noise whatso-
  ever issues from, enters, or passes through the area. The spell can 
  be cast on a point in space, but the effect is stationary unless cast 
  on a mobile object. The spell can be centered on a creature, and 
  the effect then radiates from the creature and moves as it moves. 
  An unwilling creature can attempt a Will save to negate the spell 
  and can use spell resistance, if any. Items in a creature’s possession 
  or magic items that emit sound receive the benefits of saves and 
  spell resistance, but unattended objects and points in space do 
  not. Creatures in an area of a silence spell are immune to sonic or 
  language-based attacks, spells, and effects.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sOunD burst
  School evocation [sonic]; Level bard 2; Casting Time 1 standard 
  action; Components V, S, F/DF (a musical instrument); Range 
  close (25 ft. + 5 ft./2 levels); Area 10-ft.-radius spread; Duration 
  instantaneous; Saving Throw Fortitude partial; Spell Resistance 
  yes
  You blast an area with a tremendous cacophony. Every creature in 
  the area takes 1d8 points of sonic damage and must succeed on a 
  Fortitude save to avoid being stunned for 1 round. Creatures that 
  cannot hear are not stunned but are still damaged.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suggestiOn
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 2; Casting Time 1 standard action; 
  Components V, M (a snake’s tongue and a honeycomb); Range 
  close (25 ft. + 5 ft./2 levels); Target one living creature; Duration 
  1 hour/level or until completed; Saving Throw Will negates; Spell 
  Resistance yes
  You influence the actions of the target creature by suggesting a 
  course of activity (limited to a sentence or two). The suggestion 
  must be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the spell. 
  The suggested course of activity can continue for the entire 
  duration. If the suggested activity can be completed in a shorter 
  time, the spell ends when the subject finishes what it was asked to 
  do. You can instead specify conditions that will trigger a special 
  activity during the duration. If the condition is not met before the 
  spell duration expires, the activity is not performed.
  A very reasonable suggestion causes the save to be made with a 
  penalty (such as –1 or –2).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn MOnster ii
  School conjuration (summoning) [see text]; Level bard 2; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 2nd-level list or 1d3 creatures of the same kind from 
  the 1st-level list. You choose which kind of creature to summon, 
  and you can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are 
  evil. If you are neutral, you may choose which template to apply 
  to the creature. Creatures marked with an “*” always have an 
  alignment that matches yours, regardless of their usual alignment. 
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  
  suMMOn MOnster ii (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 2; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn swarM
  School conjuration (summoning); Level bard 2; Casting Time 1 
  round; Components V, S, M/DF (a square of red cloth); Range 
  close (25 ft. + 5 ft./2 levels); Effect one swarm of bats, rats, or 
  spiders; Duration concentration + 2 rounds; Saving Throw none; 
  Spell Resistance no
  You summon a swarm of bats, rats, or spiders (your choice), which 
  attacks all other creatures within its area. (You may summon the 
  swarm so that it shares the area of other creatures.) If no living 
  creatures are within its area, the swarm attacks or pursues the 
  nearest creature as best it can. The caster has no control over its 
  target or direction of travel.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tOngues
  School divination; Level bard 2; Casting Time 1 standard action; 
  Components V, M/DF (a clay model of a ziggurat); Range touch; 
  Target creature touched; Duration 10 min./level; Saving Throw 
  Will negates (harmless); Spell Resistance no
  This spell grants the creature touched the ability to speak and 
  understand the language of any intelligent creature, whether it is a 
  racial tongue or a regional dialect. The subject can speak only one 
  language at a time, although it may be able to understand several 
  languages. Tongues does not enable the subject to speak with crea-
  tures who don’t speak. The subject can make itself understood as 
  far as its voice carries. This spell does not predispose any creature 
  addressed toward the subject in any way.
  Tongues can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  whispering winD
  School transmutation [air]; Level bard 2,; Casting Time 1 
  standard action; Components V, S; Range 1 mile/level; Area 
  10-ft.-radius spread;Duration no more than 1 hour/level or until 
  discharged (destination is reached); Saving Throw none; Spell 
  Resistance no
  You send a message or sound on the wind to a designated spot. 
  The whispering wind travels to a specific location within range that 
  is familiar to you, provided that it can find a way to the location. 
  A whispering wind is as gentle and unnoticed as a zephyr until 
  it reaches the location. It then delivers its whisper-quiet message 
  or other sound. Note that the message is delivered regardless of 
  whether anyone is present to hear it. The wind then dissipates.
  You can prepare the spell to bear a message of no more than 25 
  words, cause the spell to deliver other sounds for 1 round, or 
  merely have the whispering wind seem to be a faint stirring of the 
  air. You can likewise cause the whispering wind to move as slowly 
  as 1 mile per hour or as quickly as 1 mile per 10 minutes.
  When the spell reaches its objective, it swirls and remains in place 
  until the message is delivered. As with magic mouth, whispering 
  wind cannot speak verbal components, use command words, or 
  activate magical effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  bLinK
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components V, S; Range personal; Target you; Duration 
  1 round/level (D)
  You “blink” quickly back and forth between the Material Plane and 
  the Ethereal Plane and look as though you’re winking in and out of 
  reality at random. Blink has several effects, as follows.
  Physical attacks against you have a 50% miss chance, and the 
  Blind-Fight feat doesn’t help opponents, since you’re ethereal and 
  not merely invisible. If the attack is capable of striking ethereal 
  creatures, the miss chance is only 20% (for concealment).
  If the attacker can see invisible creatures, the miss chance is also 
  only 20%. (For an attacker who can both see and strike ethereal 
  creatures, there is no miss chance.) Likewise, your own attacks 
  have a 20% miss chance, since you sometimes go ethereal just as 
  you are about to strike.
  Any individually targeted spell has a 50% chance to fail against 
  you while you’re blinking unless your attacker can target invisible, 
  ethereal creatures. Your own spells have a 20% chance to activate 
  just as you go ethereal, in which case they typically do not affect 
  the Material Plane (but they might affect targets on the Ethereal 
  Plane).
  While blinking, you take only half damage from area attacks 
  (but full damage from those that extend onto the Ethereal Plane). 
  Although you are only partially visible, you are not considered 
  invisible and targets retain their Dexterity bonus to AC against 
  your attacks. You do receive a +2 bonus on attack rolls made 
  against enemies that cannot see invisible creatures. You take  
  
  bLinK (cOnt’D)
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components V, S; Range personal; Target you; Duration 
  1 round/level (D)
  only half damage from falling, since you fall only while you are 
  material.
  While blinking, you can step through (but not see through) solid 
  objects. For each 5 feet of solid material you walk through, there 
  is a 50% chance that you become material. If this occurs, you 
  are shunted off to the nearest open space and take 1d6 points of 
  damage per 5 feet so traveled. Since you spend about half your 
  time on the Ethereal Plane, you can see and even attack ethereal 
  creatures. You interact with ethereal creatures roughly the same 
  way you interact with material ones.
  An ethereal creature is invisible, incorporeal, and capable of 
  moving in any direction, even up or down. As an incorporeal 
  creature, you can move through solid objects, including living 
  creatures. An ethereal creature can see and hear the Material Plane, 
  but everything looks gray and insubstantial. Sight and hearing on 
  the Material Plane are limited to 60 feet.
  Force effects and abjurations affect you normally. Their effects 
  extend onto the Ethereal Plane from the Material Plane, but not 
  vice versa. An ethereal creature can’t attack material creatures, 
  and spells you cast while ethereal affect only other ethereal things. 
  Certain material creatures or objects have attacks or effects that 
  work on the Ethereal Plane. Treat other ethereal creatures and 
  objects as material.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  charM MOnster
  School enchantment (charm) [mind-affecting]; Level bard 3; 
  Casting Time 1 standard action; Components V, S; Range close 
  (25 ft. + 5 ft./2 levels); Target one living creature; Duration 1 day/
  level; Saving Throw Will negates; Spell Resistance yes
  This charm makes a creature, not restricted by creature type or 
  size,  regard you as its trusted friend and ally (treat the target’s 
  attitude as friendly). If the creature is currently being threatened 
  or attacked by you or your allies, however, it receives a +5 bonus 
  on its saving throw. The spell does not enable you to control the 
  charmed creature as if it were an automaton, but it perceives 
  your words and actions in the most favorable way. You can try to 
  give the subject orders, but you must win an opposed Charisma 
  check to convince it to do anything it wouldn’t ordinarily do. 
  (Retries are not allowed.) An affected creature never obeys 
  suicidal or obviously harmful orders, but it might be convinced 
  that something very dangerous is worth doing. Any act by you or 
  your apparent allies that threatens the charmed creature breaks the 
  spell. You must speak the creature’s language to communicate your 
  commands, or else be good at pantomiming.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cLairauDience/ 
  cLairvOyance
  School divination (scrying); Level bard 3; Casting Time 10 
  minutes; Components V, S, F/DF (a small horn or a glass eye); 
  Range long (400 ft. + 40 ft./level); Effect magical sensor; Dura-
  tion 1 min./level (D); Saving Throw none; Spell Resistance no
  Clairaudience/clairvoyance creates an invisible magical sensor at 
  a specific location that enables you to hear or see (your choice) 
  almost as if you were there. You don’t need line of sight or line 
  of effect, but the locale must be known—a place familiar to you, 
  or an obvious one. Once you have selected the locale, the sensor 
  doesn’t move, but you can rotate it in all directions to view the area 
  as desired. Unlike other scrying spells, this spell does not allow 
  magically or supernaturally enhanced senses to work through it. If 
  the chosen locale is magically dark, you see nothing. If it is natu-
  rally pitch black, you can see in a 10-foot radius around the center 
  of the spell’s effect. Clairaudience/clairvoyance functions only on 
  the plane of existence you are currently occupying.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cOnFusiOn
  School enchantment (compulsion) [mind-affecting]; Level bard 3; 
  Casting Time 1 standard action; Components V, S, M/DF (three 
  nutshells); Range medium (100 ft. + 10 ft./level); Targets all 
  creatures in a 15-ft.-radius burst; Duration 1 round/level; Saving 
  Throw Will negates; Spell Resistance yes
  This spell causes confusion in the targets, making them unable to 
  determine their actions. Roll on the following table at the start of 
  each subject’s turn each round to see what it does in that round.
  d% 
  Behavior 
  01–25 
  Act normally 
  26–50 
  Do nothing but babble incoherently 
  51–75 
   Deal 1d8 points of damage + Str modifier to self with 
  item in hand 
  76–100 
   Attack nearest creature (for this purpose, a familiar 
  counts as part of the subject’s self) 
  A confused character who can’t carry out the indicated action does 
  nothing but babble incoherently. Attackers are not at any special 
  advantage when attacking a confused character. Any confused 
  character who is attacked automatically attacks its attackers on its 
  next turn, as long as it is still confused when its turn comes. Note 
  that a confused character will not make attacks of opportunity 
  against any creature that it is not already devoted to attacking 
  (either because of its most recent action or because it has just been 
  attacked).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  crushing Despair
  School enchantment (compulsion) [mind-affecting]; Level bard 3; 
  Casting Time 1 standard action; Components V, S, M; Range 30 
  ft.; Area cone-shaped burst; Duration 1 min./level; Saving Throw 
  Will negates; Spell Resistance yes
  An invisible cone of despair causes great sadness in the subjects. 
  Each affected creature takes a –2 penalty on attack rolls, saving 
  throws, ability checks, skill checks, and weapon damage rolls.
  Crushing despair counters and dispels good hope.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cure seriOus wOunDs
  School conjuration (healing); Level bard 3; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 3d8 points of damage + 1 point per caster 
  level (maximum +15). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DayLight
  School evocation [light]; Level bard 3; Casting Time 1 standard 
  action; Components V, S; Range touch; Target object touched; 
  Duration 10 min./level (D); Saving Throw none; Spell Resis-
  tance no
  You touch an object when you cast this spell, causing the object to 
  shed bright light in a 60-foot radius. This illumination increases the 
  light level for an additional 60 feet by one step (darkness becomes 
  dim light, dim light becomes normal light, and normal light 
  becomes bright light). Creatures that take penalties in bright light 
  take them while within the 60-foot radius of this magical light. 
  Despite its name, this spell is not the equivalent of daylight for the 
  purposes of creatures that are damaged or destroyed by such light.
  If daylight is cast on a small object that is then placed inside 
  or under a light-proof covering, the spell’s effects are blocked 
  until the covering is removed. Daylight brought into an area of 
  magical darkness (or vice versa) is temporarily negated, so that 
  the otherwise prevailing light conditions exist in the overlapping 
  areas of effect.
  Daylight counters or dispels any darkness spell of equal or lower 
  level, such as darkness.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Deep sLuMber
  School enchantment (compulsion) [mind-affecting]; Level bard 
  3; Casting Time 1 round; Components V, S, M (fine sand, rose 
  petals, or a live cricket); Range close (25 ft. + 5 ft./2 levels); Area 
  one or more living creatures within a 10-ft.-radius burst; Duration 
  1 min./level; Saving Throw Will negates; Spell Resistance yes
  A deep slumber spell causes a magical slumber to come upon 10 
  HD of creatures. Creatures with the fewest HD are affected first. 
  Among creatures with equal HD, those who are closest to the 
  spell’s point of origin are affected first. HD that are not sufficient 
  to affect a creature are wasted. Sleeping creatures are helpless. 
  Slapping or wounding awakens an affected creature, but normal 
  noise does not. Awakening a creature is a standard action (an appli-
  cation of the aid another action). Deep slumber does not target 
  unconscious creatures, constructs, or undead creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DispeL Magic
  School abjuration; Level bard 3; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  You can use dispel magic to end one ongoing spell that has been 
  cast on a creature or object, to temporarily suppress the magical 
  abilities of a magic item, or to counter another spellcaster’s spell. 
  A dispelled spell ends as if its duration had expired. Some spells, 
  as detailed in their descriptions, can’t be defeated by dispel magic. 
  Dispel magic can dispel (but not counter) spell-like effects just as 
  it does spells. The effect of a spell with an instantaneous duration 
  can’t be dispelled, because the magical effect is already over 
  before the dispel magic can take effect. 
  You choose to use dispel magic in one of two ways: a targeted 
  dispel or a counterspell.
  Targeted Dispel: One object, creature, or spell is the target of 
  the dispel magic spell. You make one dispel check (1d20 + your 
  caster level) and compare that to the spell with highest caster level 
  (DC = 11 + the spell’s caster level). If successful, that spell ends. 
  If not, compare the same result to the spell with the next highest 
  caster level. Repeat this process until you have dispelled one spell 
  affecting the target, or you have failed to dispel every spell.
  For example, a 7th-level caster casts dispel magic, targeting a 
  creature affected by stoneskin (caster level 12th) and fly (caster 
  level 6th). The caster level check results in a 19. This check is not 
  high enough to end the stoneskin (which would have required a 23 
  or higher), but it is high enough to end the fly (which only required 
  a 17). Had the dispel check resulted in a 23 or higher, the stoneskin 
  
