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Pengtl vdett

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • duration1 kr

Kinyjtod a kezed, s egy vdjelet rajzolsz a levegbe. A kvetkez krd vgig ellenállsz a fegyveres támodásokbl származ t, szr s vág srlseknek.

Bárd (Blade Ward) vdelmezs (Abj.) varázstrkk

Táncol fnyek

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

Foszfor, szilfaág vagy izzfreg

A hattávolságon bell ltrehozhatsz legfeljebb 4 fáklya mret, lebeg fnyforrást, amelyek fáklyához, lámpáshoz vagy világt gmbhz hasonlatosak. A 4 fnyforrást sszegyrhatod egyetlen, kzepes termet humanoidra emlkeztet fnyl formára. Bármelyik formát választod, mindegyik fnyforrás egy 10 láb sugar krnyi terletet gyr fnnyel világt meg.
A krdben bnuszakciknt átmozgathatod a fnyket a hattávon bell, a fnyek aktuális helytl legfeljebb 60 lábnyi távolságra. Mindegyik fnyforrásnak 20 lábon bell kell lennie egy másik, ugyanezzel a varázslattal ltrehozott fnyforrástl. A varzslat hattávolságán kvl kerl fny kialszik.

Bárd (Dancing Lights) ltrehvás (Ev.) varázstrkk

Barátok

  • casting time1 akci
  • rangeMagadra

  • componentsS, M
  • durationKoncentráci, legfeljebb 1 perc

Egy kis smink [az arcodra kenve]

Válassz ki egy lnyt, aki nem ellensges veled! A varázslat idejig elnnyel dobsz a kiválasztott lnyhez kapcsold Karizma prbákra. Amikor a varázslatnak vge szakad, a lny rájn, hogy elbájoltad, s ellensgess válik. Az aggresszira hajlamos karakterek akár meg is támadhatnak, mások, az interakcitl fggen, a megtorlás más formáját választhatják.

Bárd (Friends) bájolás varázstrkk

Fny

  • casting time1 akci
  • rangerints

  • componentsV, M
  • duration1 ra

Szentjánosbogár vagy foszforeszkál moha

Megrintesz egy minden irányban legfeljesbb 10 láb kiterjeds tárgyat. Amg tart a varázslat, ez a tárgy 20 lábnyi terletet ers fnnyel, további 20 lábynyi terletet pedig gyr fnnyel világt be. A fny sznt te választhatod meg. A tárgy fnyt nem áttetsz tárggyal el lehet takarni. A fny megsznik, amint a varázslatot egy másik tárgyra hazsnálod, vagy a fnyt egy akcibl megsznteted.
Ha a varázslatot egy olyan tárgyra használod, amelyet egy ellensges lny tart vagy visel, az ellensges lny sikeres gyessg prbával elkerlheti a varázslatot.

Bárd (Light) ltrehvás (Ev.) varázstrkk

Máguskz

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • duration1 perc

Egy lebeg szellemkz jelenik meg egy általad választott helyen a hattávon bell. A kz a varázslat vgig megmarad, hacsak nem tnteted el egy akcibl. A kz akkor is eltnik, ha jrahasználod ezt a varázslatod (tehát tbb kezet nem idzhetsz meg), vagy 30 lábnál messzebbre kerl tled.
Az akcidat felhasználhatod arra, hogy iráyntsd a kezet. A kz rintkezsbe lphet tárgyakkal, akár egy normális kz (pl. kinyithat egy ajtt, kivehet valamit egy tartbl, kintheti egy fiola tartalmát). A kezet használatonknt legfeljebb 30 lábnyt mozgathatod.
A kz nem használhat támadásra s varázstárgyak aktiválására. Legfeljebb 10 font (4,5 kil) sly tárgy cipelsre kpes.

Bárd (Mage Hand) megidzs (Con.) varázstrkk

Javtás

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • durationAzonnal

2 magnetit ásvány

Ezzel a varázslattal megjavthatsz egy egybefgg szakadást vagy trst egy tárgyon, amit megrintesz (pl. ketttrt láncszem vagy kulcs, lyukas ruha vagy kulacs). Ha a srls nem nagyobb, mint 1 láb kiterjeds (bármilyen irányban), akkor nyom nlkl el tudod tntetni a trst vagy szakadást.
A varázslattal ugyan mágikus tárgyakat fizikailag meg tudsz javtani, a varázserejket viszont nem tudod helyreálltani.

Bárd (Mending) átlnyegts (Tr.) varázstrkk

zenet

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • duration1 kr

Rvid rzhuzal

Rámutatsz egy hattávon belli lnyre s elsuttogod az zenetet. A clpont (csak ) hallja ezt az zenetet, s suttgva válaszolhat. A választ csak te hallod.
Szilárd akadályokon is áthatol a varázslatod, ha ismered a clpontodat s tudod, hogy az akadály mgtt tartzkodik. Mágikus nmaság, 1 láb vastag k, 1 incs (2,5 cm) vastag gyakori fm, egy vkony lomlap vagy 3 láb vastag fa megakadályozza az zenetet. A varázslat nem kell egyenes vonalat kvessen, sarkokon elkanyarodhat, rseken áthatolhat.

Bárd (Message) átlnyegts (Tr.) varázstrkk

Apr káprázat

  • casting time1 akci
  • range30 láb

  • componentsS, M
  • duration1 perc

Gyapjdarabka

A hattávon bell ltrehozhatsz egy hanghatást vagy egy lettelen tárgy kpt, ami a varázslat ideig tart. Az illzit akcival megsznthethet, s akkor is eltnik, ha jra használod ezt a vrázslatot.
A hanghatás erssge suttogástl siktásig terjedhet. A hang lehet a saját hangod, más llny, állat, tárgy, hangszer stb. hangja. A hangot a varázslat ideje alatt folyamatosan fenntarthatod vagy általad választott idkznknt ismtelheted.
Ha kp illziját hozod ltre, az egy legfeljebb 1 kbláb mret lettelen tárgy lehet (pl. szk, lábnyomok, kis láda). Az illzi csupán egy kp, nincs hangja, fnye, szaga, más szenzori hatása. Fizikai interakci hatására kiderl, hogy a tárgy csupán illzi, mert megfoghatatlan.
Ha egy teremtmny az akciját arra használja fel, hogy megvizsgállja az illzit, akkor a varázstámodásod ellen dobott sikeres Intelligencia (Nyomozás) prbával felfedi az illzit, ami számára elhalványul.

Bárd (Minor Illusion) illzi varázstrkk

Bvszkeds

  • casting time1 akci
  • range10 láb

  • componentsV, S
  • durationlegfeljebb 1 ra

A kvetkez hatásokat hozhatod ltere a varázslat hattávolságán bell:
• Ltrehozol egy azonnali, ártalmatlan rzkszervi hatást, pl. szikraest, fuvallatot, halk zent, klns szagot.
• Azonnal meggyjthatsz vagy kiolthatsz egy gyertyát, fáklyát, kisebb tábortzet.
• Azonnal megtiszttasz egy legfeljebb 1 ngyzetlábnyi terletet, legyen az a talaj vagy egy tárgy.
• 1 rára felmelegtesz, lehtesz vagy megizestesz egy legfeljebb 1 kblábnyi lettelen anyagot.
• 1 rára megjelentesz egy sznt, apr jelet vagy szimblumot egy tárgyon vagy felleten.
• Ltrehozol egy nem mágikus csecsebecst (apr tárgyat) vagy egy kpi illzit, ami elfr a tenyeredben. A hatás a kvetkz krd vgig tart.
Ha ezt a varázslatot egymásután tbbszr is haszlod, a nem azonnali hatásokbl legfeljebb 3 lehet egyszerre aktv. Egy-egy hatást 1 akciba kerl eltntetni.

