Bard Spells (by class)
Level One Spells (Novice)
Cure Wounds (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.
Bane (V, S, 3 tiles, A) - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw they receive -2 to Attack Bonus until the end of combat.
Healing Word (V, 6 tiles, BA) - A target of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Sleep (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.
Thunderwave (V, S, 1 tile, A) - A wave of thunderous force sweeps out from you. Everyone within 1 tile must succeed on a Constitution saving throw or take 2d8 Thunder Damage and be pushed 1 tile away from their current position. On a successful saving throw they still take half damage, but they're not pushed.
Charm Person (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed.
For more information regarding Charm, please read Status Table.
Heroism (V, 1 tile, A) - A willing target you touch is imbued with bravery. If the target is Frightened, they are cleansed of the status. Additionally, the target receives +5 temporary Hit Points and their Attack is increased by +2 for 1 turn.
Dissonant Whispers (V, 6 tiles, A) - You whisper a discordant melody that only one target of your choice within range can hear, wracking them with terrible pain. The target must make a Wisdom saving throw. On failed save they take 3d6 Psychic Damage and must immediately move away from you - as far as their movement allows. On successful save the target takes half as much damage and doesn't have to move away.
Level Two Spells (Adept)
Blindness (V, S, 3 tiles, A) - You can blind a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target receives status Blinded for the duration of 1 turn.
Aid (V, S, 3 tiles, A) - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
Calm Emotion (V, S, 6 tiles, A) - You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status.
This spell additionally has a fluff out-of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.
Crown of Madness (V, S, 12 tiles, A) - One target of your choice that you can see within range must succeed on a Wisdom saving throw or they become charmed by you for one turn. While charmed in this way, the target must use action during their turn to attack nearest ally of theirs in any possible way. If there's no allies, the target will act like under regular Charm effect.
For more information regarding Charm, please read Status Table.
Inspiring Presence (V, S, 1 tile, A) - You touch a target and bestow upon them a magical inspiration. For the duration of 3 turns, the target receives +1 to Int, Wis and Char saving throws.
Heat Metal (V, S, 6 tiles, A) - When you choose a target that is wearing Medium or Heavy Armour, they have to succeed on a Constitution saving throw or take 2d8 Fire Damage. Additionally, the affected target has to take action to remove their Armour during their next turn. Targets that are not wearing Medium or Heavy Armour are not affected by that spell.
Silence (V, S, 12 tiles, A) - You select a target and force them to pass a Charisma Saving Throw - or mute them for the duration of 1 turn. Any spells or abilities that require Verbal element cannot be used by silenced target.
Lesser Restoration (V, S, 1 tile, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.
Shatter (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.
Knock (V, self, A) - You grant yourself a boon that allows you to breach any lock without destroying it. For one check you gain +30 to Breaching. Any theft or trespassing has to be reported through a Minstrel Ticket according to our Thievery Rules.
Kinetic Jaunt (S, self, BA) - You magically empower your movement with dancelike steps. When you activate this spell, during that turn you do not trigger AoO. Additionally, you gain +1 tile of movement for 1 turn.
Level Three Spells (Adept)
Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.
Fear (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.
Mass Healing Word (V, 6 tiles, BA) - As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
Intellect Fortress (V, 3 tiles, A) - For the duration of combat, one target of your choice gains resistance to Psychic Damage, as well as +1 to Intelligence, Wisdom, and Charisma Saving Throws. It doesn't stack with Inspiring Presence.
Motivational Speech (V, 6 tiles, A) - Choose up to five targets within range that can hear you. For the duration of combat, each affected target gains 5 temporary hit points and gains +1 to Charisma saving throws.
Slow (V, S, 12 tiles, A) - You select a target within range. The target must succeed on a Wisdom saving throw or be affected by this spell for 2 turns.
When under the effect of Slow their movement is halved, they receive -2 penalty to AC and Dexterity saving throws, and they can’t use reactions. On their turn they can use either an action or a bonus action, not both. Regardless of the target’s abilities or magic items, it can’t make more than one melee or ranged attack (including spells) during their turn.
