All bard notes are quick, move-equivalent spell-like actions that
require verbal components. Metamagic feats don’t affect them,
but eldritch feats do. In all other ways, treat them as spells.
BURST OF SPEED
Transmutation [Sonic]
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
With a shrill note, you begin to move faster. At 1st through
5th level, the bard gains a bonus of +10 feet to speed. At 6th
through 10th level, the bonus is +20 feet. At 11th level and
higher, it is +30 feet.
COUNTERSONG
Abjuration [Sonic]
Range: 50 feet
Effects: Sound-based or sonic effects
Duration: See text (no more than 1 round/level)
Saving Throw: None
Spell Resistance: No
You use a powerful note to counter magical effects that
depend on sound (but not simply spells with verbal components).
Once the spellnote has been cast, you can continue
singing as a free action each round.While singing, you can
take any action other than casting spellsongs, activating
magic items by spell completion (such as scrolls), or activating
magic items by magic word (such as wands). Each round
of the countersong, you make a Perform check. Any creature
within 30 feet (including you) who is affected or could
become affected by a sonic or language-dependent magical
attack (such as sound burst or command) may use your Perform
check result in place of a saving throw if the Perform
check result proves to be better. This spellsong can be used
preventatively. For example, Yarrin the bard casts countersong before he
and his friends enter the lair of a harpy. Each round that
Yarrin keeps singing, he and his friends can use either his
Perform check result or their normal saving throw result
(whichever is higher) as their saving throw result against the
harpy’s charm song. Immediately after defeating the harpy,
Yarrin and his friends encounter an enemy bard and sorcerer.
The sorcerer casts suggestion and the bard casts songstrike.
Since Yarrin is still singing the countersong, he and his allies
can use his Perform checks as saving throw results against
both of these new effects as well.
CUSHION FALL
Abjuration [Sonic]
Range: 100 feet
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You (or another of your choosing within range) can fall
safely up to 20 feet per level . This spellsong does not reduce
falling speed, but instead creates a cushion under the falling
creature or object that absorbs the fall. If the target falls farther
than the bard’s level allows, the target suffers full
damage. Unlike other spellsongs, cushion fall can be cast even
when it is not your turn. However, if you cast it out of turn,
on your next turn you can take only a partial action.
DEFLECT BLOW
Abjuration [Sonic]
Range: 20 feet
Target: One creature or object
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The next time the subject is attacked, the subject gains a +10
deflection bonus to AC for that attack only.
DESTROYWITH SOUND
Evocation [Sonic]
Range: 20 feet
Area or Target: A 3-foot-radius spread; or one solid object
or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object);Will negates (object)
or Fortitude half (see text)
Spell Resistance: Yes (object)
You create a loud ringing note that shatters brittle, nonmagical
objects; sunders a single solid, nonmagical object; or
damages a crystalline creature.
Used as an area attack, destroy with sound shatters nonmagical
objects of crystal, glass, ceramic, or porcelain, such
as vials, bottles, flasks, jugs, windows, mirrors, etc. All such
objects within 3 feet of the point of origin are smashed into
dozens of pieces by the spellsong. Objects weighing more
than 1 lb. per bard level are not affected, but the effect shatters
all other objects of the appropriate composition.
Alternatively, you can target destroy with sound against a
single solid object of up to 10 lbs. per caster level, regardless
of composition.
Targeted against a crystalline creature (of any weight),
destroy with sound deals 1d4 points of damage per caster level
(to a maximum of 10d4), with a Fortitude save allowed for
half damage.
INFLUENCE
Enchantment (Charm) [Mind-Affecting, Sonic]
Range: 50 feet
Target: Up to one living creature/level, no two of which can
be more than 20 feet apart
Duration: 1 round/level
Saving Throw: Will negates (DC 11 + Cha bonus)
Spell Resistance: Yes
After you produce a single, pleasant note, all affected targets
react to you as if you had an additional +2 Charisma bonus.
This spellnote does not affect the number of spellsongs you
gain per day, but it does increase spellsong DCs against
affected targets.
INSPIRE COURAGE
Enchantment (Charm) [Mind-Affecting, Sonic]
Range: 20 feet
Targets: All allies within range
Duration: See text
Saving Throw: None
Spell Resistance: Yes (harmless)
You inspire courage in your allies, bolstering them against fear
and improving their combat abilities. Once the spellnote has
been cast, the bard can continue singing as a free action each
round.While singing, the bard can take any action other
than casting spellsongs, activating magic items by spell completion
(such as scrolls), or activating magic items by magic
word (such as wands). To be affected, an ally must hear the
bard sing for a full round, so the effect begins the round
after the bard uses this note. The effect lasts as long as the
bard sings and for 5 rounds after the singing stops (or the
ally can no longer hear it). Affected allies receive a +2 morale
bonus to saving throws versus charm and fear effects and a
+1 morale bonus to attack and weapon damage rolls.
MINOR HEALING
Conjuration (Healing) [Sonic]
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless) (see text)
Spell Resistance: Yes (harmless)
With a single, pleasant note, you call forth enough positive
energy to heal a creature 1d6 hit points. This spellnote deals
damage to undead rather than healing them.
MOMENTARY CHARM
Enchantment (Charm) [Language-Dependent, Mind-
Affecting, Sonic]
Range: 20 feet
Target: One humanoid, animal, or beast
Duration: 1 round/level
Saving Throw: Will negates (DC 11 + Cha bonus)
Spell Resistance: Yes
This spellnote makes a humanoid, animal, or beast regard
you as a trusted friend and ally. If you or your allies are currently
threatening or attacking the creature, however, it
receives a +5 bonus on its saving throw.