  DispeL Magic (cOnt’D)
  School abjuration; Level bard 3; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  would have been dispelled, leaving the fly intact. Had the dispel 
  check been a 16 or less, no spells would have been affected.
  You can also use a targeted dispel to specifically end one spell 
  affecting the target or one spell affecting an area (such as a wall 
  of fire). You must name the specific spell effect to be targeted in 
  this way. If your caster level check is equal to or higher than the 
  DC of that spell, it ends. No other spells or effects on the target 
  are dispelled if your check is not high enough to end the targeted 
  effect.
  If you target an object or creature that is the effect of an ongoing 
  spell (such as a monster summoned by summon monster), you 
  make a dispel check to end the spell that conjured the object or 
  creature.
  If the object that you target is a magic item, you make a dispel 
  check against the item’s caster level (DC = 11 + the item’s 
  caster level). If you succeed, all the item’s magical properties 
  are suppressed for 1d4 rounds, after which the item recovers its 
  magical properties. A suppressed item becomes nonmagical for the 
  duration of the effect. An interdimensional opening (such as a bag 
  of holding) is temporarily closed. A magic item’s physical proper-
  ties are unchanged: A suppressed magic sword is still a sword (a 
  masterwork sword, in fact). Artifacts and deities are unaffected by 
  mortal magic such as this.
  
  DispeL Magic (cOnt’D)
  School abjuration; Level bard 3; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; Duration instanta-
  neous; Saving Throw none; Spell Resistance no
  You automatically succeed on your dispel check against any spell 
  that you cast yourself.
  Counterspell: When dispel magic is used in this way, the spell 
  targets a spellcaster and is cast as a counterspell. Unlike a true 
  counterspell, however, dispel magic may not work; you must make 
  a dispel check to counter the other spellcaster’s spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DispLaceMent
  School illusion (glamer); Level bard 3; Casting Time 1 standard 
  action; Components V, M (a small loop of leather); Range touch; 
  Target creature touched; Duration 1 round/level (D); Saving 
  Throw Will negates (harmless); Spell Resistance yes (harmless)
  The subject of this spell appears to be about 2 feet away from 
  its true location. The creature benefits from a 50% miss chance 
  as if it had total concealment. Unlike actual total concealment, 
  displacement does not prevent enemies from targeting the creature 
  normally. True seeing reveals its true location and negates the miss 
  chance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Fear
  School necromancy [fear, mind-affecting]; Level bard 3; Casting 
  Time 1 standard action; Components V, S, M (the heart of a hen 
  or a white feather); Range 30 ft.; Area cone-shaped burst; Dura-
  tion 1 round/level or 1 round; see text; Saving Throw Will partial; 
  Spell Resistance yes
  An invisible cone of terror causes each living creature in the area 
  to become panicked unless it succeeds on a Will save. If cornered, 
  a panicked creature begins cowering. If the Will save succeeds, the 
  creature is shaken for 1 round.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gaseOus FOrM
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components S, M/DF (a bit of gauze and a wisp of 
  smoke); Range touch; Target willing corporeal creature touched; 
  Duration 2 min./level (D); Saving Throw none; Spell Resistance 
  no
  The subject and all its gear become insubstantial, misty, and 
  translucent. Its material armor (including natural armor) becomes 
  worthless, though its size, Dexterity, deflection bonuses, and armor 
  bonuses from force effects still apply. The subject gains DR 10/
  magic and becomes immune to poison, sneak attacks, and critical 
  hits. It can’t attack or cast spells with verbal, somatic, material, 
  or focus components while in gaseous form. This does not rule 
  out the use of certain spells that the subject may have prepared 
  using the feats Silent Spell, Still Spell, and Eschew Materials. The 
  subject also loses supernatural abilities while in gaseous form. If it 
  has a touch spell ready to use, that spell is discharged harmlessly 
  when the gaseous form spell takes effect.
  A gaseous creature can’t run, but it can fly at a speed of 10 feet and 
  automatically succeeds on all Fly skill checks. It can pass through 
  small holes or narrow openings, even mere cracks, with all it was 
  wearing or holding in its hands, as long as the spell persists. The 
  creature is subject to the effects of wind, and it can’t enter water 
  or other liquid. It also can’t manipulate objects or activate items, 
  even those carried along with its gaseous form. Continuously 
  active items remain active, though in some cases their effects may 
  be moot.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  geas, Lesser
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 3; Casting Time 1 round; Components V; 
  Range close (25 ft. + 5 ft./2 levels); Target one living creature 
  with 7 HD or less; Duration 1 day/level or until discharged (D); 
  Saving Throw Will negates; Spell Resistance yes
  A lesser geas places a magical command on a creature to carry out 
  some service or to refrain from some action or course of activity, as 
  desired by you. The creature must have 7 or fewer HD and be able 
  to understand you. While a geas cannot compel a creature to kill 
  itself or perform acts that would result in certain death, it can cause 
  almost any other course of activity.
  The geased creature must follow the given instructions until the 
  geas is completed, no matter how long it takes.
  If the instructions involve some open-ended task that the recipient 
  cannot complete through his own actions, the spell remains in 
  effect for a maximum of 1 day per caster level. A clever recipient 
  can subvert some instructions.
  If the subject is prevented from obeying the lesser geas for 24 
  hours, it takes a –2 penalty to each of its ability scores. Each day, 
  another –2 penalty accumulates, up to a total of –8. No ability 
  score can be reduced to less than 1 by this effect. The ability score 
  penalties are removed 24 hours after the subject resumes obeying 
  the lesser geas.
  A lesser geas (and all ability score penalties) can be ended by 
  break enchantment, limited wish, remove curse, miracle, or wish. 
  Dispel magic does not affect a lesser geas.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gLibness
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components S; Range personal; Target you; Duration 
  10 min./level (D)
  Your speech becomes fluent and more believable, causing those 
  who hear you to believe every word you say. You gain a +20 
  bonus on Bluff checks made to convince another of the truth of 
  your words. This bonus doesn’t apply to other uses of the Bluff 
  skill, such as feinting in combat, creating a diversion to hide, or 
  communicating a hidden message via innuendo.
  If a magical effect is used against you that would detect your lies 
  or force you to speak the truth, the user of the effect must succeed 
  on a caster level check (1d20 + caster level) against a DC of 15 
  + your caster level to succeed. Failure means the effect does not 
  detect your lies or force you to speak only the truth.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  gOOD hOpe
  School enchantment (compulsion) [mind-affecting]; Level bard 
  3; Casting Time 1 standard action; Components V, S; Range 
  medium (100 ft. + 10 ft./level); Targets one living creature/level, 
  no two of which may be more than 30 ft. apart; Duration 1 min./
  level; Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  This spell instills powerful hope in the subjects. Each affected 
  creature gains a +2 morale bonus on saving throws, attack rolls, 
  ability checks, skill checks, and weapon damage rolls.
  Good hope counters and dispels crushing despair.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  haste
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components V, S, M (a shaving of licorice root); Range 
  close (25 ft. + 5 ft./2 levels); Targets one creature/level, no two 
  of which can be more than 30 ft. apart; Duration 1 round/level; 
  Saving Throw Fortitude negates (harmless); Spell Resistance yes 
  (harmless)
  The transmuted creatures move and act more quickly than normal. 
  This extra speed has several effects.
  When making a full attack action, a hasted creature may make one 
  extra attack with any weapon he is holding. The attack is made 
  using the creature’s full base attack bonus, plus any modifiers 
  appropriate to the situation. (This effect is not cumulative with 
  similar effects, such as that provided by a speed weapon, nor 
  does it actually grant an extra action, so you can’t use it to cast a 
  second spell or otherwise take an extra action in the round.)
  A hasted creature gains a +1 bonus on attack rolls and a +1 dodge 
  bonus to AC and Reflex saves. Any condition that makes you lose 
  your Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses.
  All of the hasted creature’s modes of movement (including land 
  movement, burrow, climb, fly, and swim) increase by 30 feet, to 
  a maximum of twice the subject’s normal speed using that form 
  of movement. This increase counts as an enhancement bonus, and 
  it affects the creature’s jumping distance as normal for increased 
  speed. Multiple haste effects don’t stack. Haste dispels and 
  counters slow.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  iLLusOry script
  School illusion (phantasm) [mind-affecting]; Level bard 3; Casting 
  Time 1 minute per page; Components V, S, M (lead-based ink 
  worth 50 gp); Range touch; Target one touched object weighing 
  no more than 10 lbs.; Duration one day/level (D); Saving Throw 
  Will negates; see text; Spell Resistance yes
  You write instructions or other information on parchment, paper, 
  or any suitable writing material. The illusory script appears to 
  be some form of foreign or magical writing. Only the person (or 
  people) designated by you at the time of the casting can read the 
  writing; it’s unintelligible to any other character.
  Any unauthorized creature attempting to read the script triggers a 
  potent illusory effect and must make a saving throw. A successful 
  saving throw means the creature can look away with only a mild 
  sense of disorientation. Failure means the creature is subject to a 
  suggestion implanted in the script by you at the time the illusory 
  script spell was cast. The suggestion lasts only 30 minutes. Typical 
  suggestions include “Close the book and leave,” “Forget the exis-
  tence of this note,” and so forth. If successfully dispelled by dispel 
  magic, the illusory script and its secret message disappear. The 
  hidden message can be read by a combination of the true seeing 
  spell with the read magic or comprehend languages spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  invisibiLity sphere
  School illusion (glamer); Level bard 3; Casting Time 1 standard 
  action; Components V, S, M; Area 10-ft.-radius emanation around 
  the creature; Target you or a creature or object weighing no more 
  than 100 lbs./level; Duration 1 min./level (D); Saving Throw 
  Will negates (harmless) or Will negates (harmless, object); Spell 
  Resistance yes (harmless) or yes (harmless, object)
  This spell functions like invisibility, except that this spell confers 
  invisibility upon all creatures within 10 feet of the recipient at the 
  time the spell is cast. The center of the effect is mobile with the 
  recipient.
  Those affected by this spell can see each other and themselves as 
  if unaffected by the spell. Any affected creature moving out of 
  the area becomes visible, but creatures moving into the area after 
  the spell is cast do not become invisible. Affected creatures (other 
  than the recipient) who attack negate the invisibility only for them-
  selves. If the spell recipient attacks, the invisibility sphere ends.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MajOr iMage
  School illusion (figment); Level bard 3; Casting Time 1 standard 
  action; Components V, S, F (a bit of fleece); Range long (400 ft. + 
  40 ft./level); Effect visual figment that cannot extend beyond four 
  10-ft. cubes + one 10-ft. cube/level (S); Duration concentration + 
  3 rounds; Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  This spell functions like silent image, except that sound, smell, and 
  thermal illusions are included in the spell effect. While concen-
  trating, you can move the image within the range. 
  The image disappears when struck by an opponent unless you 
  cause the illusion to react appropriately.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  phantOM steeD
  School conjuration (creation); Level bard 3; Casting Time 10 
  minutes; Components V, S; Range 0 ft.; Effect one quasi-real, 
  horselike creature; Duration 1 hour/level (D); Saving Throw 
  none; Spell Resistance no
  You conjure a Large, quasi-real, horselike creature (the exact 
  coloration can be customized as you wish). It can be ridden only 
  by you or by the one person for whom you specifically created the 
  mount. A phantom steed has a black head and body, gray mane 
  and tail, and smoke-colored, insubstantial hooves that make no 
  sound. It has what seems to be a saddle, bit, and bridle. It does 
  not fight, but animals shun it and refuse to attack it. The mount is 
  AC 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points + 1 
  hit point per caster level. If it loses all its hit points, the phantom 
  steed disappears. A phantom steed has a speed of 20 feet per two 
  caster levels, to a maximum of 100 feet at 10th level. It can bear its 
  rider’s weight plus up to 10 pounds per caster level. These mounts 
  gain certain powers according to caster level. A mount’s abilities 
  include those of mounts of lower caster levels. 
  8th Level: The mount can ride over sandy, muddy, or even 
  swampy ground without difficulty or decrease in speed; 10th 
  Level: The mount can use water walk at will (as the spell, no 
  action required to activate this ability); 12th Level: The mount 
  can use air walk at will (as the spell, no action required to activate 
  this ability) for up to 1 round at a time, after which it falls to the 
  ground; 14th Level: The mount can fly at its speed with a bonus on 
  Fly skill checks equal to your caster level.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  reMOve curse
  School abjuration; Level bard 3; Casting Time 1 standard action; 
  Components V, S; Range touch; Target creature or object 
  touched; Duration instantaneous; Saving Throw Will negates 
  (harmless); Spell Resistance yes (harmless)
  Remove curse can remove all curses on an object or a creature. If 
  the target is a creature, you must make a caster level check (1d20 
  + caster level) against the DC of each curse affecting the target. 
  Success means that the curse is removed. Remove curse does not 
  remove the curse from a cursed shield, weapon, or suit of armor, 
  although a successful caster level check enables the creature 
  afflicted with any such cursed item to remove and get rid of it.
  Remove curse counters and dispels bestow curse.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  scrying
  School divination (scrying); Level bard 3; Casting Time 1 hour; 
  Components V, S, M/DF (a pool of water), F (a silver mirror 
  worth 1,000 gp); Range see text; Effect magical sensor; Duration 
  1 min./level; Saving Throw Will negates; Spell Resistance yes
  You can observe a creature at any distance. If the subject succeeds 
  on a Will save, the spell fails. The difficulty of the save depends on 
  how well your knowledge of the subject and what sort of physical 
  connection (if any) you have to that creature. Furthermore, if the 
  subject is on another plane, it gets a +5 bonus on its Will save.
  Knowledge 
  Will Save Modifier 
  None*  
  +10 
  Secondhand (you have heard of the subject)  
  +5 
  Firsthand (you have met the subject)  
  +0
  Familiar (you know the subject well)  
  –5 
  Connention 
  Will Save Modifier 
  Likeness or picture  
  –2 
  Possession or garment  
  –4 
  Body part, lock of hair, bit of nail, etc.  
  –10 
  *You must have some sort of connection (see below) to a creature 
  of which you have no knowledge. 
  If the save fails, you can see and hear the subject and its surround-
  ings (approximately 10 feet in all directions of the subject). If the 
  subject moves, the sensor follows at a speed of up to 150 feet.
  As with all divination (scrying) spells, the sensor has your full 
  visual acuity, including any magical effects. In addition, the 
  following spells have a 5% chance per caster level of operating 
  through the sensor: detect chaos, detect evil, detect good, detect 
  law, detect magic, and message.
  
