Changes Made to the Bard Spell List

Level 0
Assess Creature
Disrupt Undead
Open/Close

Level 1
Comprehend Languages
Explosion
Larloch's Minor Drain

Level 2
Acid Weapon
Flame Weapon
Frost Weapon
Glitterdust
Lehel's Vicious Vertigo
Lightning Weapon
Power Word: Sleep
Protection from Arrows
Sniloc's Snowball Storm
Vocalize

Level 3
Fly
GaseousForm
Major Image: Creature
Tongues

Level 4
Beltyn's Burning Blood
Dimension Door
Emotion Courage
Emotion Hope
Paralytic Bolt

Level 5
Baleful Polymorph
Tailor Memories
Teleport

Level 6
Disintegrate
Oitiluke's Freezing Sphere
Power Word: Silence
Protection From Magical Energy
Trollish Fortitude
True Seeing

Level 7
Insanity
Mass Hold Person
Plane Shift



Assess Creature

Divination
Level: Brd 1, Clr 0, Drd 0, Rgr 1, Pal 1, Wiz / Sorc 0
Components: S
Range: Close
Target: One Creature
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes

You determine the Hit Die of one creature. This spell is foiled by any type of magical disguise, polymorph, or shapechagne (they provide complete spell resistance to assess creature)



Disrupt Undead

Necromancy
Level: Sor/Wiz 0
Components: V, S
Range: Close
Target: One Creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.



Open/Close

Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Range: Close
Target: One Object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

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.



Comprehend Languages

Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S
Range: Personal
Target: You
Duration: 1 Turn/Level
Saving Throw: N/A
Spell Resistance: No (Harmless)

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In the later case, you must touch he writing. The ability to read does not necessarily impart insight into the material, merely it's literal meaning. The spell enables you to understand or read an unkown language, not speak or write it.



Explosion

Illusion
Level: Brd 2, Sor/Wiz 1
Components: V, S
Range: Long
Target: Large
Duration: Instantaneous
Saving Throw: N/A
Spell Resistance: No

You create the illusion of a random type of explosion (Fiery, Lightning, Ect). If you possess the Spell Focus (Illusion) feat, targets must make a Will save or suffer the effects of fear for 1 round. Greater Spell Focus extends the duration to 1d4 rounds, while Epic Spell Focus further extends it to 2d4 rounds. Those under the effects of a True Seeing spell are not subject to this effect.



Larloch's Minor Drain

Necromancy [Negative]
Level: Sor/Wiz 1
Components: V, S
Range: Short
Target: One Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With this spell, the wizard drains the life force from a target and adds it to his own. The target creature suffers 1d4 negative damage, which is then added to the caster's life force. If he exceeds the wizard's maximum hitpoints, he loses those points after one turn.



Acid Weapon

Evocation
Level: Sor/Wiz 2
Components: V, S
Range: Touch
Target: Creature or Melee Weapon Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

Coats a melee weapon with acid, granting 2 points of acid damage +1 per 2 caster levels to a maximum of +10. You can target a specific weapon or a creature with this spell.



Flame Weapon

Evocation
Level: Sor/Wiz 2
Components: V, S
Range: Touch
Target: Creature or Melee Weapon Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

Sets a melee weapon aflame, granting 2 points of fire damage +1 per 2 caster levels to a maximum of +10. You can target a specific weapon or a creature with this spell.



Frost Weapon

Evocation
Level: Sor/Wiz 2
Components: V, S
Range: Touch
Target: Creature or Melee Weapon Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

Freezes a melee weapon, granting 2 points of cold damage +1 per 2 caster levels to a maximum of +10. You can target a specific weapon or a creature with this spell.



Glitterdust

Conjuration
Level: Brd 2, Sor, Wiz 2
Components: V, S
Range: Medium
Target: Small
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 facts. Any creature covered by the dust takes a -40 penalty on Hide checks.



Lehel's Vicious Vertigo

Evocation [Chaos, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2, Trickery 4
Components: V, S
Range: Short
Target: One Poor Bastard
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: No

Something very unusual happens to the target. They become more than just dazed, but not so confused as to not have control of their actions. They become... disoriented. As such, the "camera" view of their life and their perspective of the world begins to violently shake, move, spin, and every possible form of rotation. This tends to get players very, very confused. They can still perform actions, though targetting will be extremly hard without a steady hand.



