Spells

Spells Per Day:

|Level|1st|2nd|3rd|4th|5th|6th|
|  1  | 1 | - | - | - | - | - |
|  2  | 2 | - | - | - | - | - |
|  3  | 3 | - | - | - | - | - |
|  4  | 3 | 1 | - | - | - | - |
|  5  | 4 | 2 | - | - | - | - |
|  6  | 4 | 3 | - | - | - | - |
|  7  | 4 | 3 | 1 | - | - | - |
|  8  | 4 | 4 | 2 | - | - | - |
|  9  | 5 | 4 | 3 | - | - | - |
| 10  | 5 | 4 | 3 | 1 | - | - |
| 11  | 5 | 4 | 4 | 2 | - | - |
| 12  | 5 | 5 | 4 | 3 | - | - |
| 13  | 5 | 5 | 4 | 3 | 1 | - |
| 14  | 5 | 5 | 4 | 4 | 2 | - |
| 15  | 5 | 5 | 5 | 4 | 3 | - |
| 16  | 5 | 5 | 5 | 4 | 3 | 1 |
| 17  | 5 | 5 | 5 | 4 | 4 | 2 |
| 18  | 5 | 5 | 5 | 5 | 4 | 3 |
| 19  | 5 | 5 | 5 | 5 | 5 | 4 |
| 20  | 5 | 5 | 5 | 5 | 5 | 5 |

Spell DC:

The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier (2).

Cantrips Known 4 (DC 12):

Daze (SA / 25' / Will Save Neg):  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. Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Mage Hand (SA / 25'): 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.

Message (SA / 100'): 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.

Resistance (SA / Touch): You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

1st Level Spells Known 2 (DC 13):

Fumbletongue (SA / 25' / Will Save Neg / 1d4 Rounds): This enchantment causes a creature to be unable to speak intelligibly. Any effort the target makes to talk, in any language, comes out as a useless mix of unconnected words and noises. Even magic words are affected to some extent; the target has a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word to activate a magic item. This spell has no effect on telepathic communication, or the vocalizations of creatures that lack a spoken language.

Hypnotism (1 Round / 25' / Will Save Neg / 2d4 Rounds): 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 communicate 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.



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