The spellnote does not enable you to control the
charmed subject in automaton fashion, but the creature perceives
your words and actions in the most favorable way. You
can try to give the subject orders, but you must win an
opposed Charisma check to convince it to do anything it
ordinarily wouldn’t do. (Retries are not allowed.) A charmed
creature never obeys suicidal or obviously harmful orders,
but it might believe your assurances that the only chance to
save your life is for it to hold back an onrushing red dragon
for “just a few seconds.” Any act by you or your apparent
allies that threatens the charmed subject breaks the spellnote.
Note also that you must speak a language the creature can
understand to communicate your commands, or else be good
at pantomiming.
MOMENTARY DISAPPEARANCE
Alteration [Sonic]
Range: Personal
Target: You
Duration: 1 round/2 levels (max. 5 rounds)
Saving Throw: None
Spell Resistance: No
This spellnote renders you and your gear invisible for a short
time. You become visible again if you attack any other creature.
Items that an invisible creature drops or puts down
become visible; items an invisible person picks up disappear
if tucked into her clothing or pouches. Light, however,never becomes invisible, although a source of light can
become so (thus, the effect is that of a light with no visible
source). Any part of an item the subject carries that extends
out more than 10 feet from her, such as a trailing rope,
becomes visible.
For purposes of this spellnote, an “attack” includes any
spell that targets a foe or whose area or effect includes a foe.
(Exactly who is a “foe” depends on the invisible character’s
perceptions.) Actions directed at unattended objects do not
break the spellsong. Causing harm indirectly is not an
attack. Thus, an invisible being can open doors, talk, eat,
climb stairs, summon monsters and have them attack for
her, cut the ropes holding a rope bridge while enemies are
on the bridge, remotely trigger traps, open a portcullis to
release attack dogs, etc. If she attacks directly, however, she
immediately becomes visible along with all her gear.
MOMENTARY PROTECTION
Abjuration [Sonic]
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The creature you touch gains a +1 deflection bonus to
Armor Class at 1st through 5th caster level. At 6th through
10th level the bonus is +2, at 11th through 15th the bonus
becomes +3, and at 15th level and higher it is +4.
MISDIRECTED SOUND
Illusion (Figment) [Sonic]
Range: 25 feet
Effect: An intelligible sound, usually speech
Duration: 1 minute/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You can make your voice (or any sound you can normally
vocalize) seem to issue from someplace else, such as from
another creature, a statue, from behind a door, down a passage,
etc. You can speak in any language you know. Anyone
who hears such voices and sounds and rolls a successful save
recognizes the sound as illusory (but still hears it).
OBFUSCATION
Transmutation [Sonic]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You gain a +5 competence bonus to Hide checks.
OFF BALANCE
Transmutation [Sonic]
Range: 50 feet
Target: One creature
Duration: 1 round
Saving Throw: Reflex negates (DC 11 + Cha bonus)
Spell Resistance: Yes
You knock a creature off balance with a deep, resounding
note. The creature suffers a –2 penalty to attack rolls, ability
and skill checks, and Reflex saving throws. If the creature
takes any action other than defense, it must also make a Balance
check (DC 20) or fall down, becoming prone.
QUIETMOVEMENT
Transmutation [Sonic]
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
You gain a +5 competence bonus to Move Silently checks.
SONGSTRIKE
Evocation [Sonic]
Range: 30 feet
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half (DC 11 + Cha bonus)
Spell Resistance: Yes
With a single note, you blast forth a cone of sonic energy
from your mouth that inflicts 1d4 points of damage per
three caster levels (to a maximum of 5d4).
SONIC DART
Evocation [Sonic]
Range: 50 feet
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You create a tiny missile of sonic energy that flies forth at a
target you designate. To hit the target, you must make a
ranged touch attack. A success inflicts 1d6 points of damage
per three caster levels (to a maximum of 5d6).
SONIC STAB
Evocation [Sonic]
Range: Touch
Target: One creature or object
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes
Your piercing note creates a sonic dagger that you can use to
make a touch attack against an opponent. The attack inflicts
1d8 points of damage plus 1 point per caster level
(maximum 1d8 + 20).
STUN
Enchantment [Mind-Affecting, Sonic]
Range: 50 feet
Target: One creature
Duration: 1 round
Saving Throw: Fortitude negates (DC 11 + Cha bonus)
Spell Resistance: Yes
You stun a creature for 1 round with a shrieking note.
WHISPER
Transmutation [Language-Dependent]
Range: Sight (including through a scrying device or spell)
Targets: One creature/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can send a whispered message, carried on a single magical
note, with little chance of being overheard. Point your
finger at each creature you intend to hear your message.
When you whisper, the message becomes audible to all the
targeted creatures within range. Magical silence, 1 foot of
stone, 1 inch of common metal (or a thin sheet of lead), or 1
yard of wood or dirt blocks the spellsong. The message,
however, 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 if the path’s entire length lies within the
spellsong’s range. The spellsong transmits sound, not meaning.
It doesn’t transcend language barriers.
ALTER SOUNDS
Transmutation [Sonic]
Range: 25 feet
Targets: One creature or object/level, no two of which can
be more than 30 feet apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object) (DC 13 + Cha bonus)
Spell Resistance: Yes (object)
With a thick, rich chord of music, you change the sounds
that creatures or objects make. You can create sounds where
none exist (such as making trees sing), deaden sounds (such
as making a party of adventurers silent), or transform sounds
into other sounds (such as making a caster’s voice sound like
a pig snorting). All affected creatures or objects must be
altered in the same way. Once the transmutation is made,
you cannot change it.
You can change the qualities of sounds but cannot
create words with which you are unfamiliar yourself. For
instance, you can’t change your voice so that it sounds as
though you are giving the command word to activate a
magic item unless you know that command word.
A caster whose voice is changed dramatically (such as
into the aforementioned snorts of a pig) is unable to cast
spells with verbal components.
CHANNEL SOUND
Transmutation [Sonic]
Range: Sight
Targets: One creature per level
Duration: 1 round (see below)
Saving Throw: None
Spell Resistance: No
You create a channel through which sound can flow to any
creature you can see. Thus, any spellsong you cast on the following
round can potentially affect the targets as if they
were in the spellsong’s normal range.Willing targets can
choose to keep the channel open for the duration of a continuous
spellsong effect, such as countersong or inspire courage. Since you can channel any sound, you can also speak
up to 30 words the targets can hear (at the volume you used
to speak them), as if they were standing next to you. Sound
is not channeled both ways, so you cannot hear what the targets
say.
Channel sound is powerful enough to conduct sound
even through or into an area of magical silence.
CHARM
Enchantment (Charm) [Mind-Affecting, Sonic]
Range: 20 feet
Target: One humanoid, animal, or beast
Duration: 1 hour/level
Saving Throw: Will negates (DC 13 + Cha bonus)
Spell Resistance: Yes
As momentary charm, except that the duration is much
longer.
COUNTER SILENCE
Alteration [Sonic]
Range: 10 feet
Target: An area of magical silence no larger than 50 feet
in diameter
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You automatically dispel an area of magical silence created
by a 3rd-level spell (or the equivalent) or lower. Unlike all
other bardic spellsongs, you cast this without need of verbal
components.
CREATE OBJECT
Conjuration (Creation) [Sonic]
Range: Touch
Target: One object, no more than 10 lbs.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You create a chord of music, complex and robust, whose
sound you can shape into the form of an ordinary object.
The object must be 10 lbs. or less, shorter than 5 feet in
every dimension, with a value of no more than 20 gp.
DISGUISE
Illusion (Glamer) [Sonic]
Range: Personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: See text (DC 13 + Cha bonus)
Spell Resistance: No
With an elegant chord, you make yourself—including your
clothing, armor, weapons, and equipment—look different.
You can seem 1 foot shorter or taller, thin, fat, or inbetween.
However, you cannot change your body type. For
example, a human caster could look human, humanoid, or
like any other generally human-shaped bipedal creature.
Otherwise, the exact extent of the apparent change is up to
you. You could add or obscure a minor feature, such as a
mole or a beard, or look like an entirely different person.
The spellsong does not provide the abilities or mannerisms
of the chosen form. The spellsong does not alter the
perceived tactile (touch) or audible (sound) properties of you
or your equipment. A battleaxe made to look like a dagger
still functions as a battleaxe.
If you use this spellsong to create a disguise, you get +10
on your Disguise check.
Note: Creatures get Will saves to recognize the glamer
as an illusion if they interact with it (such as by touching you
and finding the texture at odds with your appearance, in the
case of this spellsong).
DISRUPT THOUGHTS
Enchantment [Mind-Affecting, Sonic]
Range: 50 feet
Targets: One creature
Duration: 1 round/level
Saving Throw: Will negates (DC 13 + Cha bonus)
Spell Resistance: Yes
With a terrible discordant sound, you disrupt the thought
processes of a single creature. Affected victims can take no
action other than to defend themselves throughout the duration.
ENHANCE PHYSICAL FORM
Transmutation
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes
With a powerful chord of music you enhance the body of
one creature. The spellsong grants the subject an enhancement
bonus (1d4 + 1 points) to Constitution, Strength, or
Dexterity, as you choose.
FASCINATE
Enchantment (Charm) [Mind-Affecting, Sonic]
Range: 100 feet
Targets: One humanoid, animal, or beast/2 levels
Duration: See text (no more than one minute/level)
Saving Throw: Will negates (DC 13 + Cha bonus)
Spell Resistance: Yes
You cause creatures to become fascinated with you. Creatures
to be fascinated must be able to see and hear you and must be
able to pay attention (any change in these conditions ends
the spellsong). The distraction of nearby combat or other
dangers prevents the spellchord from working.
The affected creature(s) sits quietly and listens to you.
While fascinated, its Spot and Listen checks suffer a –4 penalty.
Any potential threat (such as the bard’s ally moving behind the
fascinated creature) allows the fascinated creature a second saving
throw. Any obvious threat, such as casting a spell, drawing a
sword, or aiming an arrow, automatically breaks the fascination.
Once the spellchord has been cast, the bard can
continue singing as a free action each round.While singing,
the bard can take any action other than casting spellsongs,
activating magic items by spell completion (such as scrolls),
or activating magic items by magic word (such as wands).
FUMBLE FIELD
Evocation [Sonic]
Range: 50 feet
Area: 25-foot diameter
Duration: 1 round/level
Saving Throw: Reflex negates (DC 13 + Cha bonus)
Spell Resistance: Yes
With powerful sounds, you create a sonic field that disrupts
actions. Anyone moving into, out of, or through the field must
make a saving throw or fall down. Unaffected creatures in the
field must continue to make saving throws each round to
resist the field’s effects. Attacks, skill and ability checks, and
further Reflex saving throws made by affected creatures in the
field suffer a –4 penalty. Spells have a 15 percent spell failure
chance. Once outside the field, characters are no longer
affected, whether they succeeded at the saving throw or not.
DISAPPEAR
Alteration [Sonic]
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No
As momentary disappearance, except for the longer duration.
HEALWOUND
Conjuration (Healing) [Sonic]
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless) (DC 13 + Cha bonus)
Spell Resistance: Yes (harmless)
As minor healing, except you heal 3d6 hit points.
INSPIRE COMPETENCE
Enchantment (Charm) [Mind-Affecting, Sonic]
Range: 30 feet
Target: One ally
Duration: See text (but up to two minutes)
Saving Throw: None
Spell Resistance: No
You help an ally succeed at a task. The ally must be able to
see and hear you, and you must also see the ally. Depending
on the task the ally has at hand, you may use your bardic
music to lift the ally’s spirits, to help the ally focus mentally,
or to assist in some other way. The ally gets a +2 competence
bonus on skill checks with a particular skill as long as he or
she continues to hear your music. The DM may rule that
certain uses of this ability are infeasible—singing to make a
rogue move more quietly, for example, is contrary to the
point.
Once the spellchord has been cast, the bard can
continue singing as a free action each round.While singing,
the bard can take any action other than casting spellsongs,
activating magic items by spell completion (such as scrolls),
or activating magic items by magic word (such as wands).
Since you can maintain the effect for two minutes, it lasts
long enough for the ally to take 20.
LEVITATION CHORD
Transmutation [Sonic]
Range: Personal or 25 feet
Target: You or one willing creature or one object (total
weight up to 100 lbs./level)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Levitation chord allows you to move yourself, another creature,
or an object up and down as you wish, using sound. A
creature must be willing to be levitated; an object may be
levitated as long as no willing creature attends it or possesses
it. You can mentally direct the recipient to move up or down
as much as 20 feet each round; doing so constitutes a moveequivalent
action. You cannot move the recipient horizontally,
but the recipient could clamber along the face of a cliff,
for example, or push against a ceiling to move laterally (generally
at half normal base speed).
A levitating creature who attacks with a melee or ranged
weapon becomes increasingly unstable; the first attack suffers
an attack roll penalty of –1, the second –2, and so on, up
to a maximum of –5. A full round spent stabilizing allows
the creature to begin again at –1.
MINORWALL OF SOUND
Evocation [Sonic]
Range: 50 feet
Effect: An anchored plane of solid sound of up to one
10-foot square/level
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes
With a powerful chord of music, you create a plane of solid
sonic energy. A minor wall of sound cannot form in an area
occupied by physical objects or creatures. Its surface must be
smooth and unbroken when created.
The wall is 1 inch thick per bard level. It covers up to a
10-foot-square area per bard level (so a 10th-level bard can
create a minor wall of sound 100 feet long and 10 feet high, a
wall 50 feet long and 20 feet high, etc.). The plane can be
oriented in any fashion as long as it is “anchored.” A vertical
wall need only be anchored on the floor, while a horizontal
or slanting wall must be anchored on two opposite sides.
The wall, primarily defensive in nature, is used to stop
pursuers from following you and the like. Each 10-foot
square of wall has 5 hit points per inch of thickness. Creatures
can hit the wall automatically. Sonic attacks inflict no
damage on the wall, but otherwise it is treated like an object.
A section of wall whose hit points drop to 0 is breached. If a
creature tries to break through the wall with a single attack,
the DC for the Strength check is 18 plus 1 per inch of
thickness. If a section of a minor wall of sound is broken or
breached, it emits a shrill shriek that inflicts 1d6 points of
sonic damage to all within 10 feet of the breach.
RECALL TALE
Divination [Sonic]
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Using music to part the veils of reality, you conjure forth
knowledge of a story involving the spellsong’s focus. For
example, if you concentrate on a specific magic item while
you cast this spellchord, you gain some tale regarding its
creation or history—something that might reveal or hint at
its power. If you focus on a person, a story from his or her
past comes to you.
You cannot ask specific questions, and focused subjects
must be general: an object, a person, or a location. The tale
has a 50 percent chance of being relevant to the concerns at
hand. If you are touching the focus when you cast the spellsong,
the chance increases to 75 percent. Relevancy depends
on the specific circumstances. If you are trying to determine
a magic item’s powers, then a relevant tale involves its use or
creator’s intent. If you are trying to discern the location of a
person, a relevant tale might involve something that
happened to the character very recently. DMs should note that they have free reign with the tale
that they provide. Even a relevant tale does not have to give
away everything. A bard trying to discover the current location
of a character hiding in a village by the sea might only
learn a tale of the person’s encounter with a vendor on the
street who mentions fresh seafood, just off the boat.
A bard can cast this spellsong only once per day on a
given focus.
SILENT CHORD
Illusion (Glamer) [Sonic]
Range: 150 feet
Area: A 15-foot-radius emanation centered on a creature,
object, or point in space
Duration: 1 minute/level
Saving Throw: Will negates (DC 13 + Cha bonus) or
none (object)
Spell Resistance: Yes or no (object)
Upon the casting of this spellchord, complete silence prevails
in the affected area. All sound stops: Conversation becomes
impossible, spells with verbal components cannot be cast,
and no noise whatsoever issues from, enters, or passes
through the area. The spellchord can be cast on a point in
space, but the effect is stationary unless cast on a mobile
object.When the spellsong centers on a creature, the effect
then radiates from the creature and moves as it moves. An
unwilling creature can attempt a Will save to negate the
spellsong and can use SR, if any. Items in a creature’s possession
or magic items receive saves and SR, but unattended
objects and points in space do not. This spellsong provides a
defense against sonic or language-based attacks, such as command,
harpy song, a horn of blasting, etc.
SLUMBER
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Range: 200 feet
Area: Several living creatures within a 15-foot-radius burst
Duration: 1 minute/level
Saving Throw: Will negates (DC 13 + Cha bonus)
Spell Resistance: Yes
With a soothing note, you cause a number of awake, living
creatures to fall asleep. Roll 3d4 to determine how many
total HD of creatures can be affected. Creatures with the
fewest HD become affected first. Among creatures with
equal HD, those closest to the spellsong’s point of origin
are first to fall under its effect. No creature with 8 HD or
more is affected; HD insufficient to affect a creature are
wasted.
Slumbering creatures are helpless. Slapping or wounding
awakens affected creatures, but normal noise does not.
Awakening a creature is a standard action.
SONIC BLAST
Evocation [Sonic]
Range: 50 feet
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half (DC 13 + Cha bonus)
Spell Resistance: Yes
As songstrike, except for the increased range, plus this spellsong
inflicts 1d4 points of damage per level (to a maximum
of 10d4).
SONIC LANCE
Evocation [Sonic]
Range: Touch
Effect: A weapon of force
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You shape a chord into a long melee weapon of sonic energy.
The weapon is large or medium sized as you desire (the
large version is a reach weapon, but Medium-sized bards
must use it in two hands). You are proficient with this
weapon, which inflicts 1d4 points of damage per two levels
(maximum 10d4), plus normal damage modifier (like your
Strength modifier).
If an attacked creature has SR, check for resistance the
first time the sonic lance strikes it. A creature who successfully
resists the weapon dispels the spellsong. Otherwise, the
weapon retains its normal full effect for the spellsong’s duration.
SUGGESTIVE CHORD
Enchantment (Compulsion) [Language-Dependent, Mind-
Affecting, Sonic]
Range: 25 feet
Target: One living creature
Duration: One hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the enchanted creature by suggesting
a course of action (limited to a sentence or two). The
suggestion must be worded in such a manner as to make the
action sound reasonable. Asking the creature to stab itself,
throw itself onto a spear, immolate itself, or do some other
obviously harmful act automatically negates the effect of the
spellsong. However, a chord suggesting that a pool of acid is
actually pure water and that a quick dip would be refreshing
is another matter. Urging a red dragon to stop attacking your
party so it and the party could jointly loot a rich treasure
elsewhere is likewise a reasonable use of the spellsong’s
power. The suggested course of action can continue for the
entire duration, such as in the case of the red dragon mentioned
above. If the suggested action can be completed in a
shorter time, the spellsong ends when the subject finishes
what it was asked to do. You can instead specify conditions
that will trigger a special action during the duration. For
example, you might suggest that a noble knight give her
warhorse to the first beggar she meets. If the condition does
not occur before the spellsong expires, the knight cannot
perform the action.
A very reasonable suggestive chord requires the subject to
make the save with a penalty (such as –1, –2, etc.), at the
DM’s discretion.
SWIFT SONG
Alteration [Sonic]
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You move and act more quickly than normal. This extra
speed has several effects.
You gain an additional partial action each round.
You gain a +2 haste bonus to AC (you would lose this
bonus whenever you would lose a Dodge bonus).
You can jump one and a half times as far as normal.
This increase counts as an enhancement bonus.
DESTROY UTTERLY WITH SOUND
Transmutation [Sonic]
Range: Medium (100 feet + 10 feet/level)
Target: A single creature or up to a 10-foot cube of
nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
The song you create is so shrill and powerful that you virtually
disintegrate a creature or object, leaving behind only
a trace of fine dust. The spellsong affects up to a 10-foot
cube of nonliving matter, so it disintegrates only part of
any very large object or structure targeted. A creature or object that makes a successful Fortitude save is only partially
affected; it suffers 5d6 points of sonic damage instead
of disintegrating.
DISRUPT BODY
Transmutation [Sonic]
Range: 50 feet
Targets: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates (DC 15 + Cha bonus)
Spell Resistance: Yes
With a string of terrible discordant sounds, you disrupt the
physical processes of a single creature. An affected victim is
paralyzed and helpless for the duration.
DISRUPTMAGIC
Abjuration [Sonic]
Range: 100 feet
Target or Area: 30-foot-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Because magic is powerful, so, too, is the ability to disrupt
magic. You can use a complex melody to end ongoing spells
within an area. A disrupted spell ends as if its duration had
expired. Some spells, as detailed in their descriptions, can’t
be defeated by dispel magic—these are not affected by disrupt
magic, either. Disrupt magic can disrupt (but not
counter) the ongoing effects of supernatural abilities as well
as spells. Disrupt magic affects spell-like effects just as it
affects spells.
Note: The effects of spells with instantaneous durations
can’t be disrupted, because the magic effect is already over
before the disrupt magic can take effect. Thus, you can’t use
disrupt magic to repair fire damage caused by a fireball or to
turn a petrified character back to flesh. (The magic has
departed, leaving only perfectly normal stone or burnt flesh
in its wake.)
For each creature in the area that is the target of one or
more spells, you make a musical disruption check against the
spell with the highest caster level. A musical disruption
check is 1d20 plus the bard’s Perform skill (maximum +20)
with a DC of 11 plus the spell’s caster level. If that fails, you
make musical disruption checks against progressively weaker
spells until you disrupt one spell (which discharges the disrupt
magic on that target) or fail all your checks. The creature’s
magic items are not affected.
For each object with one or more active spells, make
musical disruption checks as with creatures. Magic items are
not affected. To disrupt each ongoing area or effect spell centered
within the disrupt magic target area, make a separate musical disruption check. For each ongoing spell whose area overlaps
the disrupt magic target area, make a musical disruption
check to end the effect, but only within the disrupt magic
target area.
For objects or creatures subject to the effect of an
ongoing spell—such as a monster summoned by monster
summoning—in the area, make a musical disruption check
to end the spell that conjured the object or creature (returning
them whence they came), in addition to attempting to
disrupt spells targeting the creature or object.
You may choose to automatically succeed in disruption
checks against any spell that you yourself have cast.
GREATER SOUND CHANNEL
Transmutation [Sonic]
Range: Unlimited
Target: One willing creature
Duration: 1 round (see below)
Saving Throw: None
Spell Resistance: No
As channel sound, except there is only one target, the target
must be willing, and the range is unlimited. You must know
the target’s name for the spell to work. As with the chord,
the target can choose to keep the channel open for the duration
of a continuous spellsong effect, such as countersong or
inspire courage.
HARMONY OF FLIGHT
Transmutation [Sonic]
Range: Personal or touch
Target: You or creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (harmless)
The spellsong recipient (you or the creature you touch) can
fly with a speed of 90 feet (60 feet if the creature wears
medium or heavy armor), carried aloft by your music. You
can fly up at half speed and descend at double speed. Your
maneuverability rating is good. Using the harmony of flight
spellsong requires as much concentration as walking, so
you can attack or cast spells normally. A harmony of flight
recipient can charge but not run. You cannot carry aloft
more weight than your heavy load weight, plus any armor
you wear.
Should the spellsong duration expire while you are still
aloft, the magic fails slowly. You drop 60 feet per round for
1d6 rounds. If you reach the ground, you are safe. If not,
you fall the rest of the distance (falling damage is 1d6 per
10 feet of fall). Since dispelling a spellsong effectively ends
it, you also fall in this way if the harmony of flight spellsong
is dispelled.
REMOVE CONDITION
Abjuration [Sonic]
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This soothing melody frees a creature from enchantments,
alterations, curses, and petrification (as well as other magical
transformations). You can reverse even an instantaneous
effect, such as flesh to stone. For each such effect, you make a
check of 1d20 plus the bard’s Perform skill (maximum +20)
with a DC of 11 + the effect’s caster level. Success means
that the creature is free of the spell, curse, or effect. For
cursed magic items, the DC becomes 25.
Some spells have a special property that makes them
impervious to dispel magic; remove condition will work, but
only on spells of 5th level or lower. For instance, bestow curse
cannot be dispelled by dispel magic, but remove condition can
get rid of it.
If the effect comes from some permanent magic item,
such as a cursed sword, this spellsong does not remove the
curse from the item but merely frees the victim from the
item’s effects, leaving the item still cursed. For example, a
cursed sword of berserking not only causes the wielder to
become berserk but always returns to the wielder’s hand if
discarded. Remove condition allows the victim to be rid of the
sword (and the berserking effect), but the sword’s curse
remains intact and affects the next person to pick it up again
(even if it’s the remove condition recipient).
SONIC SWORD
Evocation [Sonic]
Range: Touch
Effect: A weapon of force
Duration: 1 round/level
Saving Throw: None or Fortitude partial (DC 15 + Cha
bonus)
Spell Resistance: Yes
You shape a melody into a medium-sized blade of sonic
energy. You are proficient with this weapon, which inflicts
1d6 points of sonic damage per two levels (maximum 10d6),
plus normal damage modifier (such as your Strength modifier).
If you choose to use a full attack action to make only
one attack with this weapon, any foe it strikes that round
must make a Fortitude saving throw or be stunned for 1
round.
If an attacked creature has SR, check for resistance the
first time the sonic sword strikes it. Successfully resisting the
weapon dispels the spellsong. If not, the weapon retains its
normal full effect for the spellsong’s duration.
SONICWALL
Evocation [Sonic]
Range: 50 feet
Effect: An anchored plane of solid sound of up to one
10-foot square/level
Duration: One minute/level
Saving Throw: None
Spell Resistance: Yes
Similar to a minor wall of sound, you create a plane of solid
sonic energy. A sonic wall cannot form in an area occupied
by physical objects or creatures. Its surface must be smooth
and unbroken when created.
The wall is 1 inch thick. It covers up to a 10-footsquare
area per bard level. The plane can be oriented in any
fashion as long as it is “anchored.” A vertical wall need only
be anchored on the floor, while a horizontal or slanting wall
must be anchored on two opposite sides.
The wall is impervious to damage, either physically or
from spells. In all respects other than those presented above,
treat the sonic wall as a wall of force.
SOOTHE THE SAVAGE BEAST
Enchantment (Charm) [Mind-Affecting, Sonic]
Range: 20 feet
Target: One living creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes
As momentary charm, except that the duration is much
longer and any living creature can be affected.
2nd-Level Bard Spell
Welter. One creature/level is shaken and must make a Balance
check or fall prone.
5th-Level Bard Spell
Thief of Spells. Ends spell effects on a creature and grants
them to you.
1st-Level Cleric Spell
Welter. One creature/level is shaken and must make a Balance
check or fall prone.
3rd-Level Cleric Spell
Missive Token. Creates an item that lets a creature contact
you mentally.
6th-Level Druid Spell
Sudden Wave. Creates a wave of water that sweeps away
creatures and objects.
8th-Level Druid Spell
Squamous Pulse. Halves natural armor bonus and deals 1d6
damage/natural armor bonus point.
0-Level Wizard and Sorcerer Spells
Trans Quick Boost. Gives +1 to Strength, Constitution,
or Dexterity score of one subject.
1st-Level Wizard and Sorcerer Spells
Abjur Disdain the Divine. Gives +2 bonus/4 levels to
saves versus divine spells.
Div Anavar’s Anticipated Attack. Next attack against
you suffers a –20 penalty.
Creature Loresight. Provides detail about a creature
touched.
Object Loresight. Provides detail about an object
touched.
Harassing Weapon.Weapon of force threatens target.
Unhand. Disarms subject.
Trans Blood Spikes. Inflicts 3d6 damage and allows subject
to add +1d6 damage to unarmed and grapple
attacks.
2nd-Level Wizard and Sorcerer Spells
Evoc Threatening Weapon.Weapon of force threatens
target.
Vivid Discharge. Inflicts 1d6 damage/level on foe
that strikes subject in melee.
Welter. One creature/level is shaken and must
make a Balance check or fall prone.
Illus Legacy. Stores soundless image of you programmed
to activate when properly triggered.
Trans Acuminate. Your hand becomes a +1 weapon that
inflicts 1d8 + 1 damage.
Invigorate Item. Magic item DC increases by +1.
Shieldbreaker. Allows one weapon to ignore or
break shields, dispels shield.
3rd-Level Wizard and Sorcerer Spells
Abjur Jevicca’s Just Reversal. Reflects enchantment back
at caster.
Ench Eriador’s Permanent Levity. Subject gains +4 to
saves versus mind-affecting spells but cannot initiate
combat.
Evoc Brutal Seething Surge. Touch attack/level that
inflicts 1d8 + 1 acid damage/level.
Forceblast. Deals 1d4 damage/level in a 5-footwide
line.
Necro Seek the Soulless. Deals nonliving creatures and
objects 1d6 damage/level.
Trans Extended Charge. Allows the use of a charged item
without losing charges.
Missive Token. Creates an item that lets a creature
contact you mentally.
4th-Level Wizard and Sorcerer Spells
Abjur Knavescour. Protects items with a trap that inflicts
1d6 acid damage/level.
Conj Robe of Reflection. Sends one type of energy
damage to another creature.
Ench Feedback. Target suffers 1d8 + 1 damage/level if
specified action is taken.
Evoc Warding Globes. Creates one tiny globe/2 levels
that negates attacks of opportunity and inflicts 2d6
damage.
Necro Soul Burst. 20-foot-radius burst inflicts 1d6
damage/level to living creatures only.
Trans Coax Forth Power. Magic items inflict 50 percent
more damage.
Thief of Spells. Ends spell effects on a creature and
grants them to you.
5th-Level Wizard and Sorcerer Spells
Div X-Ray Vision. You see through matter.
Ench Call of the Ruby. Forces a creature to attack another
creature.
Call of the Topaz. Forces a creature to hold still for
1 round.
Illus Phantom Foil. Creates phantasms that negate sneak
attacks.
Necro Animate Necrosis. Animates a wound that attacks
the wounded creature.
Trans Spine Tendril. Creates a tendril that grapples or disarms.
6th-Level Wizard and Sorcerer Spells
Conj Sudden Wave. Creates a wave of water that sweeps
away creatures and objects.
Ench Call of the Emerald. Forces a creature to steal an
object.
Call of the Sapphire. Forces a creature to go to its
home.
Necro Prorogate Death. Allows subject to act below 0 hp
and live after reaching –10 hp.
Trans Gestalt. Fuses two creatures into one.
Nonesuch Spell. Prevents one 4th-level or lower
spell from being cast within 50 feet of you.
7th-Level Wizard and Sorcerer Spells
Ench Call of the Diamond. Forces creature to come to
your location.
Jevicca’s Fourfold Ostracism. Sends up to four targets
to another plane temporarily.
Trans Prohibit Kind. Puts all creatures other than specified
type into stasis.
Spellmaster. You can increase range and duration of
spells, delay effects, and shape areas.
8th-Level Wizard and Sorcerer Spells
Ench Utter Thrall. Completely enslaves one humanoid.
Trans Disintegration Field. Creates an area where matter
is disintegrated.
9th-Level Wizard and Sorcerer Spells
Necro Duplicate. Creates an exact duplicate of you that
you control.
Trans Squamous Pulse. Halves natural armor bonus and
deals 1d6 damage/natural armor bonus point.
Identify Scrier
Divination
Level: Wiz/Sor 1
Components: V, S,M
Casting Time: One action
Range: See text
Target: Magical sensor
Duration: One minute/level
Saving Throw: None
Spell Resistance: No (Variant: Yes)
If you become aware that you are being scried, either
through a check or a detect scrying spell, you can learn the
identity of the creature scrying you. You learn only the name
of the scrier, not the scrier’s location or anything else about
this individual. Normal proof against divination magic (such
as nondetection) protects the scrier.
Material Component: A small mirror
Item From Beyond
Divination
Level: Wiz/Sor 3
Components: V, S,M
Casting Time: One action
Range: See text
Target: One object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Once you have successfully found a subject with a scrying spell
or a device such as a crystal ball, this spell allows you to transfer
an object from your location to the subject’s location, using the
magical sensor created by the spell or device as a conduit. The
item can weigh no more than 10 lbs. per caster level and appears
at the scried subject’s feet. The transferred item cannot be wholly
magical (such as the glowing bead of a delayed blast fireball) but it
can be a magic item (such as a wand of cure serious wounds or a
+2 longbow). Creatures cannot be transferred.
If you become aware that you are being scried, either
through a check or a detect scrying spell, you can cast this spell to
transfer an object to the scrier’s location. You gain no information
about the scrier or her location through use of this spell.
Material Component: A strand of silver threads worth at least
150 gp, tied into a loop through which the object must pass
Resist Scrying
Abjuration
Level: Clr 1, Wiz/Sor 1
Components: V, S,M
Casting Time: 1 action
Range: Touch
Target: One living creature
Duration: One hour/level (D)
Saving Throw: None
Spell Resistance: No
You add +10 to the Scry check Difficulty Class of anyone
attempting to scry the target by any means (spell or device).
The effects of this spell stack with static veil‡.
Material Component: A 3-ounce piece of lead
Scry Blast
Evocation [Force]
Level: Wiz/Sor 6
Components: V, S
Casting Time: One action
Range: See text
Target: One creature being scried
Duration: Instantaneous
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
Once you have successfully found a subject with a scrying
spell or device such as a crystal ball, this spell allows you to
channel a blast of destructive energy through the scry sensor at the subject. The energy inflicts 1d4 points of damage per
two caster levels (maximum 10d4). Because this spell allows
you to hurl damage upon a foe from great range without putting
yourself at risk, many covet and fear it. However, the
truth is, this spell does involve a risk to yourself. If the target
makes a successful saving throw, the energy rebounds back
through the scry link and strikes you (you may attempt a
Reflex saving throw to negate the attack).In any event, a scry blast ends a scrying attempt. You must
cast a new scrying spell to scry the target again, or use your
crystal ball once more.
Scry Retaliation
Evocation [Force]
Level: Wiz/Sor 3
Components: V, S
Casting Time: One action
Range: See text
Target: A creature scrying you
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
If you become aware that you are being scried, either
through a check or a detect scrying spell, you channel a blast of
destructive energy at the scrier. The energy inflicts 1d6 points
of damage per caster level (10d6 maximum). This spell does
not provide any information about the scrier. The damage
harms only the scrier, and not the means of scrying (a mirror
or crystal ball). It does not disrupt the scrying attempt unless,
of course, the scrier is killed or knocked unconscious. Alternatively, rather than channeling a blast of destructive
energy, you can channel a single-target spell effect of 3rd level or
lower at the scrier. Spells requiring touch or an attack roll cannot
be channeled. Since you have no knowledge of the scrier,
you don’t always know if a spell will prove effective. For example,
you can channel a charm person spell, but the scrier might be
undead or someone otherwise unaffected by charm person. You
must have the spell currently prepared (sorcerers must know
the spell) and after channeling the effect, the spell slot is used.
Scry Reverse
Divination
Level: Wiz/Sor 5
Components: V, S,M
Casting Time: One action
Range: See text
Target: Magical sensor
Duration: One minute/level (D)
Saving Throw: None
Spell Resistance: No (Variant: Yes)
If you become aware that you are being scried, either
through a check or a detect scrying spell, you immediately
begin scrying the scrier as if you had successfully cast scrying
to find him (no Scry check required). This spell functions
even if you know nothing about the scrier, and you can continue
to scry him even if he ends his own scry. This reversal
does not end the original scry.
Material Component: A small silver mirror worth at least 50 gp
Scrytalk
Divination
Level: Wiz/Sor 2
Components: V, S
Casting Time: One
action
Range: See text
Target: Magical sensor
Duration: One
minute/level (D)
Saving Throw: None
Spell Resistance: No
Once you have successfully found a subject with a scrying
spell or device such as a crystal ball, this spell allows you to
set up a direct verbal communication with that subject,
using the magical sensor created by the spell or device as
an audio conduit. For the duration, you hear everything
the subject says, and the subject hears everything you say.
The spell ends if either the duration runs out or the scrying
link is broken.
Window to Elsewhere
Divination
Level: Wiz/Sor 7
Components: V, S,M
Casting Time: One hour
Range: See text
Effect: A one-way windowlike aperture
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell creates a windowlike aperture through which
you view another location. Unlike scrying, the window allows
you to view a specific location, not a specific person. Thus, it
uses a different means to determine success, more like teleporting
than scrying.
The window is a vertical oval 4 feet tall. This one-way
magical hole allows you to look into the desired location
and observe all that transpires there, but not interact with
or affect it normally. You cannot choose or change the
position, orientation, or angle of the window, but if you successfully create the window to view the desired locale, it always provides a
good view of the place (unless new obstructions arise in the locale).
You can use any spell that affects scrying, such as scry blast† or scry retaliation†,
through a window to elsewhere just as if it were a scrying spell.
Any creature in the viewed location with an Intelligence of 12 or higher can
notice the window by making a Scry skill check (or Intelligence check) against
Difficulty Class 20. Even if the creature notices the window, however, it
remains a one-way view, so the creature cannot look back in—he merely knows
someone might be viewing him.
When creating the window, choose a place known to you for the window to
look into—somewhere you have been or had described to you. To determine
whether the window looks out upon the place you want it to, roll on the following
table.
On Off Similar
Familiarity Target Target Area Mishap
Very familiar 01–97 98–99 100 —
Studied carefully 01–94 95–97 98–99 100
Seen casually 01–88 89–94 95–98 99–100
Viewed once 01–76 77–88 89–96 97–100
Description 01–52 53–76 77–92 93–100
False destination — — 81–92 93–100
(1d20+80)
Familiarity: “Very familiar” refers to a place where you have been very often
and where you feel at home. “Studied carefully” is a place you know well, either
because you’ve been there often or because you have used other means (such as
scrying) to study the place. “Seen casually” is a place you have seen more than
once but with which you are not very familiar. “Viewed once” is a place you
have seen once, possibly using magic. “Description” is a place whose location
and appearance you know through someone else’s description, perhaps even
from a precise map.
“False destination” is a place that doesn’t exist, such as if you have mistranslated
an ancient tome and tried to look into a nonexistent treasure vault that you
believe you read about, or if a traitorous guide has carefully described an enemy’s
sanctum to you wholly inaccurately. When looking into to a false destination, roll
1d20+80 to obtain results on the table, rather than rolling percentile dice, since
there is no real location for you to hope to see or even be off target from.
On Target: The window looks into the place you want.
Off Target: The window looks into a location a random distance away
from the desired location in a random direction. Distance off target measures
1d10 x 1d10 percent of the distance between you and the original location. If
the door goes to another plane, the offtarget
location is another plane.
Similar Area: The window looks into a
location that’s visually or thematically similar
to the target area. Generally, you look into
the closest similar place, but since the spell
has no range limit, you could conceivably
look into somewhere else across the globe.
Mishap: The window’s energy explodes around you, inflicting
3d6 points of damage to you and all within 10 feet of you.
Material Component: An oval pane of quality glass with a
silver frame, worth at least 500 gp
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