Bard Spell in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Bard Class. Bards confuse their foes and inspire their allies. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer, Shaman, Cleric, Wizard, Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation and Necromancy Spells.
Below you will find information on each Bard Spells, their effects and level requirements.
Bard Spells
Lvl 0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Level 1
Cause Fear
Necromancy
Cure Light Wounds
Conjuration
Ear-Piercing Scream
Evocation
Expeditious Retreat
Transmutation
Sleep
Enchantment
Summon Monster I
Conjuration
Touch of Gracelessness
Transmutation
Unbreakable Heart
Enchantment
Level 2
Blindness
Necromancy
Blur
Illusion
Cacophonous Call
Enchantment
Cat's Grace
Transmutation
Cure Moderate Wounds
Conjuration
Delay Poison
Conjuration
Eagle's Splendor
Transmutation
Fox's Cunning
Transmutation
Glitterdust
Conjuration
Invisibility
Illusion
Mirror Image
Illusion
Scare
Necromancy
Sense Vitals
Divination
Sound Burst
Evocation
Summon Small Elemental
Conjuration
Level 3
See Invisibility
Divination
Blink
Transmutation
Crushing Despair
Enchantment
Cure Serious Wounds
Conjuration
Deep Slumber
Enchantment
Delay Poison, Communal
Conjuration
Dispel Magic
Abjuration
Displacement
Illusion
Feather Step, Mass
Transmutation
Good Hope
Enchantment
Level 4
Neutralize Poison
Conjuration
See Invisibility, Communal
Divination
Cure Critical Wounds
Conjuration
Dimension Door
Conjuration
Echolocation
Transmutation
Freedom of Movement
Abjuration
Greater Invisibility
Illusion
Rainbow Pattern
Illusion
Serenity
Enchantment
Shadow Conjuration
Illusion
Shield of Dawn
Evocation
Shout
Evocation
Summon Medium Elemental
Conjuration
Summon Monster IV
Conjuration
Break Enchantment
Abjuration
Dominate Person
Enchantment
Hold Monster
Enchantment
Level 5
Cacophonous Call, Mass
Enchantment
Cure Light Wounds, Mass
Conjuration
Mind Fog
Enchantment
Phantasmal Web
Illusion
Shadow Evocation
Illusion
Song of Discord
Enchantment
Summon Large Elemental
Conjuration
Summon Monster V
Conjuration
Level 6
Bard Spells in Pathfinder: Wrath of the Righteous
Quick Search of All Bard Spells
Spell |
School |
Description |
Level |
Daze | Enchantment | 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. | 0 |
Resistance | Abjuration | You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves | 0 |
Light | Evocation | This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. | 0 |
Touch of Fatigue | Necromancy | You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. | 0 |
Flare | Evocation | This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. | 0 |
Dismiss Spell | Abjuration | This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare. | 0 |
Cause Fear | Necromancy | The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear dispels remove fear. | 1 |
Cure Light Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. | 1 |
Ear-Piercing Scream | Evocation | You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. | 1 |
Expeditious Retreat | Transmutation | This spell increases your base speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. | 1 |
Feather Step | Transmutation | For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain. | 1 |
Flare Burst | Evocation | This spell functions as , except it affects all creatures in a 10-foot-radius burst from the target point. | 1 |
Grease | Conjuration | A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast and every round after that must make a successful Reflex save or fall prone. | 1 |
Remove Fear | Abjuration | You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. | 1 |
Sleep | Enchantment | A sleep spell causes a magical slumber to come upon 4 of creatures. Creatures with the fewest are affected first. | 1 |
Summon Monster I | Conjuration | This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 1 |
Touch of Gracelessness | Transumtation | With a single touch, you reduce a creature to a fumbling clown. | 1 |
Unbreakable Heart | Enchantment | The target creature gains a +4 morale bonus on saving throws against mind-affecting effects that rely on negative emotions (such as crushing despair, rage or dear effects) or that would force them to harm an ally (such as confusion)/ If the target is already under such an effect when receiving this spell, that effect is suppressed for the duration of this spell. | 1 |
Vanish | Illusion | The touched creature becomes invisible for a short time. | 1 |
Hideous Laughter | Enchantment | This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. | 1 |
Hypnotism | Enchantment | Your gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of creatures you affect. | 1 |
Haze of Dreams | Enchantment | You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world. While in this strange dream state, the target ,moves at half its normal speed. Multiple haze of dreams effects do not stack, nor does this spell's effect stack with slow. | 1 |
Blindness | Necromancy | You call upon the powers of unlife to render the subject blinded. | 2 |
Blur | Illusion | Grants a 20% miss chance. | 2 |
Cacophonous Call | Enchantment | You fill your target's mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save. | 2 |
Cat's Grace | Transmutation | Grants a +4 enhancement to dexterity | 2 |
Cure Moderate Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage. | 2 |