Lightning Weapon

Evocation
Level: Sor/Wiz 2
Components: V, S
Range: Touch
Target: Creature or Melee Weapon Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

Electrifies a melee weapon, granting 2 points of electrical damage +1 per 2 caster levels to a maximum of +10. You can target a specific weapon or a creature with this spell.



Power Word: Sleep

Conjuration
Level: Sor/Wiz 2
Components: V
Range: Short
Target: One Creature
Duration: 5 Rounds
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to fall asleep, whether the creature can hear the word or not. The spell depends on the target's current hit point total. Any creature that currently has over 35 hit points is unaffected by the spell.



Protection From Arrows

Abjuration
Level: Brd 3, Sor/Wiz 2
Components: V, S
Range: Touch
Target: Creature touched
Duration: 1 Hour/Level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

The warded creature gains resistance to piercing weapons. The subject gains damage reduction 10/- against piercing weapons. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.



Sniloc's Snowball Storm

Evocation [Cold]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Range: Medium
Target: Medium
Duration: Instant
Saving Throw: Reflex Half
Spell Resistance: Yes

A flurry of magic snowballs erupts in the target area. The swarm of snowballs deals 2d6 points of cold damage, plus 1d6 per 2 caster levels beyond third, to a maximum of 5d6 at level 9.



Vocalize

Abjuration
Level: Brd 2, Sor/Wiz 2
Components: S
Range: Personal
Target: Caster
Duration: 5 Rounds
Saving Throw: None
Spell Resistance: No

Recipient of this spell can cast spells with a verbal component without having to make any noise, as long as the casting takes place entirely within the duration of the Vocalise spell. Only the verbal requirements of spells is deleted. The spell has no effect on speech, or other noises. This spell is of great use when quiet is desire in spell casting or the individual has been magically silenced.



Fly

Transmutation
Level: Brd 4, Sor/Wiz 3, Air 3
Components: V, S
Range: Touch
Target: Creature Touched
Duration: 1 Round / Level
Saving Throw: None (harmless)
Spell Resistance: No (Harmless)

Allows the targeted character to fly temporarily.



Gaseous Form

Transmutation
Level: Ranger 3, Wizard / Sorcerer 3, Water 4
School: Transmutation
Components: Verbal
Range: Personal
Target: Caster
Duration: 2 Turns / Level
Saving Throw: N/A
Spell Resistance: No

The subject and all its gear become insubstansial, misty and transculent.



Major Image: Creature

Illusion
Level: Brd 3, Sor/Wiz 3
Components: V, S
Range: Medium
Target: N/A
Duration: 1 Round / Level
Saving Throw: Will
Spell Resistance: No (Harmless)

You create the illusion of a random type of monster. The image disappears when struck by an opponent. Those under the effects of a True Seeing spell many detect the illusion without a Will save.



Tongues

Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, S
Range: Personal
Target: You
Duration: 1 Turn/Level
Saving Throw: N/A
Spell Resistance: No (Harmless)

Allows the caster to speak and understand all languages for a period of time.



Beltyn's Burning Blood

Transmutation
Level: Brd 3, Sor/Wiz 4
Components: V, S
Range: Touch
Target: One Creature
Duration: (Caster Level / 3) Rounds
Saving Throw: Fortitude Negates
Spell Resistance: Yes

This spell ignites the blood of the target and burns it every round 3d4 fire damage for the duration of the spell. Creatures who dwell in fire or are resistant will have almost no effect from this spell. Undead or bloodless creatures from another plane (like elementals) cannot be affected by this spell.



Dimension Door

Conjuration [Teleportation]
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Range: Long (40 meters)
Target: Caster and nearby party members
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

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. You may also bring one additional willing Medium or smaller creature 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 your party, within 5 Meters, and not moving or performing an action. If the location is occupied, then you are shunted to a random close location.



Emotion Courage

Enchantment
Level: Brd 3, Sor/Wiz 4
Components: V, S
Range: Medium
Area of Effect: Colossal
Duration: 1 Turn + 1 Turn / Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

This spell fills the area with the feeling of courage. All creatures that are under its effects will get a +1 attack bonus, +3 damage bonus, and +5 temporary hit points. Also, this spell will erase all fear effects in the area.



Emotion Hope

Enchantment
Level: Brd 3, Sor/Wiz 4, Good 3
Components: V, S
Range: Medium
Area of Effect: Colossal
Duration: 1 Turn + 1 Turn / Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

This spell fills an area with hope. All creatures in the area of effect get a +2 to their saving throws and a +2 to their attack bonuse and damage rolls.