Hypnotic Pattern (S, 12 tiles, A) - You create a twisting pattern of colours that weaves through the air in front of two targets of your choice. The pattern appears for a moment and vanishes. Each target affected has to make a Wisdom saving throw or become Dazed for the duration of 1 turn. If any of your targets receives damage while Dazed, the spell ends.
Level Four Spells (Practitioner)
Freedom of Movement (V, S, 1 tile, A) - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain (e.g. passing through obstacles that trigger your IG climbing but are not climbing), and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 1 tile of Movement to automatically escape from nonmagical restraints, such as a bola or a creature that has it grappled.
Polymorph (V, S, 6 tiles, A) - The target of your choice within range has to make a Wisdom saving throw or be turned into a harmless critter. When polymorphed the target can move their base movement value but cannot take any action for the duration of 2 turns or until they revert to their original form. Any damage inflicted upon a polymorphed target removes the effect of the spell.
Dimension Door (V, self, A) - You can teleport up to 9 tiles to a place you can see or one that you can visualise. After casting this spell you cannot move during this round, regardless of your abilities - you can perform bonus actions, however.
Raulothim's Psychic Lance (V, 12 tiles, A) - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter your target's name. If the named target is within range, it becomes the spell's target even if you can't see it. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 Psychic Damage and is Dazed until the end of their turn. On a successful save, the target takes half as much damage and is not Dazed.
Phantasmal Killer (V, S, 12 tiles, A) - You tap into the nightmares of a target you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On failed save, the target becomes Frightened for 3 turns and takes 4d10 Psychic Damage. On a succesful save, the target takes half damage.
Level Five Spells (Professional)
Mass Cure Wounds (V, S, 6 tile, A) - A wave of healing energy washes over targets of your choice and area around them. The spell restores Hit Points equal to 3d8+ your Spellcasting Modifier to the targets. This spell has no effect on udead or constructs.
Synaptic Static (V, S, 12 tiles, A) - You choose a target and cause psychic energy to explode around them. Everyone within 1 tile of your target must make an Intelligence saving throw. Upon failure, targets take 8d6 Psychic Damage and receive -2 penalty to all saving throws until the end of their turn. Upon failure, they still take half of the damage but do not receive penalties.
Greater Restoration (V, S, 1 tile, A) - You undo all negative effects a target suffers from and restore their previous state. This includes Bleeding, Charmed, Dazed, Frightened, Paralysed, Poisoned, Blighted and Burning. The target is also healed for 3d10 Hit Points.
Level Six Spells (Expert)
Eyebite (V, S, 6 tile, A) - Your eyes become an inky void imbued with dread power. One target of your choice within range that you can see must succeed on a Wisdom saving throw or receive Sleep effect for the duration of 2 turns. After waking up, whenever it was dispelled or after 2 turns, the target receives Frightened status for the duration of 1 turn.
Irresistible Dance (V, S, 3 tiles, A) - Choose one target you can see within range. The target has to succeed on a Dexterity saving throw or they begin a comic dance in place: shuffling, tapping their feet, and capering for the duration of 4 turns. Targets that can't be charmed are immune to this spell. The dancing target has their movement halved as they are perpetually dancing. Additionally, they receive -2 penalty to Dexterity saving throws, -2 to Attack Bonus and -2 AC until the spell ends.
Mordekainen's Sword (V, S, 3 tiles, A) - You summon a sword-shaped plane of force that you can use to smite your enemies. When the sword appears, you make a melee spell attack against a target of your choice within 3 tiles range. On a hit, the target takes 3d10 force damage. For the duration of 3 turns you can use your bonus action to strike any target of your choice with the same melee spell attack. After 3 turns the sword disappears.
Level Seven Spells (Master)
Mind Blank (V, S, 1 tile, A) - You touch a willing target. The target becomes immune to Psychic Damage for 2 turns. Additionally, the target receives immunity to Charm effects for the same duration.
Below you will find a small legend for easier browsing.
V - Verbal Component
S - Somatic Component
X tiles - Spell's range
self - Spell is castable only on you
A - Action
BA - Bonus Action
R - Reaction
(1) - The number is a Spell Slot the spell uses.