Delay Poison | Conjuration | The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. | 2 |
Eagle's Splendor | Transmutation | The transmuted creature becomes more poised, articulate, and personally forceful. | 2 |
Fox's Cunning | Transmutation | Grants a +4 enhancement to intelligence | 2 |
Glitterdust | Evocation | A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. Any creature covered by the dust takes a -40 penalty on Stealth. |
2 |
Invisibility | Illusion | Grants target total concealment and a +20 bonus to stealth checks. Ends when the target makes an attack. | 2 |
Mirror Image | Illusion | Create 1d4 +1 per 3 levels images (up to 8). Attack has a random chance to hit your or your images. An image is destroyed by hit, by near miss (when attack misses by 5 or less) or by a touch spell. Other spells affect you normally. | 2 |
Scare | Necromancy | All living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Scare dispels remove fear. | 2 |
Sense Vitals | Divination | Allows 1d6 sneak attack + 1d6 per 3 LVL beyond 3rd (max 5d6 at 15LVL). Stacks with other precision damage. | 2 |
Sound Burst | Evocation | You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed at a Fortitude save to avoid being stunned for 1 round. | 2 |
Summon Small Elemental | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. | 2 |
Summon Monster II | Conjuration | This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 2 |
Heroism | Enchantment | This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. | 2 |
Hold Person | Enchantment | The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. | 2 |
Rage | Enchantment | Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use spells. | 2 |
See Invisibility | Divination | You can see any objects or being that are invisible within your range of vision. | 3 |
Blink | Transmutation | Physical attacks against you have a 50% miss chance and the Blind Fight feat doesn't help opponents, since you're ethereal and not merely invisible. | 3 |
Crushing Despair | Enchantment | An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair dispels good hope. | 3 |
Cure Serious Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). | 3 |
Deep Slumber | Enchantment | This spell functions like sleep, except that it affects 10 HD of targets. | 3 |
Delay Poison, Communal | Conjuration | Any ally within 30 feet becomes temporarily immune to poison. | 3 |
Dispel Magic | Abjuration | You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. | 3 |
Displacement | Illusion | Grants total concealment (50% miss chance) | 3 |
Feather Step, Mass | Transmutation | As feather step, except this spell affects multiple creatures. | 3 |
Good Hope | Enchantment | This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. | 3 |
Haste | Transmutation | Targets get extra attack at full BAB, +1 attack rolls, +1 AC(dodge), +1 relf save, +30 speed (enhancement bonus, up to twice normal speed). Haste dispels slow | 3 |
Overwhelming Grief | Enchantment | Single target can take no actions, takes a –2 penalty to Armor Class, and loses Dexterity bonus. They can attempt a new save each round. | 3 |
Remove Curse | Abjuration | Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed. | 3 |
Slow | Transmutation | Targets are staggered, get -1 attack rolls, AC and reflex saves, move at half speed | 3 |
Summon Monster III | Conjuration | This spell summons an extraplanar monitor lizard, 1d3 extraplanar wolves, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 3 |
Thundering Drums | Evocation | You strike the ground in front of you, filling the area in front of you with the thunder of pounding drums. Any creature in the area takes 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone. | 3 |
Confusion | Enchantment | This spell causes confusion in the targets, making them unable to determine their actions | 3 |
Fear | Necromancy | An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round. | 3 |
Neutralize Poison | Conjuration | You detoxify any sort of venom in the creature or object touched. | 4 |
See Invisibility, Communal | Divination | You and all your allies within 25 feet can see any objects or beings that are invisible within your range of vision. | 4 |
Cure Critical Wounds | Conjuration | When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). | 4 |
Dimension Door | Conjuration | You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. | 4 |
Echolocation | Transmutation | You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet. | 4 |
Freedom of Movement | Abjuration | This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. All combats maneuver checks made to grapple the target automatically fail. | 4 |
Greater Invisibility | Illusion | This spell functions like invisibility, except that it doesn't end if the subject attacks. | 4 |
Rainbow Pattern | Illusion | A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. | 4 |
Serenity | Enchantment | You fill the targets’ minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. | 4 |
Shadow Conjuration | Illusion | You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. | 4 |
Shield of Dawn | Evocation | Any creature that strikes yo uwith a melee attack deals normal damage, but also takes 1d6 points of fire damage +1 point per caster level (maximum +15). Creatures with reach weapons are not subject to this damage if they attack you. | 4 |