  scrying (cOnt’D)
  School divination (scrying); Level bard 3; Casting Time 1 hour; 
  Components V, S, M/DF (a pool of water), F (a silver mirror 
  worth 1,000 gp); Range see text; Effect magical sensor; Duration 
  1 min./level; Saving Throw Will negates; Spell Resistance yes
  If the save succeeds, you can’t attempt to scry on that subject again 
  for at least 24 hours.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  scuLpt sOunD
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature or object/level, no two of which can be more 
  than 30 ft. apart; Duration 1 hour/level (D); Saving Throw Will 
  negates (object); Spell Resistance yes (object)
  You can change the sounds that creatures or objects make. You 
  can create sounds where none exist, deaden sounds, or transform 
  sounds into other sounds. All affected creatures or objects must be 
  transmuted in the same way. Once the transmutation is made, you 
  cannot change it. You can change the qualities of sounds but cannot 
  create words with which you are unfamiliar yourself. 
  A spellcaster whose voice is changed dramatically is unable to cast 
  spells with verbal components.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  secret page
  School transmutation; Level bard 3; Casting Time 10 minutes; 
  Components V, S, M (powdered herring scales and a vial of 
  will-o’-wisp essence); Range touch; Target page touched, up to 
  3 sq. ft. in size; Duration permanent; Saving Throw none; Spell 
  Resistance no
  Secret page alters the contents of a page so that it appears to be 
  something entirely different. The text of a spell can be changed to 
  show another spell of equal or lower level known by the caster. 
  This spell cannot be used to change a spell contained on a scroll, 
  but it can be used to hide a scroll. Explosive runes or sepia snake 
  sigil can be cast upon the secret page.
  A comprehend languages spell alone cannot reveal a secret page’s 
  contents. You are able to reveal the original contents by speaking 
  a special word. You can then peruse the actual page and return it 
  to its secret page form at will. You can also remove the spell by 
  double repetition of the special word. A detect magic spell reveals 
  dim magic on the page in question but does not reveal its true 
  contents. True seeing reveals the presence of the hidden material 
  but does not reveal the contents unless cast in combination with 
  comprehend languages. A secret page spell can be dispelled, and 
  the hidden writings can be destroyed by means of an erase spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  see invisibiLity
  School divination; Level bard 3; Casting Time 1 standard action; 
  Components V, S, M (talc and powdered silver); Range personal; 
  Target you; Duration 10 min./level (D)
  You can see any objects or beings that are invisible within your 
  range of vision, as well as any that are ethereal, as if they were 
  normally visible. Such creatures are visible to you as translucent 
  shapes, allowing you easily to discern the difference between 
  visible, invisible, and ethereal creatures.
  The spell does not reveal the method used to obtain invisibility. 
  It does not reveal illusions or enable you to see through opaque 
  objects. It does not reveal creatures who are simply hiding, 
  concealed, or otherwise hard to see.
  See invisibility can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sepia snaKe sigiL
  School conjuration (creation) [force]; Level bard 3; Casting Time 
  10 minutes; Components V, S, M (powdered amber worth 500 
  gp and a snake scale); Range touch; Target one touched book 
  or written work; Duration permanent or until discharged; until 
  released or 1d4 days + 1 day/level; see text; Saving Throw Reflex 
  negates; Spell Resistance no
  You cause a small symbol to appear in the text of a written work. 
  The text containing the symbol must be at least 25 words long. 
  When anyone reads the text containing the symbol, the sepia snake 
  sigil springs into being, transforming into a large sepia serpent that 
  strikes at the reader, provided there is line of effect between the 
  symbol and the reader.
  Simply seeing the enspelled text is not sufficient to trigger the 
  spell; the subject must deliberately read it. The target is entitled to 
  a save to evade the snake’s strike. If it succeeds, the sepia snake 
  dissipates in a flash of brown light accompanied by a puff of 
  dun-colored smoke and a loud noise. If the target fails its save, it 
  is engulfed in a shimmering amber field of force and immobilized 
  until released, either at your command or when 1d4 days + 1 day 
  per caster level have elapsed.
  While trapped in the amber field of force, the subject does not age, 
  breathe, grow hungry, sleep, or regain spells. It is preserved in a 
  state of suspended animation, unaware of its surroundings. It can 
  be damaged by outside forces (and perhaps even killed), since the 
  field provides no protection against physical injury. However, a 
  dying subject does not lose hit points or become stable until the 
  spell ends.
  The hidden sigil cannot be detected by normal observation, and 
  detect magic reveals only that the entire text is magical.
  
  sepia snaKe sigiL
  School conjuration (creation) [force]; Level bard 3; Casting Time 
  10 minutes; Components V, S, M (powdered amber worth 500 
  gp and a snake scale); Range touch; Target one touched book 
  or written work; Duration permanent or until discharged; until 
  released or 1d4 days + 1 day/level; see text; Saving Throw Reflex 
  negates; Spell Resistance no
  A dispel magic can remove the sigil. An erase spell destroys the 
  entire page of text.
  Sepia snake sigil can be cast in combination with other spells that 
  hide or garble text, such as secret page.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sLOw
  School transmutation; Level bard 3; Casting Time 1 standard 
  action; Components V, S, M (a drop of molasses); Range close 
  (25 ft. + 5 ft./2 levels); Targets one creature/level, no two of which 
  can be more than 30 ft. apart; Duration 1 round/level; Saving 
  Throw Will negates; Spell Resistance yes
  An affected creature moves and attacks at a drastically slowed rate. 
  Creatures affected by this spell are staggered and can take only a 
  single move action or standard action each turn, but not both (nor 
  may it take full-round actions). Additionally, it takes a –1 penalty 
  on attack rolls, AC, and Reflex saves. A slowed creature moves at 
  half its normal speed (round down to the next 5-foot increment), 
  which affects the creature’s jumping distance as normal for 
  decreased speed.
  Multiple slow effects don’t stack. Slow counters and dispels haste.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  speaK with aniMaLs
  School divination; Level bard 3; Casting Time 1 standard action; 
  Components V, S; Range personal; Target you; Duration 1 min./
  level
  You can ask questions of and receive answers from animals, but 
  the spell doesn’t make them any more friendly than normal. Wary 
  and cunning animals are likely to be terse and evasive, while the 
  more stupid ones make inane comments. If an animal is friendly 
  toward you, it may do some favor or service for you.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn MOnster iii
  School conjuration (summoning) [see text]; Level bard 3; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 3rd-level list, 1d3 creatures of the same kind from 
  the 2nd-level list, or 1d4+1 creatures of the same kind from the 
  1st-level list. You choose which kind of creature to summon, and 
  you can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish). When you use a summoning 
  spell to summon a creature with an alignment or elemental 
  subtype, it is a spell of that type. Creatures listed belowmarked 
  with an “*” are summoned with the celestial template, if you are 
  good, and the fiendish template, if you are evil. If you are neutral, 
  you may choose which template to apply to the creature. Creatures 
  marked with an “*” always have an alignment that matches yours, 
  regardless of their usual alignment. Summoning these creatures 
  makes the summoning spell’s type match your alignment.
  
