Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Bard 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.
A touch from your hand, which is engulfed in darkness, disrupts a creature's vision by coating its eyes in supernatural darkness.
The target creature deals only nonlethal damage with all of its weapon attacks.
This spell functions only against a creature with an attitude toward you of indifferent or better, and only if the target is not hostile toward you or your visible allies.
You fortify your allies against attempts to control or mislead them.
In order to cast this spell, you must have a piece of the ship you wish to track.
You cause the target object and the object used as a focus for the spell to immediately swap places.
This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell's material component.
With this spell, you can transfer one magic tattoo from one creature to another.
If you don't have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level.
Objects on cloth become embroidered.
This spell functions as audiovisual hallucination, except that this spell's phantasm has no apparent effect until a specific condition occurs.
This spell functions as suggestion, except you can use it only to specify a condition that triggers a special activity, and the subject does not remember that you made the suggestion.
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.
You can communicate with any creature that is not mindless.
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures.
A shadowy afterimage trails behind the targeted weapon, potentially damaging foes even when the weapon misses.
Target is compelled to avoid another creature.
Grants +4 morale bonus on saves against negative emotions and compulsion to harm allies.
This spell plants a subconscious directive in the target's mind that forces him to act as you dictate when specific circumstances arise.
Conceals alignment for 24 hours.
When a creature attempts to touch you with an attack (such as a touch attack, an unarmed strike, an attack with a natural weapon, or a grapple), it feels a field of force blocking its way.