Shout | Evocation | You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1 round and takes 5d6 points of sonic damage. A successful save negates the stun and reduces the damage by half. | 4 |
Summon Medium Elemental | Conjuration | This spell summons to your side mediumm fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 4 |
Summon Monster IV | Conjuration | This spell summons an extraplanar dire wolf, 1d3 extraplanar monitor lizards, or 1d4+1 extraplanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Break Enchantment | Abjuration | This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. | 4 |
Dominate Person | Enchantment | You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw out the domination, making a Will save each round. | 4 |
Hold Monster | Enchantment | Thsi spellfuncitons like hold person, except that it affects any living creature that fails its Will save. | 4 |
Cacophonous Call, Mass | Enchantment | This spell functions as Cacophonous Call, except that is affects multiple creatures. | 5 |
Cure Light Wounds, Mass | Conjuration | You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. | 5 |
Mind Fog | Enchantment | Subjects in fog get –10 to Wis and Will checks. | 5 |
Phantasmal Web | Illusion | You implant within the minds of your targets the illusion that they are engulfed in tangled webs teeming with swarms of tiny spiders. | 5 |
Shadow Evocation | Illusion | Mimics evocation spell below 5th level, but only 20% real. | 5 |
Song of Discord | Enchantment | This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature's behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. | 5 |
Summon Large Elemental | Conjuration | This spell summons to your side large fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 5 |
Summon Monster V | Conjuration | This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 5 |
Cloak of Dreams | Enchantment | You are surrounded by a soporific aroma that causes living creatures that begin their turn or end their movement within 5 feet of you to fall asleep for 1 minute. | 5 |
Dispel Magic, Greater | Abjuration | This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. | 5 |
Heroism, Greater | Enchantment | This spell functions like Heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). | 5 |
Joyful Rapture | Conjuration | Your inspired words overwhelm others with transcendental bliss. All allies within the area of effect are freed from any emotion effects. The spell also cures 1d4 points of Intelligence, Wisdom, or Charisma damage to all allies in the area. | 5 |
Ki Shout | Evocation | With a guttural bark, you unleash a sudden blast of sonic energy that strikes your opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and negates the stun. | 5 |
Resonating Word | Transmutation | You speak a terrible word of power, setting up potentially lethal vibrations in the chosen target. The target must save once each round on your turn, and the effects grow stronger for each saving throw the creature fails. | 5 |
Brilliant Inspiration | Evocation | You open a link between your mind and the subject's mind, giving advice and encouragement for as long as the spell is in effect. | 6 |
Cat's Grace, Mass | Transmutation | This spell functions like Cat's Grace, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Cure Moderate Wounds, Mass | Conjuration | You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. | 6 |
Eagle's Splendor, Mass | Transmutation | This spell functions like Eagle's Splendor, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Eyebite | Necromancy | Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects | 6 |
Fox's Cunning, Mass | Transmutation | This spell functions like fox's cunning, except that it affects all allies in a 30-foot radius of the caster. | 6 |
Overwhelming Presence | Enchantment | Your presence inspires incredible awe in those nearby. A creature that fails a save against this spell falls to the ground and prostrates itself before you, believing it bows before a divine presence. | 6 |
Shout, Greater | Evocation | This spell functions like shout, except that the cone deals 10d6 points of sonic damage. It also causes creatures to be stunned for 1 round. A creature in the area of the cone can negate the stunning and halve the damage with a successful Fortitude save. | 6 |
Summon Huge Elemental | Conjuration | This spell summons to your side a huge fire, water, air, or earth elemental. The summoned elemental appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 6 |
Summon Monster VI | Conjuration | This spell summons 1s3 extraplanar redcaps if you are evil or d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolves, or one extraplanar soul eater if you are evil or one extraplanar axiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 6 |
Waves of Ecstasy | Enchantment | You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are staggered for the remainder of the spell. A creature that makes its save is staggered for the first round and can act normally thereafter. | 6 |
Euphoric Tranquility | Enchantment | A creature under the effect of this enchantment enters a state of euphoria. Until the end of the spell's duration, the creature's speed is halved, and it must succeed at a Will saving throw each next round to avoid being nauseated for 1 round. | 6 |
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