Dancing Lights Bard 0
School: Evocation [Light]
Components: V, S
Casting Time : 1 action
Range: Medium (100 + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute (D)
Save: None
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.
MESSAGE
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 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.
Detect Magic Bard 0
School: Divination
Components: V, S
Casting Time : 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
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:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 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.
Ghost Sound Bard 0
School: Illusion (Figment)
Components: V, S, M (a bit of wool or a small lump of wax)
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Save: DC 13 Will disbelief
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.
Prestidigitation Bard 0
School: Universal
Components: V, S
Casting Time : 1 action
Range: 10 ft.
Target: See text
Effect: See text
Area: See text
Duration: 1 hour
Save: See text
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 duplicate any
other spell effects. Any actual change to an object (beyond just
moving, cleaning, or soiling it) persists only 1 hour.
Read Magic Bard 0
School: Divination
Components: V, S, F (a clear crystal or mineral prism)
Casting Time : 1 action
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.
Comprehend Languages Bard 1
School: Divination
Components: V, S, M/DF (pinch of soot and salt)
Casting Time : 1 action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read
otherwise 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 otherwise normal text.
Comprehend languages can be made permanent with a
permanency spell.
LIBERATING COMMAND
School transmutation; Level bard 1, cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).
Innocence Bard 1
School: Transmutation
Components: V, S
Casting Time : 1 action
Range: Personal
Target: you
Duration: 1 minute/level (D)
You surround yourself with an aura of innocence and
trustworthiness. You gain a +10 competence bonus on Bluff skill
checks to convince others of your innocence. They find it difficult to
believe you capable of any wrongdoing. This bonus does not apply to
other uses of the Bluff skill, such as feinting in combat, creating a
diversion to hide, or communicating secret messages via innuendo,
nor does it apply to any use of the skill to convince anyone of
anything other than your complete innocence and blamelessness.
Appears In : Advanced Player's Guide
Saving Finale Bard 1
School: Evocation [Mind-Affecting]
Components: V, S
Casting Time : 1 immediate action
Range: Close (25 + 5 ft./2 levels)
Target: one living creature
Duration: Instantaneous
Save: DC 14 Will negates (harmless)
Resistance: Yes (harmless)
You must have a bardic performance in effect to cast this spell.
With a flourish, you can immediately end your bardic performance
when a creature within range affected by your bardic performance fails
a saving throw, allowing the subject to immediately reroll the failed
saving throw.
Appears In : Advanced Player's Guide