You conjure uplifting music from the wilds of Elysium, Heaven, or Nirvana to bolster other musical activities.
Bard Level 1 Spells
A bard casts arcane spells drawn from the bard spell list, casting any spell she knows without preparing it ahead of time. Learn more about the Bard class.
Your dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread.
You plant an idea, concept, or suspicion in the mind of the subject.
This spell functions as tongues, except the creature touched gains only the ability to speak and understand a regional human language and the language granted must be one you know.
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Delivers a potable potion, elixir, or beverage to a willing touched ally as a standard action.
You can observe the night sky and all of its celestial bodies as if it were a clear night, regardless of weather conditions that would otherwise block your view.
Summons 1d3 Tiny celestial or fiendish animals to fight for you.
Summons an extraplanar creature from the 1st-level list to fight for you.
You gain temporary insight into your enemies' magical defenses.
The affected creatures immediately--though temporarily--stop drowning and cannot suffocate or drown while this spell is in effect.
You make the affected subjects ready for battle despite their fear.
A 15-foot-long whip of sonic energy springs from your hand, delivering a loud crack when you strike with it.
This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech.
This spell turns nonmagic liquids--including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids--into mead or wine of average quality.
This spell functions as detect magic , except it detects the presence of technological objects instead of magical objects.
Gives bonus on failed check/attack.
This spell can be cast as part of the action to begin an inspire competence bardic performance.
Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
A touch from your hand, which is engulfed in darkness, disrupts a creature's vision by coating its eyes in supernatural darkness.
With this spell, you can transfer one magic tattoo from one creature to another.
You animate a rope, vine, or similar object so that it attempts to trip any creature that comes near.
You gain temporary insight into the value of objects.
When faced with an important situation, you grant yourself a magical edge to ensure your success.