Fascinates 2d4 + level HD of creatures.
Bard Level 2 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.
This spell infuses a spark of magical energy into the veins of the target, allowing it to feel the presence of magic the way one might feel the thrum of vibrations in the air.
The target takes on the form of a half-elf from the surface world.
This spell creates the illusion of a translucent, ever-changing maze of glass in the target area.
This minor curse interferes with the target's ability to speak.
This spell creates an area of stabilizing magical energy that emanates from you.
You create a melee weapon sized appropriately for you from opaque force.
Your mind is able to correlate information effectively.
Subject is invisible for 1 min./level or until it attacks.
A glamered bubble surrounds the target's space, rendering her completely invisible underwater by hiding both the target and any water she displaces.
You fill the target with a sense of entitled self-importance, making the subject unable to bear the indignity of another creature getting something that it doesn't have.
You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit.
In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile).
The target's buoyancy becomes and stays swiftly sinking, regardless of how dense the target and its gear are.
Rays of light burst forth from your outstretched hand, encircling each target's space with a cage of light.
Senses direction toward object (specific or type).
When this spell is active, you feel a mental pull in the direction of any active or operable portal leading to another plane within range of the spell.
Target takes penalties to mental actions.
When you cast this spell, you merge with an adjacent natural stone surface, forming a 5-foot pocket within.
You strip the targets of their senses of direction and recent memories of travel.
You invigorate your allies, who can hustle (Core Rulebook 170) as long as you continue to sing or chant (which requires your concentration).
Make a normal item into a masterwork one.
You entice the target creatures to become romantically interested in one another.
Bestows a numerological curse based on rolls, imposing penalties to d20 rolls, AC, or saving throws.