  suMMOn MOnster iii (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 3; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  tiny hut
  School evocation [force]; Level bard 3; Casting Time 1 standard 
  action; Components V, S, M (a small crystal bead); Range 20 ft.; 
  Effect 20-ft.-radius sphere centered on your location; Duration 2 
  hours/level (D); Saving Throw none; Spell Resistance no
  You create an unmoving, opaque sphere of force of any color you 
  desire around yourself. Half the sphere projects above the ground, 
  and the lower hemisphere passes through the ground. As many 
  as nine other Medium creatures can fit into the field with you; 
  they can freely pass into and out of the hut without harming it. 
  However, if you remove yourself from the hut, the spell ends.
  The temperature inside the hut is 70° F if the exterior temperature 
  is between 0° and 100° F. An exterior temperature below 0° or 
  above 100° lowers or raises the interior temperature on a 1-degree-
  for-1 basis. The hut also provides protection against the elements, 
  such as rain, dust, and sandstorms. The hut withstands any wind of 
  less than hurricane force, but a hurricane (75+ mph wind speed) or 
  greater force destroys it.
  The interior of the hut is a hemisphere. You can illuminate it dimly 
  upon command or extinguish the light as desired. Although the 
  force field is opaque from the outside, it is transparent from within. 
  Missiles, weapons, and most spell effects can pass through the hut 
  without affecting it, although the occupants cannot be seen from 
  outside the hut (they have total concealment).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  breaK enchantMent
  School abjuration; Level bard 4; Casting Time 1 minute; 
  Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets up 
  to one creature per level, all within 30 ft. of each other; Duration 
  instantaneous; Saving Throw see text; Spell Resistance no
  This spell frees victims from enchantments, transmutations, and 
  curses. Break enchantment can reverse even an instantaneous 
  effect. For each such effect, you make a caster level check (1d20 
  + caster level, maximum +15) against a DC of 11 + caster level 
  of the effect. Success means that the creature is free of the spell, 
  curse, or effect. For a cursed magic item, the DC is equal to the 
  DC of the curse.
  If the spell is one that cannot be dispelled by dispel magic, break 
  enchantment works only if that spell is 5th level or lower. 
  If the effect comes from a permanent magic item, break enchant-
  ment does not remove the curse from the item, but it does free the 
  victim from the item’s effects. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cure criticaL wOunDs
  School conjuration (healing); Level bard 4; Casting Time 1 
  standard action; Components V, S; Range touch; Target creature 
  touched; Duration instantaneous; Saving Throw Will half (harm-
  less); see text; Spell Resistance yes (harmless); see text
  When laying your hand upon a living creature, you channel posi-
  tive energy that cures 4d8 points of damage + 1 point per caster 
  level (maximum +20). Since undead are powered by negative 
  energy, this spell deals damage to them instead of curing their 
  wounds. An undead creature can apply spell resistance, and can 
  attempt a Will save to take half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Detect scrying
  School divination; Level bard 4; Casting Time 1 standard action; 
  Components V, S, M (a piece of mirror and a miniature brass 
  hearing trumpet); Range 40 ft.; Area 40-ft.-radius emanation 
  centered on you; Duration 24 hours; Saving Throw none; Spell 
  Resistance no
  You immediately become aware of any attempt to observe you 
  by means of a divination (scrying) spell or effect. The spell’s area 
  radiates from you and moves as you move. You know the location 
  of every magical sensor within the spell’s area.
  If the scrying attempt originates within the area, you also know its 
  location; otherwise, you and the scrier immediately make opposed 
  caster level checks (1d20 + caster level). If you at least match the 
  scrier’s result, you get a visual image of the scrier and an accurate 
  sense of his direction and distance from you.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DiMensiOn DOOr
  School conjuration (teleportation); Level bard 4; Casting Time 
  1 standard action; Components V; Range long (400 ft. + 40 ft./
  level); Target you and touched objects or other touched willing 
  creatures; Duration instantaneous; Saving Throw none and Will 
  negates (object); Spell Resistance no and yes (object)
  You instantly transfer yourself from your current location to any 
  other spot within range. You always arrive at exactly the spot 
  desired—whether by simply visualizing the area or by stating 
  direction. After using this spell, you can’t take any other actions 
  until your next turn. You can bring along objects as long as their 
  weight doesn’t exceed your maximum load. You may also bring 
  one additional willing Medium or smaller creature (carrying gear 
  or objects up to its maximum load) or its equivalent per three caster 
  levels. A Large creature counts as two Medium creatures, a Huge 
  creature counts as two Large creatures, and so forth. All creatures 
  to be transported must be in contact with one another, and at least 
  one of those creatures must be in contact with you.
  If you arrive in a place that is already occupied by a solid body, 
  you and each creature traveling with you take 1d6 points of 
  damage and are shunted to a random open space on a suitable 
  surface within 100 feet of the intended location. If there is no free 
  space within 100 feet, you and each creature traveling with you 
  take an additional 2d6 points of damage and are shunted to a free 
  space within 1,000 feet. If there is no free space within 1,000 feet, 
  you and each creature travelling with you take an additional 4d6 
  points of damage and the spell simply fails.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DOMinate persOn
  School enchantment (compulsion) [mind-affecting]; Level bard 4; 
  Casting Time 1 round; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Target one humanoid; Duration 1 day/level; Saving 
  Throw Will negates; Spell Resistance yes
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind.
  If you and the subject have a common language, you can generally 
  force the subject to perform as you desire, within the limits of its 
  abilities. If no common language exists, you can communicate only 
  basic commands, such as “Come here,” “Go there,” “Fight,” and 
  “Stand still.” You know what the subject is experiencing, but you 
  do not receive direct sensory input from it, nor can it communicate 
  with you telepathically.
  Once you have given a dominated creature a command, it 
  continues to attempt to carry out that command to the exclusion of 
  all other activities except those necessary for day-to-day survival 
  (such as sleeping, eating, and so forth). Because of this limited 
  range of activity, a Sense Motive check against DC 15 (rather 
  than DC 25) can determine that the subject’s behavior is being 
  influenced by an enchantment effect (see the Sense Motive skill 
  description).
  Changing your orders or giving a dominated creature a new 
  command is a move action.
  By concentrating fully on the spell (a standard action), you can 
  receive full sensory input as interpreted by the mind of the subject, 
  though it still can’t communicate with you. You can’t actually 
  see through the subject’s eyes, so it’s not as good as being there 
  yourself, but you still get a good idea of what’s going on.
  