Paralytic Bolt

Conjuration
Level: Brd 4, Clr 4, Sor/Wiz 4
Components: V, S
Range: Long
Target: One Creature
Duration: 1 round/level
Saving Throw: Will Negates
Spell Resistance: Yes

The caster casts forth a bolt which stuns and electrifies the target. The victim must make a will save to avoidthe stun effect, and takes 3d6 electrical damage.



Baleful Polymorph

Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Range: Close
Target: One Creature
Duration: Permanent
Saving Throw: Fortitude Negates
Spell Resistance: Yes

As Polymorph, except that you change the subject into a small or smaller animal of no more than 1 HD (Such as a dog, lizard, monkey, or toad). If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish or a flying target into a toad), the subject gets a +4 bonus on the save.



Tailor Memories

Enchantment [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V
Range: Short
Target: One Creature
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes

The victim's memories are made vulnerable to the caster's manipulation. Memories cannot be erased, but only altered.



Teleport

Transmutation
Level: Sor/Wiz 5, Travel 6
Components: V, S
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

The caster transports himself to a far-off location he's familiar with. It is impossible to teleport across planes.

Use your Key Finder item to discern the area's teleport key. When you cast Teleport, type "Teleport: (Key)" on the DM channel.



Disintegrate

Transmutation
Level: Sor/Wiz 6, Destruction 6
Components: V, S
Range: Medium
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any NPC reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates and damages the object as a creature, as a higher hit point object will take longer to disintegrate. A creature or object that makes a successful fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected; that is, the ray affects only one targer per casting.



Oitiluke's Freezing Sphere

Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S
Range: Long
Target: Single
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

Otiluke's freezing spheres crates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area.



Power Word: Silence

Conjuration
Level: Sor/Wiz 6
Components: V
Range: Short
Target: Creature Touched
Duration: See Text
Saving Throw: None
Spell Resistance: Yes

You utter a single word of power that causes one creature of your choice to become mute, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 201 or more hit points is unaffected by the spell.

Up to 50 HP: Permanent
51 to 100 HP: 1d4+1 Minutes
101 to 200 HP: 1d4+1 Rounds



Protection From Magical Energy

Abjuration
Level: Clr 6, Sor/Wiz 6
Components: V, S
Range: Short
Target: One target creature
Duration: 1 turn/level
Saving Throw: None (harmless)
Spell Resistance: No (Harmless)

The targeted creature becomes enveloped in a protective blue field that repels all raw magical energies. The creature becomes immune to magical damage for the duration. This applies only to raw magic and not a finely developed fireball or ice storm. Spells affected include, but are not limited to, Magice Missile, Isaac's Missile Storms, and Horrid Wilting.



Trollish Fortitude

Transmutation
Level: Brd 6, Clr 6, Drd 5, Sor/Wiz 6
Components: V, S
Range: Personal
Target: Caster
Duration: 2 Turns
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 hit points per round for 2 turns.



True Seeing

Transmutation
Level: Clr 5, Drd 7, Sor/Wiz 6, Knowledge 5
Components: V, S, M
Range: Touch
Target: Creature Touched
Duration: 1 Minute/Level
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

You confer upon the target the ability to see things with extreme clarity. The target gains both Ultravision and See Invisibility, in addition to a +25 bonus to Spot checks for the duration of the spell. This spell allows the target to see through magical disguises, but not mundane disguises. Natural shapechangers are treated as having the Nondetection spell with respect to True Seeing. For more information on Natural Shapechangers and True Seeing, click here.



Insanity

Enchantment [Mind-Affecting, Compulsion]
Level: Sor/Wiz 7
Components: V, S
Range: Medium
Target: One Creature
Duration: Instantaneous
Saving Throw: Will
Spell Resistance: Yes

The affected creature suffers from a permanent state of insanity. It cannot be dispelled by any other means except for a Mind Blank or a Wish spell.



Mass Hold Person

Enchantment [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Range: Gargantuan
Target: Gargantuan
Duration: 1 Round/Level
Saving Throw: Will Negates
Spell Resistance: Yes





Plane Shift

Conjuration [Teleportation]
Level: Clr 5, Sor/Wiz 7
Components: V, S
Range: Touch
Target: Up to six willing creatures joining hands.
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes

You move yourself or some other creature to another plane of existance or alternate dimension. If several willing persons link hands in a circle, as many as six can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible.