Bard Spell List [Archive] - Wizards Community

Post/Author/DateTimePost
Dichotomy

04-18-05, 11:40 AM
I am playing a bard in an upcoming game, and I have access to some books that I had not used before (I also haven't played a bard before). So I was wondering if you guys/gals could help me pick spells.

I am a 10th-level bard. My spellcasting will NOT be getting any better (I plan on jumping into Seeker of the Song; the DM has nerfed high-level spellcasting) so my spell choices need to be good for the long haul. My character is more focused on using bardic music rather than diving into combat, so some spells to help in combat might be good.

I can use 3.5 PHB, CW, CD, CA, CV, Draconomicon, Libris Mortis, Manual of the Planes, and Sandstorm.

Thanks.
AramilWindwalker

04-18-05, 11:54 AM
Well, i'll take a shot
6 4 4 4 2
0:detect magic, lullaby, dancing lights, summon instrument, light, mage hand
1:cure light wounds, inspirational boost, identify, animate rope
2:swift invisibility, sonic weapon, cure moderate wounds, heroism
3:dissonant chord, haste, good hope, summon monster 3
4:war cry, greater invisibility
all spells from PHB or CV
Hope i helped
Lord Zeb

04-18-05, 01:02 PM
EDIT: Okay, I have flipped:

6 4 4 4 2

0 Prestidigitation, Detect Magic, Read Magic, Mage Hand, Message, Summon Instrument
1 Inspirational boost, Summon Monster I, Identify, Undetectable Alignment
2 Iron Silence, Cure Moderate Wounds, Alter Self, Shatter
3 Dissonant Chord, L's Tiny Hut, Major Image, Glibness
4 Modify Memory, Rainbow Pattern

PS, Seeker is a cool PrC. What high level nerf did your GM throw at spells? (EDIT: see response below)

Cheers,
Zeb
Torack

04-18-05, 02:32 PM
My take:

6 4 4 4 2

0-level: Dancing Lights, Detect Magic, Lullaby, Mage Hand, Read Magic, Summon Instrument
1st level: Cure Light Wounds, Grease, Hypnotism, Remove Fear
2nd level: Cure Moderate Wounds, Pyrotechnics, Silence, Summon Swarm
3rd level: Confusion, Deep Slumber, Fear, Invisibility Sphere,
4th level: Rainbow Pattern, Modify Memory

All from the v3.5 SRD
Dichotomy

04-18-05, 04:07 PM
What high level nerf did your GM throw at spells?
He created a somewhat complicated house rule. The gist of it is that spellcasters can cast one spell of 5th-level or higher per day without penalty. If you attempt to cast another, you must make a huge Fort save or be knocked unconscious (and perhaps even die). So Seeker of the Song is a natural fit here.

Thanks for the spell lists so far. On a related note, what spells do I really want to know and what spells do I simply want to have wands for or scrolls?
Lord Zeb

04-18-05, 10:20 PM
He created a somewhat complicated house rule. The gist of it is that spellcasters can cast one spell of 5th-level or higher per day without penalty. If you attempt to cast another, you must make a huge Fort save or be knocked unconscious (and perhaps even die). So Seeker of the Song is a natural fit here.

Thanks for the spell lists so far. On a related note, what spells do I really want to know and what spells do I simply want to have wands for or scrolls?

That's a shame about the nerf. I don't like it, it'll make the CR's in the book kinda whacky, and the whole higher level campaign pretty challenging. I suppose it'd be alright to try out for a little bit, but not for long.

I posted my spell selection above, please note they are fairly flexible.

Depending on your gaming style, I would keep these pretty much any style:

Prestidigitation, Message, 4 OPEN
Inspirational boost, Identify, 2 OPEN
Alter Self, Shatter, 2 OPEN
Glibness, Major Image, 2 OPEN
Modify Memory, Rainbow Pattern
and any of the Cure spells (Cure Moderate is what I chose)

Cheers,
Zeb
Dichotomy

04-20-05, 12:53 AM
Here is what I have tentatively picked for my list:

Spells Per Day 3/5/4/3/1
0th- Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic, Summon Instrument
1st- Grease, Identify, Inspirational Boost, Undetectable Alignment
2nd- Alter Self, Cure Moderate Wounds, Shatter, Silence
3rd- Glibness, Haste, Leomund’s Tiny Hut, Major Image
4th- Modify Memory, Rainbow Pattern

I have a couple of questions, though. Are there certain specific uses for Shatter of which I may not have thought? I just noticed that Lord Zeb basically said it is a "must-have." Also, while this question will end up being campaign specific, are there any spells you think I should have on wands and/or scrolls (i.e. what are the spells that I would rarely use, but would desperately want if the need arises)?

Thanks for the help.
Lord Zeb

04-20-05, 07:54 AM
Here is what I have tentatively picked for my list:

Spells Per Day 3/5/4/3/1
0th- Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic, Summon Instrument
1st- Grease, Identify, Inspirational Boost, Undetectable Alignment
2nd- Alter Self, Cure Moderate Wounds, Shatter, Silence
3rd- Glibness, Haste, Leomund’s Tiny Hut, Major Image
4th- Modify Memory, Rainbow Pattern

I have a couple of questions, though. Are there certain specific uses for Shatter of which I may not have thought? I just noticed that Lord Zeb basically said it is a "must-have." Also, while this question will end up being campaign specific, are there any spells you think I should have on wands and/or scrolls (i.e. what are the spells that I would rarely use, but would desperately want if the need arises)?

Thanks for the help.

You're welcome. Sounds like a solid list.

I quite like Shatter, as written it can "sunders a single solid, nonmagical object" - ideally something that will really annoy the BBEG by losing it. The way I read the spell, whatever item there is should be toast. I was always kinda 'eh' about the spell, thinking it more useful for breaking pottery, until I read something on the boards about it's many uses (Snow Savant's Weird & Weak Spells You Make Strong maaaaybe - gonna Google and see if I can find anything about it).

Wands -- Invisibility (Greater when possible), Neutralize Poison, any of the Cure ones (save spell slots for you, you want at least one Cure spell known as back-up), and depending on your UMD skill maybe some attack ones (Lightning Bolt) and useful (Polymorph).

Scrolls -- not 100% sure, will have to mull.

Hope that helps...
Lord Zeb

04-20-05, 08:41 AM
Found it!


Things you can Shatter:
------------------------------
1. An enemy sword or shield (gets a circumstance bonus to Intimidate if you combo this).
2. Heavy Doors (at higher levels).
3. Wheel of an onrushing chariot.
4. Saddle of a charging rider.
5. Horseshoe of said charging horse.
6. Candle of a rival Wizard about to cast Summon Monster spell.
7. Bard's instrument.
8. Spell component pouch (if the components themselves save, it will take a minimum of 1 round for the Wiz to root around and find the lucky item(s) for a specific spell).
9. Holy Symbols
10. Locks & Traps unable to be disarmed by the party Rogue.
11. rope bridge attachments, ladders, and similar transport items.
12. Alchemical devices about to be thrown (heh!).
13. An arrowhead lodged in a foe (shot in by your party Archer) ... which you should roll to see if the creature either dies or loses function of a random limb (the one the arrow is embedded in).

Tons more. One of the most useful spells I've ever cast and makes Magic Missile look like a redheaded stepchild. I never ever fear mounted combatants when I have a Shatter spell or Wand in my hand.


http://boards1.wizards.com/showthread.php?t=50733
mrpopstar

04-21-05, 03:54 PM
Dichotomy:
Congrats on trying something new!

A few tips: Avoid feeling useless in combat situations. Bard's are the "charismatic hero." Surely you could select feats, skills and spells that allow you to be noticeably effective in combat but you would be diluting your maximum effectiveness as a Bard. Bard's work through other people. Select spells that effect others. Buff the fighter, buff the mage, buff the cleric, buff the rogue. Buff, buff, buff! Just think of it as having everyone else do your dirty work. Without you, they would be half as effective on their own. Choose feats that keep you out of harms way and choose spells that help everyone else do what they do better.


Dig through the Core and Complete books to find "Bard Only" spells. The majority of these spells are flavorful, very useful, as well as unique (which sets you further apart from those "other" arcane casters).


After casting your buffs and singing your songs you should add to combat by Aid Another and Flank. Since you have wisely spent your feat slots and skill points on non-combat oriented feats and skills, it is rather easy to hit the DC 10 required for Aid Another and tactically move into a Flanking position to give those fighter-types and rogues some serious bonuses to their attacks/sneak-attacks.


Though you have many spell options it is safe to say that you are expected to have the ability to heal. Wether you select Cure spells as spells known or you purchase potions, scrolls or wands of Cure spells (either you break down and purchase these yourself or have everyone pitch in to the healing pool and split the cost), be sure you have the ability. I have witnessed countless home-games and RPGA events where the cleric was down, the druid stayed back in the grove, the paladin is currently atoning and all eyes fell on the bard who coincidentally does not have the ability to heal. Needless to say every misconception held about the bard by all involved was solidified at that moment and the battle to prove the worth of the bard lost much footing. Absolutely have the ability to heal, no matter what the cost.


If you have an iconic party of fighter, cleric, wizard, rogue and bard, you should be able to avoid picking up a weapon altogether. Using an instrument (depending on which type) gives added bonuses that stack with all of your other bard abilities. Find yourself some cover and strum, blow, pound or pluck away and see your party through to victory!

If combat cannot be avoided then utilize that shortbow proficiency! Keep those dastardly, evil-doers at bay with ranged combat. Chip away at them from afar to assist in combat once you have buffed everyone with spells, belted your inspirational song and are sure you can not move into a tactical position to Aid Another and/or Flank. If you have the ability to Aid Another and/or Flank, do so with the longspear (with which you are proficient) to keep those baddies away from you with the 10' reach. Don't over-look your whip proficiency either. Not even the fighter gets a free ride to Trip and Disarm at 15' range without spending a feat slot on Exotic Weapon Proficiency. Keep in mind that you do not threaten squares into which you can reach with the whip, so Aid Another and Flank are out.


Choose spells based on their save. Always have a spell that requires a Reflex save, a spell that requires a Will save, and a spell that requires a Fortitude save at every level and know who is susceptible to what. Nothing hurts more than having a list of spells known that all rely on a low Will save when you come up against an evil wizard (wizard's have high Will saves) or a plethora of spells that rely on a low Fort save when facing an evil, raging barbarian (barbarian's have high Fort saves). Know your opponent and plan accordingly. If he has tons of armor on, toss a spell that relies on a Reflex save. If he is frail looking and not well equiped, toss a spell that relies on a Fort save.

Don't forget that first priority is your buffs. Buff, buff, buff (I'll say it again). Target the other guys after you have pumped up your buddies. More often then not, your buffed companions will dispose of the threat before you have to get your hands dirty.


Know the rules and keep all of your options open. Bards are most effective when you utilize all of their general abilities in tandem. It seems like a lot of juggling but it is a very fun and rewarding experience once you get the hang of it. You'll also know the ins and outs of the rule system masterfully after your experience of playing a bard.


NEVER forget to remind everyone of how wonderfully useful you are to have around and rub it in their face every time success was guaranteed by the annoying, weakling BARD. They'll love you for it.


Wear a hat. A big, foppish, feathered, gallon-size, candy-apple red HAT.If I were a 10th level Bard entering the Seeker of the Song prestige class I would choose the following. FEATS: It goes without saying that you must choose the feats required for Seeker of the Song prestige class eligibility. Do not overlook the feats...
Lingering Song(CAV)
Extra Music(CAV)
Obscure Lore(CAV)
Subsonics(CAV)
Versatile Performer(CAV)
Chant of Fortitude(CAV)
Ironskin Chant(CAV)
Lyric Spell(CAV)...all of which are essentially "Bard Only" feats that really, really hook you up with some nice abilities. Lingering Song, Extra Music, and Obscure Lore are feats that no bard should be without!


SPELLS:Level 0

Lullaby (PHB Bard Only)

Summon Instrument (PHB Bard Only)

Mage Hand (PHB Never loses usefulness)

Read Magic (PHB Never loses usefulness)

Detect Magic (PHB Never loses usefulness)

Prestidigation (PHB How clever are you?)

Level 1

Distort Speech (Bard Only. Subject's speech is 50% unintelligible; subject may miscast spells. (CAV, Fortitude))

Herald's Call (Bard Only. Swift. Creatures of 5 HD or less within 20ft. slowed for 1 round. (CAV, Will))

Inspirational Boost (Bard Only. Swift. The bonuses granted by your inspire courage ability increase by 1. (CAV, NA))

Joyful Noise (Bard Only. You negate silence in a 10 ft. radius emanation for as long as you concentrate. (CAV, None))

Level 2

Insidious Rhythm (Bard Only. Subject has -4 penalty on Intelligence-based skill checks and Concentration checks, and must make Concentration check to cast spells. (CAV, Will))

Tactical Precision (Bard Only. Allies gain additional +2 bonus on attack rolls and +1d6 additional damage against flanked foes. (CAV, Will harmless))

Invisibility (Subject is invisible for 1 min/level or until it attacks. (PHB, Will harmless))

Cure Moderate Wounds (Cures 2d8 damage +1/level (max +10). (PHB, Will))

Level 3

Dirge of Discord (Bard Only. All within 20 ft. take -4 on attack rolls, Concentration checks, and Dexterity, and reduce speed by 50%. (CAV, Will))

Glibness (Bard Only. You gain +30 bonus on Bluff checks, and your lies can escape magical discernment. (PHB, NA))

Speechlink (Bard Only. You and one other creature can talk, no matter how far apart. (CAV, None))

Sculpt Sound (Bard Only. Creates new sounds or changes existing ones. (PHB, Will))

Level 4

Modify Memory (Bard Only. Changes 5 minutes of subject's memories. (PHB, Will))

War Cry (Bard Only. Swift. Gain +2 morale bonus on attack and damage rolls, or +4 if you charge, for 1 round/level. Any opponent you damage must save or become panicked for 1 round. (CAV, Will))

EQUIPMENT: Have a shortbow, longspear, dagger, whip and bludgeoning weapon of choice on hand at all times. This way you cover all of the damage types and are essentially prepared for anything. Don't forget that your greatest weapons are your team-mates (you being the + bonus). Spend your money on Masterwork armor and enhancements. Keep in mind that you are proficient with shields. Use them. Also pick up miscellaneous useful items. thunderstones, everburning torches, antitoxin, tanglefoot bags, etc. You're the party record keeper. Characters paying attention solely to their combat ability or spell-use will love you when you take out the enemy spellcasters with a well-tossed thunderstone or pull out those ever-useful caltrops everyone else forgot to stock. Be creative! BE A BARD!That's all I have right now off the top of my head. I may post more later. Good luck and good gaming!