  DOMinate persOn (cOnt’D)
  School enchantment (compulsion) [mind-affecting]; Level bard 4; 
  Casting Time 1 round; Components V, S; Range close (25 ft. + 5 
  ft./2 levels); Target one humanoid; Duration 1 day/level; Saving 
  Throw Will negates; Spell Resistance yes
  Subjects resist this control, and any subject forced to take actions 
  against its nature receives a new saving throw with a +2 bonus. 
  Obviously self-destructive orders are not carried out. Once control 
  is established, the range at which it can be exercised is unlimited, 
  as long as you and the subject are on the same plane. You need not 
  see the subject to control it.
  If you don’t spend at least 1 round concentrating on the spell 
  each day, the subject receives a new saving throw to throw off the 
  domination.
  Protection from evil or a similar spell can prevent you from exer-
  cising control or using the telepathic link while the subject is so 
  warded, but such an effect does not automatically dispel it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FreeDOM OF MOveMent
  School abjuration; Level bard 4; Casting Time 1 standard action; 
  Components V, S, M (a leather strip bound to the target), DF; 
  Range personal or touch; Target you or creature touched; Dura-
  tion 10 min./level; Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  This spell enables you or a creature you touch to move and attack 
  normally for the duration of the spell, even under the influence of 
  magic that usually impedes movement, such as paralysis, solid fog, 
  slow, and web. All combat maneuver checks made to grapple the 
  target automatically fail. The subject automatically succeeds on 
  any combat maneuver checks and Escape Artist checks made to 
  escape a grapple or a pin.
  The spell also allows the subject to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, and 
  maces, provided that the weapon is wielded in the hand rather than 
  hurled. The freedom of movement spell does not, however, grant 
  water breathing.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  haLLucinatOry terrain
  School illusion (glamer); Level bard 4; Casting Time 10 minutes; 
  Components V, S, M (a stone, a twig, and a green leaf); Range 
  long (400 ft. + 40 ft./level); Area one 30-ft. cube/level (S); Dura-
  tion 2 hours/level (D); Saving Throw Will disbelief (if interacted 
  with); Spell Resistance no
  You make natural terrain look, sound, and smell like some other 
  sort of natural terrain. Structures, equipment, and creatures within 
  the area are not hidden or changed in appearance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  hOLD MOnster
  School enchantment (compulsion) [mind-affecting]; Level bard 4; 
  Casting Time 1 standard action; Components V, S, M/DF (one 
  hard metal bar or rod, which can be as small as a three-penny 
  nail); Range medium (100 ft. + 10 ft./level); Target one living 
  creature; Duration 1 round/level (D); see text; Saving Throw Will 
  negates; see text; Spell Resistance yes
  The any living creature becomes paralyzed and freezes in place. 
  It is aware and breathes normally but cannot take any actions, 
  even speech. Each round on its turn, the subject may attempt a 
  new saving throw to end the effect. This is a full-round action that 
  does not provoke attacks of opportunity. A winged creature who is 
  paralyzed cannot flap its wings and falls. A swimmer can’t swim 
  and may drown.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  invisibiLity, greater
  School illusion (glamer); Level bard 4; Casting Time 1 standard 
  action; Components V, S; Range personal or touch; Target you 
  or creature touched; Duration 1 min./level (D); Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless) or yes 
  (harmless, object)
  This spell functions like invisibility, except that it doesn’t end if 
  the subject attacks.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LegenD LOre
  School divination; Level bard 4; Casting Time see text; Compo-
  nents V, S, M (incense worth 250 gp), F (four pieces of ivory worth 
  50 gp each); Range personal; Target you; Duration see text
  Legend lore brings to your mind legends about an important 
  person, place, or thing. If the person or thing is at hand, or if 
  you are in the place in question, the casting time is only 1d4 × 
  10 minutes. If you have only detailed information on the person, 
  place, or thing, the casting time is 1d10 days, and the resulting 
  lore is less complete and specific (though it often provides enough 
  information to help you find the person, place, or thing, thus 
  allowing a better legend lore result next time). If you know only 
  rumors, the casting time is 2d6 weeks, and the resulting lore is 
  vague and incomplete (though it often directs you to more detailed 
  information, thus allowing a better legend lore result next time).
  During the casting, you cannot engage in other than routine activi-
  ties: eating, sleeping, and so forth. When completed, the divination 
  brings legends (if any) about the person, place, or things to your 
  mind. These may be legends that are still current, legends that have 
  been forgotten, or even information that has never been generally 
  known. If the person, place, or thing is not of legendary impor-
  tance, you gain no information. As a rule of thumb, characters 
  who are 11th level and higher are “legendary,” as are the sorts of 
  creatures they contend with, the major magic items they wield, and 
  the places where they perform their key deeds.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  LOcate creature
  School divination; Level bard 4; Casting Time 1 standard action; 
  Components V, S, M (fur from a bloodhound); Range long (400 
  ft. + 40 ft./level); Area circle, centered on you, with a radius of 
  400 ft. + 40 ft./level; Duration 10 min./level; Saving Throw none; 
  Spell Resistance no
  This spell functions like locate object, except this spell locates a 
  known creature. You slowly turn and sense when you are facing 
  in the direction of the creature to be located, provided it is within 
  range. You also know in which direction the creature is moving, 
  if any.
  The spell can locate a creature of a specific kind or a specific 
  creature known to you. It cannot find a creature of a certain type. 
  To find a kind of creature, you must have seen such a creature up 
  close (within 30 feet) at least once.
  Running water blocks the spell. It cannot detect objects. It can be 
  fooled by mislead, nondetection, and polymorph spells.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MODiFy MeMOry
  School enchantment (compulsion) [mind-affecting]; Level bard 
  4; Casting Time 1 round; see text; Components V, S; Range 
  close (25 ft. + 5 ft./2 levels); Target one living creature; Duration 
  permanent; Saving Throw Will negates; Spell Resistance yes
  You reach into the subject’s mind and modify as many as 5 
  minutes of its memories in one of the following ways. Eliminate 
  all memory of an event the subject actually experienced. This spell 
  cannot negate charm, geas/quest, suggestion, or similar spells. 
  Allow the subject to recall with perfect clarity an event it actually 
  experienced. Change the details of an event the subject actually 
  experienced. Implant a memory of an event the subject never 
  experienced.
  Casting the spell takes 1 round. If the subject fails to save, you 
  proceed with the spell by spending as much as 5 minutes (a 
  period of time equal to the amount of memory you want to modify) 
  visualizing the memory you wish to modify in the subject. If your 
  concentration is disturbed before the visualization is complete, or 
  if the subject is ever beyond the spell’s range during this time, the 
  spell is lost.
  A modified memory does not necessarily affect the subject’s 
  actions, particularly if it contradicts the creature’s natural inclina-
  tions. An illogical modified memory is dismissed by the creature as 
  a bad dream, too much wine, or another similar excuse. 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  neutraLize pOisOn
  School conjuration (healing); Level bard 4; Casting Time 1 stan-
  dard action; Components V, S, M/DF (charcoal); Range touch; 
  Target creature or object of up to 1 cu. ft./level touched; Duration 
  instantaneous or 10 min./level; see text; Saving Throw Will 
  negates (harmless, object); Spell Resistance yes (harmless, object)
  You detoxify any sort of venom in the creature or object touched. 
  If the target is a creature, you must make a caster level check (1d20 
  + caster level) against the DC of each poison affecting the target. 
  Success means that the poison is neutralized. A cured creature 
  suffers no additional effects from the poison, and any temporary 
  effects are ended, but the spell does not reverse instantaneous 
  effects, such as hit point damage, temporary ability damage, or 
  effects that don’t go away on their own.
  This spell can instead neutralize the poison in a poisonous creature 
  or object for 10 minutes per level, at the caster’s option. If cast on 
  a creature, the creature receives a Will save to negate the effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  rainbOw pattern
  School illusion (pattern) [mind-affecting]; Level bard 4; Casting 
  Time 1 standard action; Components V, S, M (a piece of 
  phosphor), F (a crystal prism); see text; Range medium (100 ft. 
  + 10 ft./level); Effect colorful lights with a 20-ft.-radius spread; 
  Duration Concentration +1 round/level (D); Saving Throw Will 
  negates; Spell Resistance yes
  A glowing, rainbow-hued pattern of interweaving colors fascinates 
  those within it. Rainbow pattern fascinates a maximum of 24 
  HD of creatures. Creatures with the fewest HD are affected first. 
  Among creatures with equal HD, those who are closest to the 
  spell’s point of origin are affected first. An affected creature that 
  fails its saves is fascinated by the pattern.
  With a simple gesture (a free action), you can make the rainbow 
  pattern move up to 30 feet per round (moving its effective point 
  of origin). All fascinated creatures follow the moving rainbow of 
  light, trying to remain within the effect. Fascinated creatures who 
  are restrained and removed from the pattern still try to follow it. If 
  the pattern leads its subjects into a dangerous area, each fascinated 
  creature gets a second save. If the view of the lights is completely 
  blocked, creatures who can’t see them are no longer affected. The 
  spell does not affect sightless creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  repeL verMin
  School abjuration; Level bard 4; Casting Time 1 standard action; 
  Components V, S, DF; Range 10 ft.; Area 10-ft.-radius emanation 
  centered on you; Duration 10 min./level (D); Saving Throw none 
  or Will negates; see text; Spell Resistance yes
  An invisible barrier holds back vermin. A vermin with HD of less 
  than one-third your level cannot penetrate the barrier.
  A vermin with HD of one-third your level or more can penetrate 
  the barrier if it succeeds on a Will save. Even so, crossing the 
  barrier deals the vermin 2d6 points of damage, and pressing against 
  the barrier causes pain, which deters most vermin.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  secure sheLter
  School conjuration (creation); Level bard 4; Casting Time 10 
  minutes; Components V, S, M (a chip of stone, sand, a drop of 
  water, and a wood splinter); Range close (25 ft. + 5 ft./2 levels); 
  Effect 20-ft.-square structure; Duration 2 hours/level (D); Saving 
  Throw none; Spell Resistance no
  You conjure a sturdy cottage or lodge made of material that is 
  common in the area where the spell is cast. The floor is level, 
  clean, and dry. The lodging resembles a normal cottage, with a 
  sturdy door, two shuttered windows, and a small fireplace.
  The shelter must be heated as a normal dwelling, and extreme 
  heat adversely affects it and its occupants. The dwelling does, 
  however, provide considerable security otherwise—it is as strong 
  as a normal stone building, regardless of its material composi-
  tion. The dwelling resists flames and fire as if it were stone. It 
  is impervious to normal missiles (but not the sort cast by siege 
  engines or giants).
  The door, shutters, and even chimney are secure against intrusion, 
  the former two being secured with arcane lock and the latter by 
  an iron grate at the top and a narrow flue. In addition, these three 
  areas are protected by an alarm spell. Finally, an unseen servant is 
  conjured to provide service to you for the duration of the shelter. 
  The secure shelter contains crude furnishings—eight bunks, a 
  trestle table, eight stools, and a writing desk.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shaDOw cOnjuratiOn
  School illusion (shadow); Level bard 4; Casting Time 1 standard 
  action; Components V, S; Range see text; Effect see text; Dura-
  tion see text; Saving Throw Will disbelief (if interacted with); 
  varies; see text; Spell Resistance yes; see text
  You use material from the Plane of Shadow to shape quasi-real 
  illusions of one or more creatures, objects, or forces. Shadow 
  conjuration can mimic any sorcerer or wizard conjuration 
  (summoning) or conjuration (creation) spell of 3rd level or lower.
  Shadow conjurations are only one-fifth (20%) as strong as the real 
  things, though creatures who believe the shadow conjurations to be 
  real are affected by them at full strength. Any creature that interacts 
  with the spell can make a Will save to recognize its true nature.
  Spells that deal damage have normal effects unless the affected 
  creature succeeds on a Will save. Each disbelieving creature takes 
  only one-fifth (20%) damage from the attack. If the disbelieved 
  attack has a special effect other than damage, that effect is only 
  20% likely to occur. Regardless of the result of the save to 
  disbelieve, an affected creature is also allowed any save that the 
  spell being simulated allows, but the save DC is set according to 
  shadow conjuration’s level (4th) rather than the spell’s normal 
  level. In addition, any effect created by shadow conjuration allows 
  spell resistance, even if the spell it is simulating does not. Shadow 
  objects or substances have normal effects except against those who 
  disbelieve them. Against disbelievers, they are 20% likely to work.
  A shadow creature has one-fifth the hit points of a normal creature 
  of its kind (regardless of whether it’s recognized as shadowy). 
  It deals normal damage and has all normal abilities and weak-
  nesses. Against a creature that recognizes it as a shadow creature, 
  however, the shadow creature’s damage is one-fifth (20%) normal, 
  
  shaDOw cOnjuratiOn 
  (cOnt’D)
  School illusion (shadow); Level bard 4; Casting Time 1 standard 
  action; Components V, S; Range see text; Effect see text; Dura-
  tion see text; Saving Throw Will disbelief (if interacted with); 
  varies; see text; Spell Resistance yes; see text
  and all special abilities that do not deal lethal damage are only 
  20% likely to work. (Roll for each use and each affected character 
  separately.) Furthermore, the shadow creature’s AC bonuses are 
  just one-fifth as large.
  A creature that succeeds on its save sees the shadow conjurations 
  as transparent images superimposed on vague, shadowy forms. 
  Objects automatically succeed on their Will saves against this 
  spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shOut
  School evocation [sonic]; Level bard 4; Casting Time 1 standard 
  action; Components V; Range 30 ft.; Area cone-shaped burst; 
  Duration instantaneous; Saving Throw Fortitude partial or Reflex 
  negates (object); see text; Spell Resistance yes (object)
  You emit an ear-splitting yell that deafens and damages creatures 
  in its path. Any creature within the area is deafened for 2d6 rounds 
  and takes 5d6 points of sonic damage. A successful save negates 
  the deafness and reduces the damage by half. Any exposed brittle 
  or crystalline object or crystalline creature takes 1d6 points of 
  sonic damage per caster level (maximum 15d6). An affected 
  creature is allowed a Fortitude save to reduce the damage by half, 
  and a creature holding fragile objects can negate damage to them 
  with a successful Reflex save. A shout spell cannot penetrate a 
  silence spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  speaK with pLants
  School divination; Level bard 4; Casting Time 1 standard action; 
  Components V, S; Range personal; Target you; Duration 1 min./
  level
  You can communicate with normal plants and plant creatures, and 
  can ask questions of and receive answers from them. A normal 
  plant’s sense of its surroundings is limited, so it won’t be able to 
  give (or recognize) detailed descriptions of creatures or answer 
  questions about events outside its immediate vicinity. The spell 
  doesn’t make plant creatures any more friendly or cooperative than 
  normal. Furthermore, wary and cunning plant creatures are likely 
  to be terse and evasive, while the more stupid ones may make 
  inane comments. If a plant creature is friendly, it may do some 
  favor or service for you.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn MOnster iv
  School conjuration (summoning) [see text]; Level bard 4; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 4th-level list, 1d3 creatures of the same kind from the 
  3rd-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish).
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  
  suMMOn MOnster iv (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 4; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level: Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  zOne OF siLence
  School illusion (glamer); Level bard 4; Casting Time 1 round; 
  Components V, S;Range personal; Area 5-ft.-radius emanation 
  centered on you; Duration 1 hour/level (D)
  By casting zone of silence, you manipulate sound waves in your 
  immediate vicinity so that you and those within the spell’s area can 
  converse normally, yet no one outside can hear your voices or any 
  other noises from within, including language-dependent or sonic 
  spell effects. This effect is centered on you and moves with you. 
  Anyone who enters the zone immediately becomes subject to its 
  effects, but those who leave are no longer affected. Note, however, 
  that a successful DC 20 Linguistics check to read lips can still 
  reveal what’s said inside a zone of silence.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cure Light wOunDs, Mass
  School conjuration (healing); Level bard 5; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 1d8 points of damage + 1 
  point per caster level (maximum +25) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DispeL Magic, greater
  School abjuration; Level bard 5; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; or a 20-ft.-radius burst; 
  Duration instantaneous; Saving Throw none; Spell Resistance no
  This spell functions like dispel magic, except that it can end more 
  than one spell on a target and it can be used to target multiple 
  creatures. 
  You choose to use greater dispel magic in one of three ways: a 
  targeted dispel, area dispel, or a counterspell:
  Targeted Dispel: This functions as a targeted dispel magic, but 
  it can dispel one spell for every four caster levels you possess, 
  starting with the highest level spells and proceeding to lower level 
  spells.
  Additionally, greater dispel magic has a chance to dispel any effect 
  that remove curse can remove, even if dispel magic can’t dispel 
  that effect. The DC of this check is equal to the curse’s DC.
  Area Dispel: When greater dispel magic is used in this way, the 
  spell affects everything within a 20-foot-radius burst. Roll one 
  dispel check and apply that check to each creature in the area, as 
  if targeted by dispel magic. For each object within the area that 
  is the target of one or more spells, apply the dispel check as with 
  creatures. Magic items are not affected by an area dispel.
  For each ongoing area or effect spell whose point of origin is 
  within the area of the greater dispel magic spell, apply the dispel 
  check to dispel the spell. For each ongoing spell whose area over-
  laps that of the greater dispel magic spell, apply the dispel check to 
  end the effect, but only within the overlapping area.
  
  DispeL Magic, greater 
  (cOnt’D)
  School abjuration; Level bard 5; Casting Time 1 standard action; 
  Components V, S; Range medium (100 ft. + 10 ft./level); Target 
  or Area one spellcaster, creature, or object; or a 20-ft.-radius burst; 
  Duration instantaneous; Saving Throw none; Spell Resistance no
  If an object or creature that is the effect of an ongoing spell (such 
  as a monster summoned by summon monster) is in the area, 
  apply the dispel check to end the spell that conjured that object or 
  creature (returning it whence it came) in addition to attempting to 
  dispel one spell targeting the creature or object.
  You may choose to automatically succeed on dispel checks against 
  any spell that you have cast.
  Counterspell: This functions as dispel magic, but you receive a +4 
  bonus on your dispel check to counter the other spellcaster’s spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  DreaM
  School illusion (phantasm) [mind-affecting]; Level bard 5; 
  Casting Time 1 minute; Components V, S; Range unlimited; 
  Target one living creature touched; Duration see text; Saving 
  Throw none; Spell Resistance yes
  You, or a messenger you touch, send a message to others in the 
  form of a dream. At the beginning of the spell, you must name the 
  recipient or identify him or her by some title that leaves no doubt 
  as to identity. The messenger then enters a trance, appears in the 
  intended recipient’s dream, and delivers the message. The message 
  can be of any length, and the recipient remembers it perfectly upon 
  waking. The communication is one-way. The recipient cannot ask 
  questions or offer information, nor can the messenger gain any 
  information by observing the dreams of the recipient.
  Once the message is delivered, the messenger’s mind returns 
  instantly to its body. The duration of the spell is the time required 
  for the messenger to enter the recipient’s dream and deliver the 
  message. If the recipient is awake when the spell begins, the 
  messenger can choose to wake up (ending the spell) or remain 
  in the trance. The messenger can remain in the trance until the 
  recipient goes to sleep, then enter the recipient’s dream and deliver 
  the message as normal. A messenger that is disturbed during the 
  trance comes awake, ending the spell.
  Creatures who don’t sleep or don’t dream cannot be contacted by 
  this spell. The messenger is unaware of its own surroundings or 
  of the activities around it while in the trance. It is defenseless both 
  physically and mentally (always failing any saving throw) while 
  in the trance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FaLse visiOn
  School illusion (glamer); Level bard 5; Casting Time 1 standard 
  action; Components V, S, M (crushed jade worth 250 gp); Range 
  touch; Area 40-ft.-radius emanation; Duration 1 hour/level (D); 
  Saving Throw none; Spell Resistance no
  This spell creates a subtle illusion, causing any divination (scrying) 
  spell used to view anything within the area of this spell to instead 
  receive a false image (as the major image spell), as defined by 
  you at the time of casting. As long as the duration lasts, you can 
  concentrate to change the image as desired. While you aren’t 
  concentrating, the image remains static.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  herOisM, greater
  School enchantment (compulsion) [mind-affecting]; Level bard 5; 
  Casting Time 1 standard action; Components V, S; Range touch; 
  Target creature touched; Duration 1 min./level; Saving Throw 
  Will negates (harmless); Spell Resistance yes (harmless)
  This spell functions like heroism, except the creature gains a +4 
  morale bonus on attack rolls, saves, and skill checks, immunity 
  to fear effects, and temporary hit points equal to your caster level 
  (maximum 20).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MinD FOg
  School enchantment (compulsion) [mind-affecting]; Level bard 
  5; Casting Time 1 standard action; Components V, S; Range 
  medium (100 ft. + 10 ft./level); Effect fog spreads in 20-ft. radius, 
  20 ft. high; Duration 30 minutes and 2d6 rounds; see text; Saving 
  Throw Will negates; Spell Resistance yes
  Mind fog produces a bank of thin mist that weakens the mental 
  resistance of those caught in it. Creatures in the mind fog take a 
  –10 penalty on Wisdom checks and Will saves. (A creature that 
  successfully saves against the fog is not affected and need not make 
  further saves even if it remains in the fog.) Affected creatures take 
  the penalty as long as they remain in the fog and for 2d6 rounds 
  thereafter. The fog is stationary and lasts for 30 minutes (or until 
  dispersed by wind).
  A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong 
  wind (21+ mph) disperses the fog in 1 round.
  The fog is thin and does not significantly hamper vision.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  Mirage arcana
  School illusion (glamer); Level bard 5; Casting Time 1 standard 
  action;  Components V, S; Range long (400 ft. + 40 ft./level); 
  Area one 20-ft. cube/level (S); Duration concentration +1 hour/ 
  level (D); Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  This spell functions like hallucinatory terrain, except that it enables 
  you to make any area appear to be something other than it is. The 
  illusion includes audible, visual, tactile, and olfactory elements. 
  Unlike hallucinatory terrain, the spell can alter the appearance 
  of structures (or add them where none are present). Still, it can’t 
  disguise, conceal, or add creatures (though creatures within the 
  area might hide themselves within the illusion just as they can hide 
  themselves within a real location).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  MisLeaD
  School illusion (figment, glamer); Level bard 5; Casting Time 
  1 standard action; Components S; Range close (25 ft. + 5 ft./2 
  levels); Target/Effect you/one illusory double; Duration 1 
  round/level (D) and concentration + 3 rounds; see text; Saving 
  Throw none or Will disbelief (if interacted with); see text; Spell 
  Resistance no
  You become invisible (as greater invisibility, a glamer), and at the 
  same time, an illusory double of you (as major image, a figment) 
  appears. You are then free to go elsewhere while your double 
  moves away. The double appears within range but thereafter moves 
  as you direct it (which requires concentration beginning on the 
  first round after the casting). You can make the figment appear 
  superimposed perfectly over your own body so that observers don’t 
  notice an image appearing and you turning invisible. You and the 
  figment can then move in different directions. The double moves at 
  your speed and can talk and gesture as if it were real, but it cannot 
  attack or cast spells, though it can pretend to do so.
  The illusory double lasts as long as you concentrate upon it, plus 
  3 additional rounds. After you cease concentration, the illusory 
  double continues to carry out the same activity until the duration 
  expires. The greater invisibility lasts for 1 round per level, regard-
  less of concentration.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  nightMare
  School illusion (phantasm) [mind-affecting, evil]; Level bard 5; 
  Casting Time 10 minutes; Components V, S; Range unlimited; 
  Target one living creature; Duration instantaneous; Saving 
  Throw Will negates; see text; Spell Resistance yes
  You send a hideous and unsettling phantasmal vision to a specific 
  creature that you name or otherwise specifically designate.
  The nightmare prevents restful sleep and causes 1d10 points of 
  damage. The nightmare leaves the subject fatigued and unable to 
  regain arcane spells for the next 24 hours.
  The difficulty of the save depends on your knowledge the subject 
  and the physical connection (if any) you have to that creature.
   
  Will Save  
  Knowledge 
  Modifier 
  None* 
  +10 
  Secondhand (you have heard of the subject) 
  +5 
  Firsthand (you have met the subject) 
  +0 
  Familiar (you know the subject well) 
  –5 
   
  Will Save  
  Connection 
  Modifier 
  Likeness or picture 
  –2 
  Possession or garment 
  –4 
  Body part, lock of hair, bit of nail, etc. 
  –10 
  *You must have some sort of connection to a creature of which you 
  have no knowledge. 
  Dispel evil cast on the subject while you are casting the spell 
  dispels the nightmare and causes you to be stunned for 10 minutes 
  per caster level of the dispel evil.
  
  nightMare
  School illusion (phantasm) [mind-affecting, evil]; Level bard 5; 
  Casting Time 10 minutes; Components V, S; Range unlimited; 
  Target one living creature; Duration instantaneous; Saving 
  Throw Will negates; see text; Spell Resistance yes
  If the recipient is awake when the spell begins, you can choose 
  to cease casting (ending the spell) or to enter a trance until the 
  recipient goes to sleep, whereupon you become alert again and 
  complete the casting. If you are disturbed during the trance, you 
  must succeed on a Concentration check as if you were in the midst 
  of casting a spell or the spell ends.
  If you choose to enter a trance, you are not aware of your 
  surroundings or the activities around you while in the trance.
  You are defenseless, both physically and mentally, while in 
  the trance. (You always fail Reflex and Will saving throws, for 
  example.)
  Creatures who don’t sleep (such as elves, but not half-elves) or 
  dream are immune to this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  persistent iMage
  School illusion (figment); Level bard 5; Casting Time 1 standard 
  action; Components V, S, F (a bit of fleece); Range long (400 ft. 
  + 40 ft./level); Effect visual figment that cannot extend beyond 
  four 10-ft. cubes + one 10-ft. cube/level (S); Duration 1 min./
  level (D); Saving Throw Will disbelief (if interacted with); Spell 
  Resistance no
  This spell functions like silent image, except that the figment 
  includes visual, auditory, olfactory, and thermal components, 
  and the figment follows a script determined by you. The figment 
  follows that script without your having to concentrate on it. The 
  illusion can include intelligible speech if you wish.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  seeMing
  School illusion (glamer); Level bard 5; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Targets one creature per two levels, no two of which can be more 
  than 30 ft. apart; Duration 12 hours (D); Saving Throw Will 
  negates or Will disbelief (if interacted with); Spell Resistance yes 
  or no; see text
  This spell functions like disguise self, except that you can change 
  the appearance of other people as well. Affected creatures resume 
  their normal appearances if slain. Unwilling targets can negate 
  the spell’s effect on them by making Will saves or with spell 
  resistance.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shaDOw evOcatiOn
  School illusion (shadow); Level bard 5; Casting Time 1 standard 
  action; Components V, S; Range see text; Effect see text; Dura-
  tion see text; Saving Throw Will disbelief (if interacted with); 
  Spell Resistance yes
  You tap energy from the Plane of Shadow to cast a quasi-real, 
  illusory version of a sorcerer or wizard evocation spell of 4th 
  level or lower. Spells that deal damage have normal effects unless 
  an affected creature succeeds on a Will save. Each disbelieving 
  creature takes only one-fifth damage from the attack. If the disbe-
  lieved attack has a special effect other than damage, that effect is 
  one-fifth as strong (if applicable) or only 20% likely to occur. If 
  recognized as a shadow evocation, a damaging spell deals only 
  one-fifth (20%) damage. Regardless of the result of the save to 
  disbelieve, an affected creature is also allowed any save (or spell 
  resistance) that the spell being simulated allows, but the save DC 
  is set according to shadow evocation’s level (5th) rather than the 
  spell’s normal level.
  Nondamaging effects have normal effects except against those who 
  disbelieve them. Against disbelievers, they have no effect.
  Objects automatically succeed on their Will saves against this 
  spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shaDOw waLK
  School illusion (shadow); Level bard 5; Casting Time 1 standard 
  action; Components V, S; Range touch; Targets up to one 
  touched creature/level; Duration 1 hour/level (D); Saving Throw 
  Will negates; Spell Resistance yes
  To use the shadow walk spell, you must be in an area of dim 
  light. You and any creature you touch are then transported along a 
  coiling path of shadowstuff to the edge of the Material Plane where 
  it borders the Plane of Shadow. The effect is largely illusory, but 
  the path is quasi-real. You can take more than one creature along 
  with you (subject to your level limit), but all must be touching 
  each other.
  In the region of shadow, you move at a rate of 50 miles per hour, 
  moving normally on the borders of the Plane of Shadow but much 
  more rapidly relative to the Material Plane. Thus, you can use 
  this spell to travel rapidly by stepping onto the Plane of Shadow, 
  moving the desired distance, and then stepping back onto the 
  Material Plane.
  Because of the blurring of reality between the Plane of Shadow 
  and the Material Plane, you can’t make out details of the terrain 
  or areas you pass over during transit, nor can you predict perfectly 
  where your travel will end. It’s impossible to judge distances 
  accurately, making the spell virtually useless for scouting or 
  spying. Furthermore, when the spell effect ends, you are shunted 
  1d10 × 100 feet in a random horizontal direction from your desired 
  endpoint. If this would place you within a solid object, you are 
  shunted 1d10 × 1,000 feet in the same direction. If this would still 
  place you within a solid object, you (and any creatures with you) 
  are shunted to the nearest empty space available, but the strain of 
  this activity renders each creature fatigued (no save).
  
  shaDOw waLK
  School illusion (shadow); Level bard 5; Casting Time 1 standard 
  action; Components V, S; Range touch; Targets up to one 
  touched creature/level; Duration 1 hour/level (D); Saving Throw 
  Will negates; Spell Resistance yes
  Shadow walk can also be used to travel to other planes that border 
  on the Plane of Shadow, but this usage requires the transit of the 
  Plane of Shadow to arrive at a border with another plane of reality. 
  The transit of the Plane of Shadow requires 1d4 hours.
  Any creatures touched by you when shadow walk is cast also make 
  the transition to the borders of the Plane of Shadow.
  They may opt to follow you, wander off through the plane, or 
  stumble back into the Material Plane (50% chance for either of 
  the latter results if they are lost or abandoned by you). Creatures 
  unwilling to accompany you into the Plane of Shadow receive a 
  Will saving throw, negating the effect if successful
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  sOng OF DiscOrD
  School enchantment (compulsion) [mind-affecting, sonic]; Level 
  bard 5; Casting Time 1 standard action; Components V, S; 
  Range medium (100 ft. + 10 ft./level); Area creatures within a 
  20-ft.-radius spread; Duration 1 round/level; Saving Throw Will 
  negates; Spell Resistance yes
  This spell causes those within the area to turn on each other rather 
  than attack their foes. Each affected creature has a 50% chance 
  to attack the nearest target each round. (Roll to determine each 
  creature’s behavior every round at the beginning of its turn.) A 
  creature that does not attack its nearest neighbor is free to act 
  normally for that round. Creatures forced by a song of discord to 
  attack their fellows employ all methods at their disposal, choosing 
  their deadliest spells and most advantageous combat tactics. They 
  do not, however, harm targets that have fallen unconscious.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suggestiOn, Mass
  School enchantment (compulsion) [language-dependent, 
  mind-affecting]; Level bard 5; Casting Time 1 standard action; 
  Components V, M (a snake’s tongue and a honeycomb); Range 
  medium (100 ft. + 10 ft./level); Target one creature/level, no two 
  of which can be more than 30 ft. apart; Duration 1 hour/level or 
  until completed; Saving Throw Will negates; Spell Resistance yes
  You influence the actions of the target creatures by suggesting a 
  course of activity (limited to a sentence or two). The suggestion 
  must be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the spell. 
  The suggested course of activity can continue for the entire 
  duration. If the suggested activity can be completed in a shorter 
  time, the spell ends when the subject finishes what it was asked to 
  do. You can instead specify conditions that will trigger a special 
  activity during the duration. If the condition is not met before the 
  spell duration expires, the activity is not performed.
  A very reasonable suggestion causes the save to be made with a 
  penalty (such as –1 or –2).
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn MOnster v
  School conjuration (summoning) [see text]; Level bard 5; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. You can summon one crea-
  ture from the 5th-level list, 1d3 creatures of the same kind from the 
  4th-level list, or 1d4+1 creatures of the same kind from a lower-
  level list. You choose which kind of creature to summon, and you 
  can choose a different one each time you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish). 
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  
  suMMOn MOnster v (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 5; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level: Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  5th Level: Ankylosaurus (dinosaur)*; Babau (demon) Chaotic, 
  Evil;  Bearded devil Evil, Lawful;  Bralani azata Chaotic, Good;  
  Dire lion*; Elemental (Large) Elemental; Giant moray eel*; Kyton 
  Evil, Lawful; Orca (dolphin)*; Salamander Evil;  Woolly rhinoc-
  eros*; Xill Evil, Lawful 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  anaLyze DweOMer
  School divination; Level bard 6; Casting Time 1 standard action; 
  Components V, S, F (a ruby and gold lens worth 1,500 gp); 
  Range close (25 ft. + 5 ft./2 levels); Targets one object or creature 
  per caster level; Duration 1 round/level (D); Saving Throw none 
  or Will negates, see text; Spell Resistance no
  You can observe magical auras. Each round, you may examine a 
  single creature or object that you can see as a free action. In the 
  case of a magic item, you learn its functions (including any curse 
  effects), how to activate its functions (if appropriate), and how 
  many charges are left (if it uses charges). In the case of an object 
  or creature with active spells cast upon it, you learn each spell, its 
  effect, and its caster level.
  An attended object may attempt a Will save to resist this effect 
  if its holder so desires. If the save succeeds, you learn nothing 
  about the object except what you can discern by looking at it. An 
  object that makes its save cannot be affected by any other analyze 
  dweomer spells for 24 hours.
  Analyze dweomer does not function when used on an artifact.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  aniMate Objects
  School transmutation; Level bard 6; Casting Time 1 standard 
  action; Components V, S; Range medium (100 ft. + 10 ft./level); 
  Targets one Small object per caster level; see text; Duration 1 
  round/level; Saving Throw none; Spell Resistance no
  You imbue inanimate objects with mobility and a semblance of 
  life. Each such animated object then immediately attacks whom-
  ever or whatever you initially designate.
  An animated object can be of any nonmagical material. You may 
  animate one Small or smaller object or a corresponding number of 
  larger objects as follows: A Medium object counts as two Small 
  or smaller objects, a Large object as four, a Huge object as eight, 
  a Gargantuan object as 16, and a Colossal object as 32. You can 
  change the designated target or targets as a move action, as if 
  directing an active spell.
  This spell cannot affect objects carried or worn by a creature.
  Animate objects can be made permanent with a permanency spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cat’s grace, Mass
  School transmutation; Level bard 6; Casting Time 1 standard 
  action; Components V, S, M (pinch of cat fur); Range close (25 ft. 
  + 5 ft./2 levels); Target one creature/level, no two of which can be 
  more than 30 ft. apart; Duration 1 min./level; Saving Throw Will 
  negates (harmless); Spell Resistance yes
  The transmuted creature becomes more graceful, agile, and 
  coordinated. The spell grants a +4 enhancement bonus to Dexterity, 
  adding the usual benefits to AC, Reflex saves, and other uses of the 
  Dexterity modifier.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  charM MOnster, Mass
  School enchantment (charm) [mind-affecting]; Level bard 6; 
  Casting Time 1 standard action; Components V; Range close 
  (25 ft. + 5 ft./2 levels); Target One or more creatures, no two of 
  which can be more than 30 ft. apart; Duration 1 day/level; Saving 
  Throw Will negates; Spell Resistance yes
  This spell functions like charm monster, except that mass charm 
  monster affects a number of creatures whose combined HD do not 
  exceed twice your level, or at least one creature regardless of HD. 
  If there are more potential targets than you can affect, you choose 
  them one at a time until you must choose a creature with too many 
  HD to affect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  cure MODerate wOunDs, 
  Mass:
  School conjuration (healing); Level bard 6; Casting Time 1 
  standard action; Components V, S; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart; Duration instantaneous; Saving Throw Will half 
  (harmless) or Will half; see text; Spell Resistance yes (harmless) 
  or yes; see text
  You channel positive energy to cure 2d8 points of damage + 1 
  point per caster level (maximum +30) on each selected creature. 
  Like other cure spells, mass cure light wounds deals damage to 
  undead in its area rather than curing them. Each affected undead 
  may attempt a Will save for half damage.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eagLe’s spLenDOr, Mass
  School transmutation; Level bard 6; Casting Time 1 standard 
  action; Components V, S, M/DF (feathers or droppings from an 
  eagle); Range close (25 ft. + 5 ft./2 levels); Target One creature/
  level, no two of which can be more than 30 ft. apart; Duration 
  1 min./level; Saving Throw Will negates (harmless); Spell 
  Resistance yes
  The transmuted creature becomes more poised, articulate, and 
  personally forceful. The spell grants a +4 enhancement bonus 
  to Charisma, adding the usual benefits to Charisma-based skill 
  checks and other uses of the Charisma modifier. Bards, paladins, 
  and sorcerers (and other spellcasters who rely on Charisma) 
  affected by this spell do not gain any additional bonus spells for 
  the increased Charisma, but the save DCs for spells they cast while 
  under this spell’s effect do increase.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  eyebite
  School necromancy; Level bard 6; Casting Time 1 standard 
  action; Components V, S; Range close (25 ft. + 5 ft./2 levels); 
  Target one living creature; Duration 1 round/level; Saving 
  Throw Fortitude negates; Spell Resistance yes
  Each round, you can target a single living creature, striking it with 
  waves of power. Depending on the target’s HD, this attack has as 
  many as three effects.
  HD 
  Effect 
  10 or more 
  Sickened 
  5–9 
  Panicked, sickened 
  4 or less 
  Comatose, panicked, sickened 
  You must spend a swift action each round after the first to target a 
  foe. The effects are cumulative and concurrent.
  Sickened: Sudden pain and fever sweeps over the subject’s body. 
  A creature affected by this spell remains sickened for 10 minutes 
  per caster level. The effects cannot be negated by a remove disease 
  or heal spell, but a remove curse is effective.
  Panicked: The subject becomes panicked for 1d4 rounds. Even 
  after the panic ends, the creature remains shaken for 10 minutes 
  per caster level, and it automatically becomes panicked again if it 
  comes within sight of you during that time. This is a fear effect.
  Comatose: The subject falls into a catatonic coma for 10 minutes 
  per caster level. During this time, it cannot be awakened by any 
  means short of dispelling the effect. This is not a sleep effect, and 
  thus elves are not immune to it.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FinD the path
  School divination; Level bard 6; Casting Time 3 rounds; Compo-
  nents V, S, F (a set of divination counters); Range personal or 
  touch; Target you or creature touched; Duration 10 min./level; 
  Saving Throw none or Will negates (harmless); Spell Resistance 
  no or yes (harmless)
  The recipient of this spell can find the shortest, most direct 
  physical route to a prominent specified destination, such as a city, 
  keep, lake, or dungeon. The locale can be outdoors or underground, 
  as long as it is prominent. For example, a hunter’s cabin is not 
  prominent enough, but a logging camp is. Find the path works with 
  respect to locations, not objects or creatures at a locale. The loca-
  tion must be on the same plane as the subject at the time of casting.
  The spell enables the subject to sense the correct direction that will 
  eventually lead it to its destination, indicating at appropriate times 
  the exact path to follow or physical actions to take. For example, 
  the spell enables the subject to sense what cavern corridor to take 
  when a choice presents itself. The spell ends when the destination 
  is reached or the duration expires, whichever comes first. Find 
  the path can be used to remove the subject and its companions 
  from the effect of a maze spell in a single round, specifying the 
  destination as “outside the maze.” This divination is keyed to the 
  recipient, not its companions, and its effect does not predict or 
  allow for the actions of creatures (including guardians) who might 
  take action to oppose the caster as he follows the path revealed by 
  this spell.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  FOx’s cunning, Mass
  School transmutation; Level bard 6; Range close (25 ft. + 5 ft./2 
  levels); Target one creature/level, no two of which can be more 
  than 30 ft. apart
  This spell functions like fox’s cunning, except that it affects 
  multiple creatures.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  geas/quest
  School enchantment (compulsion) [language-dependent, mind-
  affecting]; Level bard 6; Casting Time 10 minutes; Target one 
  living creature; Saving Throw none; Spell Resistance yes
  This spell functions similarly to lesser geas, except that it affects a 
  creature of any HD and allows no saving throw.
  If the subject is prevented from obeying the geas/quest for 24 
  hours, it takes a –3 penalty to each of its ability scores. Each day, 
  another –3 penalty accumulates, up to a total of –12. No ability 
  score can be reduced to less than 1 by this effect. The ability score 
  penalties are removed 24 hours after the subject resumes obeying 
  the geas/quest.
  A remove curse spell ends a geas/quest spell only if its caster level 
  is at least two higher than your caster level. Break enchantment 
  does not end a geas/quest, but limited wish, miracle, and wish do.
  Bards, sorcerers, and wizards usually refer to this spell as geas, 
  while clerics call the same spell quest.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  herOes’ Feast
  School conjuration [creation]; Level bard 6; Casting Time 10 
  minutes; Components V, S, DF; Range close (25 ft. + 5 ft./2 
  levels); Effect feast for one creature/level; Duration 1 hour plus 
  12 hours; see text; Saving Throw none; Spell Resistance no
  You bring forth a great feast, including a magnificent table, chairs, 
  service, and food and drink. The feast takes 1 hour to consume, 
  and the beneficial effects do not set in until this hour is over. Every 
  creature partaking of the feast is cured of all sickness and nausea, 
  receives the benefits of both neutralize poison and remove disease, 
  and gains 1d8 temporary hit points + 1 point per two caster levels 
  (maximum +10) after imbibing the nectar-like beverage that is 
  part of the feast. The ambrosial food grants each creature that 
  partakes a +1 morale bonus on attack rolls and Will saves and a 
  +4 morale bonus on saving throws against poison and fear effects 
  for 12 hours.
  If the feast is interrupted for any reason, the spell is ruined and all 
  effects of the spell are negated.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  irresistibLe Dance
  School enchantment (compulsion) [mind-affecting]; Level bard 6; 
  Casting Time 1 standard action; Components V; Range touch; 
  Target living creature touched; Duration 1d4+1 rounds; Saving 
  Throw Will partial; Spell Resistance yes
  The subject feels an undeniable urge to dance and begins doing so, 
  complete with foot shuffling and tapping. The spell effect makes 
  it impossible for the subject to do anything other than caper and 
  prance in place. The effect imposes a –4 penalty to Armor Class 
  and a –10 penalty on Reflex saves, and it negates any AC bonus 
  granted by a shield the target holds. The dancing subject provokes 
  attacks of opportunity each round on its turn. A successful Will 
  save reduces the duration of this effect to 1 round.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  perManent iMage
  School illusion (figment); Level bard 6; Effect figment that cannot 
  extend beyond a 20-ft. cube + one 10-ft. cube/level (S); Duration 
  permanent (D)
  This spell functions like silent image, except that the figment 
  includes visual, auditory, olfactory, and thermal elements, and the 
  spell is permanent. By concentrating, you can move the image 
  within the limits of the range, but it is static while you are not 
  concentrating.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  prOgraMMeD iMage
  School illusion (figment); Level bard 6; Components V, S, M 
  (fleece and jade dust worth 25 gp); Effect visual figment that 
  cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S); 
  Duration permanent until triggered, then 1 round/level
  This spell functions like silent image, except that this spell’s 
  figment activates when a specific condition occurs. The figment 
  includes visual, auditory, olfactory, and thermal elements, 
  including intelligible speech.
  You set the triggering condition (which may be a special word) 
  when casting the spell. The event that triggers the illusion can be as 
  general or as specific and detailed as desired but must be based on 
  an audible, tactile, olfactory, or visual trigger. The trigger cannot be 
  based on some quality not normally obvious to the senses, such as 
  alignment. See magic mouth for more details about such triggers.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  prOject iMage
  School illusion (shadow); Level bard 6; Casting Time 1 standard 
  action; Components V, S, M (a small replica of you worth 5 gp); 
  Range medium (100 ft. + 10 ft./level); Effect one shadow dupli-
  cate; Duration 1 round/level (D); Saving Throw Will disbelief (if 
  interacted with); Spell Resistance no
  You tap energy from the Plane of Shadow to create a quasi-real, 
  illusory version of yourself. The projected image looks, sounds, 
  and smells like you but is intangible. The projected image mimics 
  your actions (including speech) unless you direct it to act differ-
  ently (which is a move action).
  You can see through its eyes and hear through its ears as if you 
  were standing where it is, and during your turn you can switch 
  from using its senses to using your own, or back again, as a free 
  action. While you are using its senses, your body is considered 
  blinded and deafened.
  If you desire, any spell you cast whose range is touch or greater 
  can originate from the projected image instead of from you. The 
  projected image can’t cast any spells on itself except for illusion 
  spells. The spells affect other targets normally, despite originating 
  from the projected image.
  Objects are affected by the projected image as if they had 
  succeeded on their Will save. You must maintain line of effect to 
  the projected image at all times. If your line of effect is obstructed, 
  the spell ends. If you use dimension door, teleport, plane shift, or 
  a similar spell that breaks your line of effect, even momentarily, 
  the spell ends.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  scrying, greater
  School divination (scrying); Level bard 6; Casting Time 1 stan-
  dard action; Components V, S; Duration 1 hour/level
  This spell functions like scrying, except as noted above. Addition-
  ally, all of the following spells function reliably through the sensor: 
  detect chaos, detect evil, detect good, detect law, detect magic, 
  message, read magic, and tongues.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  shOut, greater
  School evocation [sonic]; Level bard 6; Components V, S, F (a 
  metal or ivory horn); Range 60 ft.; Saving Throw Fortitude partial 
  or Reflex negates (object); see text
  This spell functions like shout, except that the cone deals 10d6 
  points of sonic damage (or 1d6 points of sonic damage per caster 
  level, maximum 20d6, against exposed brittle or crystalline objects 
  or crystalline creatures). It also causes creatures to be stunned 
  for 1 round and deafened for 4d6 rounds. A creature in the area of 
  the cone can negate the stunning and halve both the damage and 
  the duration of the deafness with a successful Fortitude save. A 
  creature holding vulnerable objects can attempt a Reflex save to 
  negate the damage to those objects.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  suMMOn MOnster vi
  School conjuration (summoning) [see text]; Level bard 6; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  This spell summons an extraplanar creature (typically an outsider, 
  elemental, or magical beast native to another plane). It appears 
  where you designate and acts immediately, on your turn. It attacks 
  your opponents to the best of its ability. If you can communicate 
  with the creature, you can direct it not to attack, to attack particular 
  enemies, or to perform other actions. 
  You can summon one creature from the 6th-level list, 1d3 creatures 
  of the same kind from the 5th-level list, or 1d4+1 creatures of 
  the same kind from a lower-level list. You choose which kind of 
  creature to summon, and you can choose a different one each time 
  you cast the spell.
  A summoned monster cannot summon or otherwise conjure 
  another creature, nor can it use any teleportation or planar travel 
  abilities. Creatures cannot be summoned into an environment that 
  cannot support them. Creatures summoned using this spell cannot 
  use spells or spell-like abilities that duplicate spells with expensive 
  material components (such as wish). 
  When you use a summoning spell to summon a creature with an 
  alignment or elemental subtype, it is a spell of that type. Creatures 
  listed belowmarked with an “*” are summoned with the celestial 
  template, if you are good, and the fiendish template, if you are evil. 
  If you are neutral, you may choose which template to apply to the 
  creature. Creatures marked with an “*” always have an alignment 
  that matches yours, regardless of their usual alignment. 
  
  suMMOn MOnster vi (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 6; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  Summoning these creatures makes the summoning spell’s type 
  match your alignment.
  1st Level: Dire rat*; Dolphin*; Eagle*; Fire beetle*; Poisonous 
  frog*; Pony (horse)*; Riding dog*; Viper (snake)*
  2nd Level: Ant, drone*; Elemental (Small) Elemental; Giant centi-
  pede*; Giant frog*; Giant spider*; Goblin dog*; Horse*; Hyena*; 
  Lemure (devil) Evil, Lawful;  Octopus*; Squid*; Wolf* 
  3rd Level: Ant, soldier*; Ape*; Aurochs (herd animal)*; Boar*; 
  Cheetah*; Constrictor snake*; Crocodile*; Dire bat*; Dretch 
  (demon) Chaotic, Evil; Electric eel*; Giant lizard*; Lantern archon 
  Good, Lawful; Leopard (cat)*; Shark*; Wolverine*
  4th Level: Bison (herd animal)*; Deinonychus (dinosaur)*; Dire 
  ape*; Dire boar*; Dire wolf*; Elemental (Medium) Elemental; 
  Giant scorpion*; Giant wasp*; Grizzly bear*; Hell hound Evil, 
  Lawful; Hound archon Good, Lawful; Lion*; Mephit (any) 
  Elemental; Pteranodon (dinosaur)*; Rhinoceros*
  5th Level: Ankylosaurus (dinosaur)*; Babau (demon) Chaotic, 
  Evil;  Bearded devil Evil, Lawful;  Bralani azata Chaotic, Good;  
  Dire lion*; Elemental (Large) Elemental; Giant moray eel*; Kyton 
  Evil, Lawful; Orca (dolphin)*; Salamander Evil;  Woolly rhinoc-
  eros*; Xill Evil, Lawful 
  
  suMMOn MOnster vi (cOnt’D)
  School conjuration (summoning) [see text]; Level bard 6; Casting 
  Time 1 round; Components V, S, F/DF (a tiny bag and a small 
  candle); Range close (25 ft. + 5 ft./2 levels); Effect one summoned 
  creature; Duration 1 round/level (D); Saving Throw none; Spell 
  Resistance no
  6th Level Subtype: Dire bear*; Dire tiger*; Elasmosaurus (dino-
  saur)*; Elemental (Huge) Elemental; Elephant*; Erinyes (devil) 
  Evil, Lawful; Giant octopus*;Invisible stalker Air; Lillend azata 
  Good, Lawful; Shadow demon Chaotic, Evil; Succubus (demon) 
  Chaotic, Evil;  Triceratops (dinosaur)* 
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  syMpathetic vibratiOn
  School evocation [sonic]; Level bard 6; Casting Time 10 minutes; 
  Components V, S, F (a tuning fork); Range touch; Target one 
  freestanding structure; Duration up to 1 round/level; Saving 
  Throw none; see text; Spell Resistance yes
  By attuning yourself to a freestanding structure, you can create a 
  damaging vibration within it. Once it begins, the vibration deals 
  2d10 points of damage per round to the target structure, bypassing 
  hardness. You can choose at the time of casting to limit the dura-
  tion of the spell; otherwise it lasts for 1 round per level. If the spell 
  is cast upon a target that is not freestanding, the surrounding stone 
  dissipates the effect and no damage occurs.
  Sympathetic vibration cannot affect creatures (including 
  constructs). Since a structure is an unattended object, it gets no 
  saving throw to resist the effect.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
  veiL
  School illusion (glamer); Level bard 6; Casting Time 1 standard 
  action; Components V, S; Range long (400 ft. + 40 ft./level); 
  Targets one or more creatures, no two of which can be more than 
  30 ft. apart; Duration concentration + 1 hour/level (D); Saving 
  Throw Will negates; see text; Spell Resistance yes; see text
  You instantly change the appearance of the subjects and then 
  maintain that appearance for the spell’s duration. You can make the 
  subjects appear to be anything you wish. The subjects look, feel, 
  and smell just like the creatures the spell makes them resemble. 
  Affected creatures resume their normal appearances if slain. You 
  must succeed on a Disguise check to duplicate the appearance of a 
  specific individual. This spell gives you a +10 bonus on the check.
  Unwilling targets can negate the spell’s effect on them by making 
  Will saves or with spell resistance. Those who interact with the 
  subjects can attempt Will disbelief saves to see through the glamer, 
  but spell resistance doesn’t help.
  Uses Per Day: _______ 
  Uses:o o o o o o o o o
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
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  Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. 
  All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
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  Ultimate Spell Decks: Bard Spell Cards, Copyright 2010, Louis 
  Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9606 - Ultimate Spell Decks - Bard.pdf