Bárd (Prestidigitation) átlnyegts (Tr.) varázstrkk

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Mennydrgs

  • casting time1 akci
  • rangeMagadra - 5 láb sugar kr

  • componentsS
  • durationAzonnal

Ltrehozol egy kirobban, ers, mennydrg hangot, ami 100 lábnyi távolságra elhallatszik. Rajtad kvl minden lny, aki hattávolságon bell van (tled nem tbb, mint 5 láb távolságra) állkpessg prbát tesz. Sikertelen prba esetn 1D6 villámsrlst szenved.
Magasabb szinten: A varázslat által okozott srls 1D6-tal nvekszik, amikor elred az 5. (2D6), 11. (3D6) s 17. (4D6) szintet.

Bárd (Thunderclap) ltrehvás (Ev.) varázstrkk

J stratgia

  • casting time1 akci
  • range30 láb

  • componentsS
  • durationKoncentráci, legfeljebb 1 kr

Kinyjtod a kezed, s rámutatsz a hattávon bell elhelyezked clpontodra. A varázslat segtsgvel betekintst nyersz a clpontod vdekezsbe. A kvetkez krdben, ha mg tart a varázslat, akkor elnnyel dobhatod az els támadásod a clpont ellen.

Bárd (True Strike) látás (Div.) varázstrkk

Srzetlvs

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationAzonnal

A kinyjtott kezedbl jghidek srsugár csap ki, megclozva a kiválasztott lnyt vagy tárgyat. Hajts vgre egy távolsági varázstámadást a clpont ellen! Ha sikeres a támadásod, a clpont 1D8 hidegsrlst kap s állkpessg mentt kell dobjon. Sikertelen mentdobás esetn mrgezett lesz a kvetkez kre vgig. A clpont a mentdobást hátránnyal dobja, ha az elmlt egy rában fogyasztott alkoholt.
Magasabb szinten:A varázslat által okozott srls 1D8-cal nvekszik, amikor elred az 5. (2D8), 11. (3D8) s 17. (4D8) szintet.

Bárd (Ale-dritch Blast) megidzs (Con.) varázstrkk

Mar gny

  • casting time1 akci
  • range60 láb

  • componentsV
  • durationAzonnal

Bájolással átitatott srtsekkel árasztod el a hattávon bell találhat, számodra láthat clpontodat. A hatásosság rdekben a clpontnak hallania kell tged (de nem felttlenl kell rtenie, amit mondasz). A clpontnak Blcsessgmentt kell dobnia. Sikertelen mentdobás esetn 1D4 pszichikai sebzst szenved, s a kvetkez támadását hátránnyal dobja a kvetkez kre vgig.
Magasabb szinten:A varázslat által okozott srls 1D4-gyel nvekszik, amikor elred az 5. (2D4), 11. (3D4) s 17. (4D4) szintet.

Bárd (Vicious Mockery) bájolás varázstrkk

állati barátság

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • duration24 ra

Egy falatka tel

A varázslat segtsgvel meggyzhetsz egy állatot, hogy nem akarod bántani. A clpontod hattávon bell kell legyen, látnod kell t, s neki is látnia s halania kell tged. A 4 vagy annál nagyobb Itelligenciáj állatok esetben a varázslat nem mkdik. Egyb esetben az állat Blcsessgmentt dob, ha nem sikerl megdobni a mentt, akkor a varázslat hatidejiig elbájolod. Ha te vagy valamelyik társad bántja az állatot, akkor vgetr a varázslat.

Magasabb szinten:: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg egy állatot kiválaszthatsz clpontknt.

Bárd (Animal Friendship) 1. szint bájolás

Rontás

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

Egy csepp vr

legfeljebb 3 lny, aki hattávon bell van s láthat számodra, Karimamentt dob. Sikertelen mentdobás esetn a varázslat vgig a clpont támoadásoknál s mentdobásoknál 1D4-gyel is dob, s a dobott számot kivonja a prbadobás rtkbl.

Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg egy lnyt kiválaszthatsz clpontknt.

Bárd (Bane) 1. szint bájolás

Elbvls

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • duration1 ra

Megprbálasz elbvlni egy hattávon bell találhat umanoid lnyt, akit látsz. A lny Blcsessgmentt dob, ha te vagy a társaid pp harcoltok vele, akkor elnnyel dob. Sikertelen mentdobás esetn a lny a bvkrdbe kerl, addig amg a varázslat tart vagy te vagy valamelyik társad nem bántja. Az elbvlt lny barátságos ismersknt tekint rád. Ha vget r a varázslat, akkor a clpont tisztában lesz azzal, hogy elbájoltad.

Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg egy lnyt kiválaszthatsz clpontknt. A clpontoknak egymástl nem tbb, mint 30 láb távolságra kell lennik, amikor megprbálod elbvlni ket.

Bárd (Charm Person) 1. szint bájolás

Beptett tolmács (Rituál)

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • duration1 ra

Egy csipet korom s s

A varázslat ideje alatt bármilyen nyelven is szlalnak meg krltted, rted az elhangz szavak jelentst. ott szvegek jelentsnek megrtsre is kpes vagy bármilyen nyelven, amg megrinted azt a felletet, amin a szveg találhat. Krlbell 1 percebe telik 1 oldalnyi szveg elolvasása.
A varázslat titkostott zenetek, titkosrás s rásjelnek nem számt jelkpek (pl. arkáni szigillumok) megfejtsre nem alkalmas.

Bárd (Comprehend Languages) 1. szint látás (Div.)

Vakt sznek

  • casting time1 akci
  • rangeMagadra - 15 lábnyi tlcsr

  • componentsV, S, M
  • duration1 kr

egy csipet piros, kk vagy sárga por vagy homok

Sznpompás fnysugarak sokasága árad a kezedbl. Dobj 6D6-tal, az sszeg megmutatja, hogy sszesen hány HP-nyi lnyre lehet hatással a varázslat. Tled ereden egy 15 lábnyi tlcsr terleten, HP szerinti emelked sorrenben hat a terleten találhat lnyekre a varázslat (az eszmletlen s vak lnyekre nem hat a varázslat). A legkisebb HP-j lnyre hat elszr a varázslat, majd az HP-t ki kell vonni a 6D6 sszegbl, s megnzni, hogy a kvetkez legkisebb HP-j lnyre hat-e mg a varázslat, s gy tovább. A hatáshoz a lny HP-jának egyenlnek vagy kevesebbnek kell lennie, mint a fenmarad sszeg. A lnyek, akikre hat a varázslat a varázslat vgig megvakulnak.

Bárd (Color Spray) 1. szint illzi

0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1

Parancs

  • casting time1 akci
  • range60 láb

  • componentsV
  • duration1 kr

A hattávolságon bell láthat clpontnak egyszavas parancsot adsz. A clpont Blcsessgmentt dob, sikertelen mentdobás esetn a kvetkez krben vgrehajtja a parancsod. A varázslat nem hat, ha a clpont lhalott, vagy nem beszli a nyelvet, amin a parancsot adtad, vagy olyan parancsot adtál, amivel nmagában kne kárt tegyen. Ha a clpont nem tudja kvetni a parancsod, akkor a varázslatnak vge szakad. A DM-re van bzva, hogy parancsok esetn hogy viselkedik a clpont. Nhány plda a parancsokra:.
Gyere: A clpont a legrvidebb, kzvetlen tvonalon kzelt feld. A kre vget r, amint tled 5 láb távolságra kerl.
Ejtsd el: A clpont eldobja, amit tart, majd vget r a kre.
Meneklj: A clpont a lehet leggyorsabb mdon veled elelnkez irányba mozog.
Hasra: A clpont hasra vágdik, majd vget r a kre.
állj:A lny nem mozdul. Repl lny a levegben marad, s pont annyit mozdul, ami a fennmaradáshoz szksges.

Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg egy lnyt kiválaszthatsz clpontknt. A clpontoknak egymástl nem tbb, mint 30 láb távolságra kell lennik, amikor megprbálod elbájolni ket.

Bárd (Command) 1. szint bájolás

sszeforr sebek

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationAzonnal

Egy lny, akit megrintesz, visszanyer 1D8 HP-t + varázsláshoz használt tulajdonságod mdostjának megfelel HP-t. A varázslat nem hat lholtakra s szerkezetekre.
Magasabb szinten::Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, a clpont minden egyes plusz szintrt plusz 1D8-at gygyul.

Bárd (Cure Wounds) 1. szint ltrehvás (Ev.)

Felfedett mágia (Rituál)

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • durationKoncentráci, legfeljebb 10 perc

A varázslat ideje alatt megrzed a mágia jelenltt tled legfeljebb 30 láb távolságig. Ha rzel mágiát ezen a terleten, akkor az akcidat felhasználatod arra, hogy a láthat, mágiával rendelkez lny s tárgy krl szrevedd a halvány aurát. Az aura mellett a mágiához tartoz iskola (ha van) is felfeddik eltted.
A varázslatot a legtbb akadály nem álltja meg, ez all kivtel 1 láb vastag k, 1 incs (2,5 cm) vastag gyakori fm, egy vkony lomlap vagy 3 láb vastag fa.

Bárd (Detect Magic) 1. szint látás (Div.)

álca

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • duration1 ra

A varázslat idejre meváltoztathatod, hogy milyennek látják mások a klddet, belertve a viselt ruhádat, felszerelsedet s fegyvereidet is. 1 akcibl eltntetheted ezt az illzit. Mások akár 1 lábbal alacsonyabbnak vagy magasabbnak, vkonyabbnak vagy kvrebbnek látnak. A testfelptesed kinzett nem változtadhatos teljesen meg: pl. a vgtagjaid száma s helyzete nem változhat meg. Ezen kvl viszont az illzi pontos kinzett te határozod meg.
Az illzi csak a látványra terjed ki, a fizikai formádat nem változtatja meg. gy pl. ha kalapot varázsolsz magadra, azt megrintve átnylank a kalap illziján vagy a hajadat fogják rezni. Ha vkonyabbnak láttadod magad, akkor beldtkzhetnek gy, hogy látszatra a levegben akadnak fenn.
Ha egy teremtmny az akciját arra használja fel, hogy megvizsgállja a klsd, akkor a varázsmentd ellen dobott sikeres Intelligencia (Nyomozás) prbával felfedi az illzit.

Bárd (Disguise Self) 1. szint illzi

Kakofn suttogás

  • casting time1 akci
  • range60 láb

  • componentsV
  • durationAzonnal

Kiválasztasz egy lnyt hattávon bell. Kizárlag ez a lny hallja a varázslatbl erede halk, kakofn meldiát, ami szrny fájdalmat okoz neki. A lny Blcsessgmentd dob. Sikertelen dobás esetn 3D6 pszichikai sebzst szenved, s ha van mg reakcija, akkor azt arra kell használja, hogy teljes sebessgvel távolodjon tled. A lny hátrálás kzben nem lp egyrtelmen vezslyes terletre (pl. szakadkba vagy tzbe). Sikeres ment esetn 3D6 felt srli, s nem kell meneklnie. Halláskptelen lnyeknek automatikusan sikeres a mentdobása.
Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt 1D6-tal nvekszik a sebzs.

Bárd (Dissonant Whispers) 1. szint bájolás

Fldmozgás

  • casting time1 akci
  • rangeMagadra (10 láb sugar kr)

  • componentsV, S
  • durationAzonnal

A tged krlvev 10 láb sugar krben megremeg a fld. Rajtad kvl minden hattávon bell tartzkd lny gyessgmentt dob. Sikertelen mentdobás esetn a lny 1D6 t srlst szenved s fldre esik. Ha a varázslatot laza fldbl vagy kzetbl áll talajon használod, az innentl nehz terepnek számt, amg valaki meg nem tiszttja azt. A kzzel megtiszttáshoz legalább 1 perc szksges 5 ngyzetlábonknt. >
Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt 1D6-tal nvekszik a sebzs.

Bárd (Earth Tremor) 1. szint ltrehvás (Ev.)

Tndetz

  • casting time1 akci
  • range60 láb

  • componentsV
  • durationKoncentráci, legfeljebb 1 perc

A hattávon bell egy általad választott 20 kbláb terleten minden tárgy egy általad választott szn fnyben fog ragyogni. Az ezen a terleten tartzkod lnyek sikertelen gyessgment dobás esetn szintn ilyen fnykrvonalat kapnak. Minden, tndetz által ragyogvá tett tárgy s lny 10 láb sugar krt gyr fnnyel világt meg, amg a varázsat tart.
Bárki elnnyel dob támadást a tndetzzel megvilágtott lny ellen, ha látja azt. A tndetzzel megvilágtott tárgy vagy lny elveszti láthatatlanságát.

Bárd (Faerie Fire) 1. szint ltrehvás (Ev.)

Piheknny ess

  • casting time1 reakci
  • range60 láb

  • componentsV, M
  • duration1 perc

Egy fehr toll vagy tykszv

Reakci - Amikor te vagy egy tled legfeljebb 60 lábra találhat lny lezuhan. Legfeljebb 5 zuhan lnyre varázsolhat egyszerre. A kiválasztott lnyek zuhanási sebessge krnknt 60 lábra cskken a varázslat idejre. Ha a lny fldet r, mieltt a varázslat vget rne, akkor az essbl nem szenved el srlst, s a lábára rkezhet. Ezzel a lny számára vget r a varázslat hatása.

Bárd (Feather Fall) 1. szint átlnyegts (Tr.)

Valtlan rtk

  • casting time1 perc
  • rangerints

  • componentsV
  • duration8 ra

Egy 1 lábnál nem nagyobb kiterjeds tárgy rtkt látszlagos rtkt duplájára nveled (pl. extra dszts illzijával) vagy felre cskkented (pl. karcolások, kopások látszatát keltve). Midenki, aki megvizsgálja a tárgyat, Nyomozásprbát dob a varázsmentddel szemben.

Bárd (Distort Value) 1. szint illzi

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Vezrl kz (Rituál)

  • casting time1 perc
  • range5 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 8 ra

Ltrehozol egy kicsi, fnybl gyrt, nem anyagbl áll kezet (vagy neked tetsz jelet) egy nem foglalt, láthat helyen a hattávon bell. A kz eltnik, aimint teleportálsz vagy másik skra lpsz. Amikor a kz megjeleneik, nevezz meg egy fontoss tájkozdási pontot (pl. várost, pletet, hegyet, csatateret), ami veled azonos skon találhat. A trtnelem során már valakinek fel kellett trkpeznie ezt a helyet. Ha nem szerepel egyetlen ltez trkpen sem ez a hely, akkor a varázslat nem mkdik. Minden egyb esetben a kz mutatja neked kiválasztott helyszn fel vezet irányt (lgvonalban, nem az tvonalat!). Akármerre msz, a kz tled 5 láb távolságban marad, tehát mozdul veled egytt. H anem kveted, akkor 1D4 percenknt villanással jelzi, hogy kvesd.

Bárd (Guiding Hand) 1. szint látás

Gygyt szavak

  • casting time1 bnuszakci
  • range60 láb

  • componentsV
  • durationAzonnal

Hattávon bell egy általad kiválasztott lny, akit látsz visszanyer 1D4 HP-t + varázsláshoz használt tulajdonságod mdostjának megfelel HP-t. A varázslat nem hat lholtakra s szerkezetekre.
Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, a clpont minden egyes plusz szintrt plusz 1D4-et gygyul.

Bárd (Healing Word) 1. szint ltrehvás (Ev.)

Hsiessg

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

Egy hajlandságot mutat lnyt megrintesz, akit ezután átjár a bátorság. Amg tart ez a varázslat, addig ez a lny nem flemlthet meg, s minden kre elejn annyi ideiglenes HP-t kap, mint a varázsláshoz használt tulajdonságod mdostja. Amint a varázslat megsznik, a kiválasztott lny elveszti a varázslatbl származ ideiglenes HP-t.
Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg egy lnyt kiválaszthatsz clpontknt.

Bárd (Heroism) 1. szint bájolás

Beazonostás (Rituál)

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • durationAzonnal

Legalább 100 arany rtk gyngy s egy bagolytoll

A varázslás során folyamatosan meg kell rintened a beazonostani kvánt tárgyat vagy lnyt. Mágikus vagy varázslat hatása alatt áll tárgynak megismered a mágikus tulajdonságait s azt is, hogy hogyan használhatod, hogy rá kell-e hangoldnod használat eltt, s hányszor használhat. Megismered, milyen varázslatok hatnak a tárgyra.
A megrintett lnyrl megtudod, hogy milyen varázslatok hatása alatt áll ppen.

Bárd (Identify) 1. szint látás (Div.) szinten

Csalka rás (Rituál)

  • casting time1 perc
  • rangerints

  • componentsS, M
  • duration10 nap

Legalább 10 arany rtk, lom alap tintam amit felemszt a varázslat

Paprra, pergamenre vagy bármilyen más, arra alkalmas anyagra mágiával átitatott szveget rsz.
Neked s a varázslás ideje alatt kiválasztott lnyeknek az rás normálisnak tnik. A te kzirásoddal az általad paprra szánt szveget látják. Mindenki más számára a szveg olvashatlan, ismeretlen nyelven rt szvegnek tnik. gy is dnthetsz, hogy mások olvashat, ám az általad rd szvegtl teljesen eltr szveget látnak, eltr nyelven, a tidtl eltr kzrással. A mások számára láttatot nyelven ismerned kell.
Ha megsznik a varázslat, akkor az eredeti szveg s az illzi szveg is eltnik.
Igazlát lnyek el tudják olvasni a rejtett zenetet.

Bárd (Illusory Script ) 1. szint illzi

Gyorslpt

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • duration1 ra

Egy csipet fld

Megrintesz egy lnyt. A clpont sebessge 10 lábbal nvekszik, amg tart a varázslat.
Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg egy lnyt kiválaszthatsz clpontknt.

Bárd (Longstrider) 1. szint átlnyegts (Tr.)

Csendes kp

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

Egy darabka gyapj

Egy maximum 15 kbláb nagyság tárgy, ptmny, lny vagy láthat jelensg kpt hozod ltre. A kp a hatttávon bell egy adott helyen jelenik meg s a varázslat idejig tart. Az illzi csupán látvány, me, ksri szag-, hang- vagy más szenzori hatás.
Egy akcibl a kpet hattávon bell átmozgathatod. átmozgatás kzben mdosthato az illzi kinzett, hogy a mozgás termszetesnek tnjn. Pldául egy lny kpt mozgathatod gy, hogy az stálásnak tnjn.
Fizikai interakci felfedi az illzit, mert minden áthalad rajta. Ha egy teremtmny az akciját arra használja fel, hogy megvizsgállja a kpet akkor a varázsmentd ellen dobott sikeres Intelligencia (Nyomozás) prbával felfedi az illzit, s átlát a kpen.

Bárd (Silent Image) 1. szint illzi

Megzavart figyelem

  • casting time1 reakci
  • range60 láb

  • componentsV
  • durationAzonnal (1 perc)

Reakci: egy lnynek, akit látsz hattávon bell, sikerl a támda, ment- vagy más prbadobása. Mágikusan megzavarod egy lny figyelmt, amit egy másik lny elnyre kovácsolsz. A reakcit kivált lnynek jra kell dobnia a prbadobást, s a kisebbik dobást kell használnia.
Kiválaszthatsz egy lnyt (magadat is), akit látsz hattávon bell. A kiválasztott lny a kvetkez támad, ment- vagy prbadobását elnnyel dobja. Ez az elny legfeljebb a varázslatot kvet 1 percen bell hazsnálhat fel. Egy lny egyszerre csak egyszer lvezheti a varázslat pozitv hatásait, nem kaphat egynl tbb elnyt.

Bárd (Silvery Barbs) 1.szint bájolás

Altat

  • casting time1 akci
  • range90 láb

  • componentsV, S, M
  • duration1 perc

Egy csipet aprszem homok, rrzsaszirmok vagy egy tcsk

A varázslat mágikus álomba ringatja a hatása alá vont lnyeket. Dobj 5D8-cal, az sszeg megmutatja, hogy sszesen hány HP-nyi lnyre lehet hatással a varázslat. A hattávon bell kiválasztasz egy pontot, s onnan számtva 20 lábnyi terleten, HP szerinti emelked sorrenben hat a terleten találhat lnyekre a varázslat (az eszmletlen lnyekre nem hat a varázslat). A legkisebb HP-j lnyre hat elszr a varázslat, majd az HP-t ki kell vonni az 5D8 sszegbl, s megnzni, hogy a kvetkez legkisebb HP-j lnyre hat-e mg a varázslat, s gy tovább. A hatáshoz a lny HP-jának egyenlnek vagy kevesebbnek kell lennie, mint a fenmarad sszeg. A lnyek, akikre hat a varázslat eszmletlenn válnak a varázslat vgig, vagy amg meg nem srlnek, vagy amg valaki 1 akcibl fel nem rázza ket álmukbl.
lholtakra nem hat a varázslat.

Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, akkor minden egyes plusz szintrt mg 2d8-cal dobhatsz.

Bárd (Sleep) 1. szint bájolás

1 1
1 1
1 1
1 1
1 1
1 1
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breszt

  • casting time1 bnuszakci
  • range10 láb

  • componentsV
  • durationAzonnali

Hattávon bell minden általad választott alv lny felbred. Eztán minden fekf/hasal lny mozgás kltse nlkl felkelhet a fldrl.

Bárd (Sudden Awakening) 1. szint bájolás

Beszlgets az állatokkal (Rituál)

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • duration10 perc

A varázslat ideig kpes vagy beszlgetni az állatokkal (megrted, amit mondanak s k is rtik, amit mondasz, a beszlgets mások számára hallhat, de nem rthet, tehát nem telepatikus.) Az átadhat tudás s az állat tudata az állat intelligenciájának megfelelen korlátozott, de legalább a krnykbeli helysznekrl s szrnyekrl tájkoztatni tudnak, a legutbbi szunykálásuk ta trtnteket fel tudják idzni. Lehet, hogy kpes vagy meggyzni egy állatot arrl, hogy kisebb szvessgekkel segtsen, de a varázslat csak a kommunikáci kpessgt adja, nem teszi az állatot knnyebben meggyzhetv.

Bárd (Speak with Animals) 1. szint látás (Div.)

Frtelmes nevets

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

Aprstemny s egy lebegben lengetett madártoll

Hattávon bell egy lny, akit látsz mindent vgtelenl viccesnek talál s rhggrcst kap, ha a varázslat hatása alá kerl. A clpont Blcsessgmentt dob, sikertelen dobás esetn hasra vágdik, cselekvkptelen lesz s nem tud felkelni a fldrl. 4 vagy annál kisebb intelligenciáj lnyekre nem hat a varázslat.
A clpont minden kre vgn, illetve minden alkalommal, amikor megsrl, jra Blcsessgmentt dobhat. Ha srls miatt dob mentdobást, akkor elnnyel dobhat. Sikeres mentdobás esetn a varázslat megsznik.

Bárd (Tasha's Hideous Laughter) 1. szint bájolás

Egetrenget hanghullám

  • casting time1 akci
  • rangeMagadra (15-lábnyi kocka)

  • componentsV, S
  • durationAzonnal

Drrensszer erhullám csap ki belled. Tled számolva 15 láb kockányi terleten állkpessgmentt dob. Siekrtelen dobás esetn az eltalált lny 2d8 villámsebzst szenved, s tled 10 lábbal távolabb lkdikt. Siekres mentdobás esetn feleannyi sebzst szenved s nem lkd magadtl távolabb.
Minden mozdthat tárgy, ami teljesen a hattávon bell van, szintn 10 lábbal távolabb sodrdik tled. A varázslatot ers, 300 láb távolságbl is hallhat hanghatás ksri.
Magasabb szinten: Ha 2. szint vagy magasabb varázslási lehetsget (spell slot) használsz a varázslathoz, minden plusz szintrt 1d8-cal n a sebzs.

Bárd (Thunderwave) 1. szint ltrehvás (Ev.)

Fldntli krus

  • casting time1 akci
  • rangeMagadra (30 láb sugárban)

  • componentsV
  • durationkoncentráci, legfeljebb 10 perc

Tled 30 láb távolságig általad választott zene tlti meg a teret. A zene sarkokon is terjed, s akár 100 láb távolságra is elhallatszik. A zennek te vagy a kzppontja, veled mozdul.
A varázslat vgig a Karizma (Eladmvszet) prbákat elnnyel dobod. Emellett minden krdben bnuszakciknt kiválaszthatsz egy tled legfeljebb 30 láb távolságra lv lnyt, aki lát tged s hallja a zent. Ezt a lnyt megprbálod elbvlni. A lny Karizmamentt dob. A dobás automatikusan sikerl, ha te vagy a társaid megtámadjátok. Sikertelen mantdobás esetn a lny barátságossá válik, amg hallja a zent s azt kveten 1 rán keresztl, vagy amg meg nem támadjátok. Amg a hatás tart, a barátságossá tett lny ellen elnnyel dobsz Karizma (Megtveszts) s Karizma (Meggyzs) prbadobást.

Bárd (Unearthly Chorus ) 1. szint illzi

Láthatatlan szolgál (Rituál)

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • duration1 ra

Egy rvid zsineg s egy fadarab

A varázslat hatására megidzel egy láthatatlan, tudattalan, formátlan ert, ami parancsodra egyszer feladatokat teljest a varázslat ideje alatt. Amikor megidzed, a szolga a talajon mg nem foglat terleten bukkan fel hattávon bell. rtkei: 10 AC, 1 HP, Er: 2, as támadni nem kpes. Ha 0 HP-ja marad, akkor a varázslat megsznik.
Krnknt egyszer bnuszakcibl mentális parancsot adhatsz a szolgálnak, legfeljebb 15 lábnyit mozogjon s interakcit hajtson vgre egy tárggyal. A szolgál olyan egyszer feladatok vgrehajtására kpes, mint egy emberi szolgál feladatai. Pl. odahoz valamit, takartás, ruhák sszehajtása vagy megfoltozása, tzgyjtás, tálalás, italtlts. AMint megkapja a parancsot, a szolgál vgrehajtja azt legjobb tudása szerint, majd várja a kvetkez feladatot.
Ha olyan feladattal bzod meg a szolgált, aminek hatására tled tbb mint 60 láb távolságra kerl, a varázslat vget r.

Bárd (Unseen servant) 1. szint megidzs (Con.)

Animal Messenger (Rituál) [1/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • duration24 ras

A morsel of food

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of legfeljebb twenty-5 words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 ras for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

Magasabb szinten: If you cast this spell using a spell slot of 3rd level or

Bárd 2. szint bájolás

Animal Messenger (Rituál) [2/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • duration24 ras

A morsel of food

higher, the duration of the spell increases by 48 ras for each slot level above 2..

Bárd 2. szint bájolás

Blindness/Deafness

  • casting time1 akci
  • range30 láb

  • componentsV
  • duration1 perc

You can blind or deafen a foe. Choose 1 creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Magasabb szinten: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2..

Bárd 2. szint Necromancy

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2

Calm Emotions

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose 1 of the following 2 effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Bárd 2. szint bájolás

Cloud of Daggers

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A sliver of glass

You fill the air with spinning daggers in a cube 5 láb on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

Magasabb szinten: when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2..

Bárd 2. szint megidzs (Con.)

Crown of Madness

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

1 humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its akci before moving on each of its turns to make a melee attack against a creature other than itMagadra that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your akci to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Bárd 2. szint bájolás

Detect Thoughts [1/2]

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your akci on each turn until the spell ends, you can focus your mind on any 1 creature that you can see within 30 láb of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an akci, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its akci on its turn to make an

Bárd 2. szint látás (Div.) szinten

Detect Thoughts [2/2]

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A copper piece

Intelligence check contested by your Intelligence check if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your akci during the duration, you can search for thoughts within 30 láb of you. The spell can penetrate barriers, but 2 láb of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Bárd 2. szint látás (Div.) szinten

Enhance Ability

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

Fur or a feather from a beast

You rints a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 láb or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.

Magasabb szinten: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2..

Bárd 2. szint átlnyegts (Tr.)

Enthrall

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • duration1 perc

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Bárd 2. szint bájolás

Heat Metal

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bnuszakci on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Magasabb szinten: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2..

Bárd 2. szint átlnyegts (Tr.)

Hold Person

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Magasabb szinten: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2.. The humanoids must be within 30 láb of each other when you target them.

Bárd 2. szint bájolás

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Invisibility

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

An eyelash encased in gum arabic

A creature you rints becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

Magasabb szinten: When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each slot level above 2..

Bárd 2. szint illzi

Knock

  • casting time1 akci
  • range60 láb

  • componentsV
  • durationAzonnal

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only 1 of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 perc, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 láb, emanates from the target object.

Bárd 2. szint átlnyegts (Tr.)

Lesser Restoration

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationAzonnal

You rints a creature and can end either 1 disease or 1 condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Bárd 2. szint Abjuration

Locate Animals or Plants (Rituál)

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • durationAzonnal

A bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surkrings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Bárd 2. szint látás (Div.) szinten

Locate Object

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 láb of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 láb - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Bárd 2. szint látás (Div.) szinten

Magic Mouth (Rituál) [1/2]

  • casting time1 perc
  • range30 láb

  • componentsV, S, M
  • durationUntil dispelled

A small bit of honeycomb and jade dust worth at least 10 gp, Consumed

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 perc. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30

Bárd 2. szint illzi

Magic Mouth (Rituál) [2/2]

  • casting time1 perc
  • range30 láb

  • componentsV, S, M
  • durationUntil dispelled

A small bit of honeycomb and jade dust worth at least 10 gp, Consumed

láb of the object. For example, you could instruct the mouth to speak when any creature moves within 30 láb of the object or when a silver bell rings within 30 láb of it.

Bárd 2. szint illzi

Phantasmal Force [1/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A bit of fleece

You craft an illzi that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its akci to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illzi, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives

Bárd 2. szint illzi

Phantasmal Force [2/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A bit of fleece

the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illzi. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each kr on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 láb of the phantasm, provided that the illzi is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illzi.

Bárd 2. szint illzi

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Pyrotechnics

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationAzonnal

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 láb of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving akr corners. The area of the smoke is heavily obscured. The smoke persists for 1 perc or until a strong wind disperses it.

Bárd 2. szint átlnyegts (Tr.)

See Invisibility

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • duration1 ra

A pinch of Talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Bárd 2. szint látás (Div.) szinten

Shatter

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationAzonnal

A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Magasabb szinten: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2..

Bárd 2. szint ltrehvás (Ev.)

Silence (Rituál)

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 10 perc

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Bárd 2. szint illzi

Skywrite (Rituál)

  • casting time1 akci
  • rangeSight

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 ra

You cause legfeljebb 10 words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Bárd 2. szint átlnyegts (Tr.)

Suggestion [1/2]

  • casting time1 akci
  • range30 láb

  • componentsV, M
  • durationKoncentráci, legfeljebb 8 ras

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of akci sound reasonable. Asking the creature to stab itMagadra, throw itMagadra onto a spear, immolate itMagadra, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of akci you described to the best of its ability. The suggested course of akci can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight 5 her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't

Bárd 2. szint bájolás

Suggestion [2/2]

  • casting time1 akci
  • range30 láb

  • componentsV, M
  • durationKoncentráci, legfeljebb 8 ras

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

performed.
If you or any of your companions damage the target, the spell ends.

Bárd 2. szint bájolás

Warding Wind

  • casting time1 akci
  • rangeMagadra

  • componentsV
  • durationKoncentráci, legfeljebb 10 perc

A strong wind (20 miles per ra) blows akr you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Bárd 2. szint ltrehvás (Ev.)

Zone of Truth

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • duration10 perc

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Bárd 2. szint bájolás

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Aid

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • duration8 ras

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose legfeljebb three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
Magasabb szinten: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2..

Bárd 2. szint Abjuration

Enlarge/Reduce [1/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce. The

Bárd 2. szint átlnyegts (Tr.)

Enlarge/Reduce [2/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

a pinch of powdered iron

target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Bárd 2. szint átlnyegts (Tr.)

Mirror Image

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • duration1 perc

Three illusory duplicates of yourMagadra appear in your space. Until the spell ends, the duplicates move with you and mimic your akcis, shifting position so it's impossible to track which image is real. You can use your akci to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illzis as false, as with truesight.

Bárd 2. szint illzi

Bestow Curse [1/2]

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You rints a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose 1 ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed, the target has disadvantage on attack rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its akci that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

Magasabb szinten: If you cast this spell using a spell slot of 4th level or higher, the duration is Koncentráci, legfeljebb 10 perc. If you use a spell slot of 5th level or higher, the duration is 8 ras. -
-
-
-
-
If you use a spell slot of 7th level or higher, the duration

Bárd 3rd level Necromancy

Bestow Curse [2/2]

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

If you use a spell slot of 7th level or higher, the duration is 24 ras. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require Koncentráci.

Bárd 3rd level Necromancy

Catnap

  • casting time1 akci
  • range30 láb

  • componentsS, M
  • duration10 perc

A pinch of sand

You make a calming gesture, and legfeljebb 3 willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an akci to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

Magasabb szinten: When you cast this spell using a spell slot of 4th level or higher, you can target 1 additional willing creature for each slot level above 3rd.

Bárd 3rd level bájolás

Clairvoyance [1/2]

  • casting time10 perc
  • range1 mile

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

You create an invisible sensor within range in a location familiar to you (A place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, akr a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your akci, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your akci, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Bárd 3rd level látás (Div.) szinten

Clairvoyance [2/2]

  • casting time10 perc
  • range1 mile

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Bárd 3rd level látás (Div.) szinten

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3

Dispel Magic

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationAzonnal

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Magasabb szinten: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Bárd 3rd level Abjuration

Enemies Abound

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itMagadra on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Bárd 3rd level bájolás

Fear

  • casting time1 akci
  • rangeMagadra (30-foot cone)

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash akci and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Bárd 3rd level illzi

Feign Death (Rituál)

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • duration1 ra

A pinch of graveyard dirt

You rints a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an akci to rints the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Bárd 3rd level Necromancy

Glyph of Warding [1/3]

  • casting time1 ra
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Incense and powdered diamond worth at least 200 gp, Consumed

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 láb in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 láb from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include rintsing or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within

Bárd 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time1 ra
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Incense and powdered diamond worth at least 200 gp, Consumed

an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads akr corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful

Bárd 3rd level Abjuration

Glyph of Warding [3/3]

  • casting time1 ra
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Incense and powdered diamond worth at least 200 gp, Consumed

one.
Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Koncentráci, it lasts until the end of its full duration.

Magasabb szinten: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of legfeljebb the same level as the slot you use for the glyph of warding.

Bárd 3rd level Abjuration

Hypnotic Pattern

  • casting time1 akci
  • range120 láb

  • componentsS, M
  • durationKoncentráci, legfeljebb 1 perc

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an akci to shake the creature out of its stupor.

Bárd 3rd level illzi

Intellect Fortress

  • casting time1 akci
  • range30 láb

  • componentsV
  • durationKoncentráci, legfeljebb 1 ra

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
Magasabb szinten: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 láb of each other when you target them.

Bárd 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Leomund's Tiny Hut (Rituál)

  • casting time1 perc
  • rangeMagadra (10-foot-radius hemisphere)

  • componentsV, S, M
  • duration8 ras

A small crystal bead

A 10-foot-radius immobile dome of force springs into existence akr and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Bárd 3rd level ltrehvás (Ev.)

Major Image [1/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illzi, you can use your akci to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illzi to make different sounds at different times, even making it carry on a conversation, for example.
Physical interakci with the image

Bárd 3rd level illzi

Major Image [2/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A bit of fleece

reveals it to be an illzi, because things can pass through it. A creature that uses its akci to examine the image can determine that it is an illzi with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illzi for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Magasabb szinten: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your Koncentráci.

Bárd 3rd level illzi

Nondetection

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • duration8 ras

A pinch of diamond dust worth 25 gp sprinkled over the target, Consumed

For the duration, you hide a target that you rints from látás (Div.) szinten magic. The target can be a willing creature or a place or an object no larger than 10 láb in any dimension. The target can't be targeted by any látás (Div.) szinten magic or perceived through magical scrying sensors.

Bárd 3rd level Abjuration

Speak with Dead

  • casting time1 akci
  • range10 láb

  • componentsV, S, M
  • duration10 perc

Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 nap.
Until the spell ends, you can ask the corpse legfeljebb 5 questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Bárd 3rd level Necromancy

Speak with Plants

  • casting time1 akci
  • rangeMagadra (30-foot radius)

  • componentsV, S
  • duration10 perc

You imbue plants within 30 láb of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past nap, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Bárd 3rd level átlnyegts (Tr.)

Stinking Cloud

  • casting time1 akci
  • range90 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A rotten egg or several skunk cabbage leaves

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads akr corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its akci that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per ra) disperses the cloud after 4 krs. A strong wind (at least 20 miles per ra) disperses it after 1 kr.

Bárd 3rd level megidzs (Con.)

Tongues

  • casting time1 akci
  • rangerints

  • componentsV, M
  • duration1 ra

A small clay model of a ziggurat

This spell grants the creature you rints the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least 1 language and can hear the target understands what it says.

Bárd 3rd level látás (Div.) szinten

Mass Healing Word

  • casting time1 bnuszakci
  • range60 láb

  • componentsV
  • durationAzonnal

As you call out words of restoration, legfeljebb 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.
Magasabb szinten: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Bárd 3rd level ltrehvás (Ev.)

3 3
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3 3

Slow

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

a drop of molasses

You alter time akr legfeljebb six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reakcis. On its turn, it can use either an akci or a bnuszakci, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 akci, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its akci on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Bárd 3rd level átlnyegts (Tr.)

Charm Monster

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • duration1 ra

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

Magasabb szinten: When you cast this spell using a spell slot of 5th level or higher, you can target 1 additional creature for each slot level above 4th. The creatures must be within 30 láb of each other when you target them.

Bárd 4th level bájolás

Compulsion

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bnuszakci on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its akci before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Bárd 4th level bájolás

Confusion [1/2]

  • casting time1 akci
  • range90 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

3 nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled akcis. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reakcis and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an akci this turn.
2-6: The creature doesn't move or take akcis this turn.
7-8: The creature uses its akci to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that

Bárd 4th level bájolás

Confusion [2/2]

  • casting time1 akci
  • range90 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

3 nut shells

target.

Magasabb szinten: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 láb for each slot above 4th.

Bárd 4th level bájolás

Dimension Door

  • casting time1 akci
  • range500 láb

  • componentsV
  • durationAzonnal

You teleport yourMagadra from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 láb straight downward or upward to the northwest at a 45-degree angle, 300 láb.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear legfeljebb its carrying capacity. The creature must be within 5 láb of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Bárd 4th level megidzs (Con.)

Freedom of Movement

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • duration1 ra

A leather strap, bound akr the arm or a similar appendage

You rints a willing creature. For the duration, the target's movement is unaffected by difficult terrain, 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 5 láb of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Bárd 4th level Abjuration

Greater Invisibility

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You or a creature you rints becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Bárd 4th level illzi

Hallucinatory Terrain

  • casting time10 perc
  • range300 láb

  • componentsV, S, M
  • duration24 ras

A stone, a twig, and a bit of green plant

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illzi. If the difference isn't obvious by rints, a creature carefully examining the illzi can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illzi for what it is, sees it as a vague image superimposed on the terrain.

Bárd 4th level illzi

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Locate Creature

  • casting time1 akci
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 láb of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 láb - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 láb wide blocks a direct path between you and the creature.

Bárd 4th level látás (Div.) szinten

Polymorph [1/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

Bárd 4th level átlnyegts (Tr.)

Polymorph [2/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A caterpillar cocoon

The creature is limited in the akcis it can perform by the nature of its new form, and it can't speak, cast spells, or take any other akci that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Bárd 4th level átlnyegts (Tr.)

Phantasmal Killer

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You tap into the nightmares of a creature 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 a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
Magasabb szinten: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Bárd 4th level illzi

Animate Objects [1/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

Objects come to life at your command. Choose legfeljebb 10 nonmagical objects within range that are not being worn or carried. Medium targets count as 2 objects, Large targets count as 4 objects, Huge targets count as 8 objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bnuszakci, you can mentally command any animated object if it is within 500 láb of you (if you control multiple, you can command any or all of them at the same time, issuing the same command to each.) You decide what akci ti takes and where it moves during its next turn, or you can issue a general command, such as to guard an area. If you issue no command, the creature only defends itMagadra against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Cons is 10 and its Int and Wis are 3, and its Char is 1. Speed is 30 ft, if the objects lack legs or other appendages it instead has a flying speed of 30 láb and can hover. If the object is securely

Bárd 5th level átlnyegts (Tr.)

Animate Objects [2/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

attached to a surface or larger object, such as a chain on a wall, its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning damage is determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. . , HP, AC, Hit, Damage,Str,Dex
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
Large , 50, 10, +6 , 2d10 +2,14, 10
Huge. , 80, 10, +8 , 2d12 +4,18 , 6

Magasabb szinten: If you cast this spell using a spell slot of 6th level or higher, you can animate 2 additional objects for each slot level above 5th.

Bárd 5th level átlnyegts (Tr.)

Awaken

  • casting time8 ras
  • rangerints

  • componentsV, S, M
  • durationAzonnal

An agate worth at least 1,000 gp, Consumed

After spending the casting time tracing magical pathways within a precious gemstone, you rints a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak 1 language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 nap or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Bárd 5th level átlnyegts (Tr.)

Dominate Person [1/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no akci required), which it does its best to obey. You can specify a simple and general course of akci, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itMagadra to the best of its ability.
You can use your akci to take total and precise control of the target. Until the end of your next turn, the creature takes only the akcis you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reakci, but this requires you to use your own reakci as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw

Bárd 5th level bájolás

Dominate Person [2/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

succeeds, the spell ends.

Magasabb szinten: When you cast this spell using a 6th-level spell slot, the duration is Koncentráci, legfeljebb 10 perc. When you use a 7th-level spell slot, the duration is Koncentráci, legfeljebb 1 ra. When you use a spell slot of 8th level or higher, the duration is Koncentráci, legfeljebb 8 ras.

Bárd 5th level bájolás

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Dream [1/2]

  • casting time1 perc
  • rangeSpecial

  • componentsV, S, M
  • duration8 ras

A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you rints, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surkrings, but can't take akcis or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the

Bárd 5th level illzi

Dream [2/2]

  • casting time1 perc
  • rangeSpecial

  • componentsV, S, M
  • duration8 ras

A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than 10 words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.

Bárd 5th level illzi

Geas [obligation or prohibition]

  • casting time1 perc
  • range60 láb

  • componentsV
  • duration30 nap

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some akci or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each nap. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an akci to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

Magasabb szinten: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Bárd 5th level bájolás

Greater Restoration

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • durationAzonnal

Diamond dust worth 100 gp, Consumed

You imbue a creature you rints with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by 1, or end one of the following effects on the target.
• 1 effect that charmed or petrified the target
• 1 curse, including the target's attunement to a cursed magic item
• Any reduction to 1 of the target's ability scores
• 1 effect reducing the target's hit point maximum

Bárd 5th level Abjuration

Hold Monster

  • casting time1 akci
  • range90 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Magasabb szinten: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 láb of each other when you target them.

Bárd 5th level bájolás

Legend Lore

  • casting time10 perc
  • rangeMagadra

  • componentsV, S, M
  • durationAzonnal

Incense worth at least 250 gp, Consumed, and 4 ivory strips worth at least 50 gp each

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.
The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand rintses the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Bárd 5th level látás (Div.) szinten

Mass Cure Wounds

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationAzonnal

A wave of healing energy washes out from a point of your choice within range. Choose legfeljebb 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Magasabb szinten: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Bárd 5th level ltrehvás (Ev.)

Mislead

  • casting time1 akci
  • rangeMagadra

  • componentsS
  • durationKoncentráci, legfeljebb 1 ra

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your akci to move your illusory double legfeljebb twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bnuszakci, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surkrings.

Bárd 5th level illzi

Modify Memory [1/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

You attempt to reshape another creature's memories. 1 creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surkrings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 ras and that lasted no more than 10 perc. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered.
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-
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Otherwise, the

Bárd 5th level bájolás

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Modify Memory [2/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itMagadra in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.

Magasabb szinten: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place legfeljebb 7 nap ago (6th level), 30 nap ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Bárd 5th level bájolás

Planar Binding [1/2]

  • casting time1 ra
  • range60 láb

  • componentsV, S, M
  • duration24 ras

A jewel worth at least 1,000 gp, Consumed

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this

Bárd 5th level Abjuration

Planar Binding [2/2]

  • casting time1 ra
  • range60 láb

  • componentsV, S, M
  • duration24 ras

A jewel worth at least 1,000 gp, Consumed

fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

Magasabb szinten: When you cast this spell using a spell slot of a higher level, the duration increases to 10 nap with a 6th-level slot, to 30 nap with a 7th-level slot, to 180 nap with an 8th-level slot, and to a year and a nap with a 9th-level spell slot.

Bárd 5th level Abjuration

Raise Dead

  • casting time1 ra
  • rangerints

  • componentsV, S, M
  • durationAzonnal

A diamond worth at least 500 gp, Consumed

You return a dead creature you rints to life, provided that it has been dead no longer than 10 nap. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Bárd 5th level Necromancy

Scrying [1/2]

  • casting time10 perc
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 ras.
On a failed save, the spell creates an invisible sensor within 10 láb of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 láb of it for the duration. A creature that can see invisible objects sees the sensor as a

Bárd 5th level látás (Div.) szinten

Scrying [2/2]

  • casting time10 perc
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 10 perc

A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Bárd 5th level látás (Div.) szinten

Seeming [1/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • duration8 ras

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illzi is legfeljebb you. The spell lasts for the duration, unless you use your akci to dismiss it sooner.
The changes wrought by this spell fail to hold legfeljebb physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who rintses it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to rints you would bump into you while it was seemingly still in midair.
A creature can use its akci to inspect a target and make an Intelligence

Bárd 5th level illzi

Seeming [2/2]

  • casting time1 akci
  • range30 láb

  • componentsV, S
  • duration8 ras

(Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Bárd 5th level illzi

Skill Empowerment

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 ra

Your magic deepens a creature's understanding of its own talent. You rints 1 willing creature and give it expertise in 1 skill of your choice. Until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Bárd 5th level átlnyegts (Tr.)

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Synaptic Static

  • casting time1 akci
  • range120 láb

  • componentsV, S
  • durationAzonnal

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 perc. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain Koncentráci. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itMagadra on a success.

Bárd 5th level bájolás

Teleportation Circle [1/2]

  • casting time1 perc
  • range10 láb

  • componentsV, M
  • duration1 kr

Rare chalks and inks infused with precious gems with 50 gp, Consumed

As you cast the spell, you draw a 10-foot-diameter circle on the gkr inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 láb of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 perc.

Bárd 5th level megidzs (Con.)

Teleportation Circle [2/2]

  • casting time1 perc
  • range10 láb

  • componentsV, M
  • duration1 kr

Rare chalks and inks infused with precious gems with 50 gp, Consumed

You can create a permanent teleportation circle by casting this spell in the same location every nap for 1 year. You need not use the circle to teleport when you cast the spell in this way.

Bárd 5th level megidzs (Con.)

Rary's Telepathic Bond (Rituál)

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • duration1 ra

pieces of eggshell from two different kinds of creatures

You forge a telepathic link among legfeljebb eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Bárd 5th level látás (Div.) szinten

Eyebite

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 perc

For the spell's duration, your eyes become an inky void imbued with dread power. 1 creature of your choice within 60 láb of you that you can see must succeed on a Wisdom saving throw or be affected by 1 of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your akci to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its akci to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash akci and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 láb away from you where it can no longer see you, this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Bárd 6th level Necromancy

Find the Path

  • casting time1 perc
  • rangeMagadra

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 nap

A set of divinatory tools - such as bones, ivory sticks, cards, teeth, or carved runes - worth 100 gp and an object from the location you wish to find

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Bárd 6th level látás (Div.) szinten

Guards and Wards [1/3]

  • casting time10 perc
  • rangerints

  • componentsV, S, M
  • duration24 ras

Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

You create a ward that protects legfeljebb 2,500 square láb of floor space (An area 50 láb square, or 1 hundred 5-foot squares or twenty-5 10-foot squares). The warded area can be legfeljebb 20 ft tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors: Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.






Bárd 6th level Abjuration

Guards and Wards [2/3]

  • casting time10 perc
  • rangerints

  • componentsV, S, M
  • duration24 ras

Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover legfeljebb 10 doors with an illzi (equivalent to the illusory object function of the minor illzi spell) to make them appear as plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 perc if they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of 1 of the following magical effects within the warded area of the stronghold.
• Place dancing lights in 4 corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
• Place magic mouth in 2 locations.
• Place stinking cloud in 2 locations. The vapors appear in the places you designate they return within 10 perc if dispersed by wind while guards and wards lasts.


-
-

Bárd 6th level Abjuration

Guards and Wards [3/3]

  • casting time10 perc
  • rangerints

  • componentsV, S, M
  • duration24 ras

Burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp



• Place a constant gust of wind in 1 corridor or room.
• Place a suggestion in 1 location. You select an area of legfeljebb 5 láb square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every nap for 1 year.

Bárd 6th level Abjuration

5 5
5 5
5 5
5 5
6 6
6 6
6 6
6 6
6 6

Mass Suggestion [1/2]

  • casting time1 akci
  • range60 láb

  • componentsV, M
  • duration24 ras

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or 2) and magically influence legfeljebb twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of akci sound reasonable. Asking the creature to stab itMagadra, throw itMagadra onto a spear, immolate itMagadra, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of akci you described to the best of its ability. The suggested course of akci can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first

Bárd 6th level bájolás

Mass Suggestion [2/2]

  • casting time1 akci
  • range60 láb

  • componentsV, M
  • duration24 ras

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

Magasabb szinten: When you cast this spell using a 7th-level spell slot, the duration is 10 nap. When you use an 8th-level spell slot, the duration is 30 nap. When you use a 9th-level spell slot, the duration is a year and a nap.

Bárd 6th level bájolás

Otto's Irresistible Dance

  • casting time1 akci
  • range30 láb

  • componentsV
  • durationKoncentráci, legfeljebb 1 perc

Choose 1 creature that you can see within range. The target begins a comic dance in place - shuffling, tapping its láb, and capering for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an akci, a dancing creature makes a Wisdom saving throw to regain control of itMagadra. On a successful save, the spell ends.

Bárd 6th level bájolás

Programmed illzi [1/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationUntil dispelled

A bit of fleece and jade dust worth at least 25 gp

You create an illzi of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illzi is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illzi behaves and what sounds it makes. This scripted performance can last legfeljebb 5 perc.
When the condition you specify occurs, the illzi springs into existence and performs in the manner you described. Once the illzi finishes performing, it disappears and remains dormant for 10 perc. After this time, the illzi can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 láb of the area. For example, you could create an illzi of yourMagadra to appear and warn off others who attempt to open a trapped door, or you could set the illzi to trigger only when a creature says the correct word or phrase.
Physical interakci with the

Bárd 6th level illzi

Programmed illzi [2/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationUntil dispelled

A bit of fleece and jade dust worth at least 25 gp

image reveals it to be an illzi, because things can pass through it. A creature that uses its akci to examine the image can determine that it is an illzi with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illzi for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Bárd 6th level illzi

True Seeing

  • casting time1 akci
  • rangerints

  • componentsV, S, M
  • duration1 ra

An ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, Consumed

This spell gives the willing creature you rints the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 láb.

Bárd 6th level látás (Div.) szinten

Heroes' Feast

  • casting time10 perc
  • range30 láb

  • componentsV, S, M
  • durationAzonnal

a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes

You bring forth a great feast, including magnificent food and drink. The feast takes 1 ra to consume and disappears at the end of that time, and the beneficial effects don't set in until this ra is over. legfeljebb twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 ras.

Bárd 6th level megidzs (Con.)

Dream of the Blue Veil [1/2]

  • casting time10 perc
  • range20 láb

  • componentsV, S, M
  • duration6 ras

a magic item or a willing creature from the destination world

You and legfeljebb eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you

Bárd 7th-level megidzs (Con.)

Dream of the Blue Veil [2/2]

  • casting time10 perc
  • range20 láb

  • componentsV, S, M
  • duration6 ras

a magic item or a willing creature from the destination world

take any damage, the spell ends for you and all other creatures, with none of you being transported.

Bárd 7th-level megidzs (Con.)

6 6
6 6
6 6
6 6
6 6
6 6
6 6
7 7
7 7

Etherealness [1/2]

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • durationlegfeljebb 8 ras

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your akci to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 láb away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plaen you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of láb you are

Bárd 7th level átlnyegts (Tr.)

Etherealness [2/2]

  • casting time1 akci
  • rangeMagadra

  • componentsV, S
  • durationlegfeljebb 8 ras

moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

Magasabb szinten: When you cast this spell using a spell slot of 8th level or higher, you can target legfeljebb 3 willing creatures (including you) for each slot level above 7th. The creatures must be within 10 láb of you when you cast the spell.

Bárd 7th level átlnyegts (Tr.)

Forcecage [1/2]

  • casting time1 akci
  • range100 láb

  • componentsV, S, M
  • duration1 ra

Ruby dust worth 1,500 gp

An immobile, invisible, cube-shaped prison composed of magical force springs into existence akr an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be legfeljebb 20 láb on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be legfeljebb 10 láb on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage.

Bárd 7th level ltrehvás (Ev.)

Forcecage [2/2]

  • casting time1 akci
  • range100 láb

  • componentsV, S, M
  • duration1 ra

Ruby dust worth 1,500 gp

On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.

Bárd 7th level ltrehvás (Ev.)

Mirage Arcane

  • casting time10 perc
  • rangeSight

  • componentsV, S
  • duration10 nap

You make terrain in an area legfeljebb 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illzi includes audible, visual, tactile, and olfactory elements, so it can turn clear gkr into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illzi to the terrain's true form, however, all other elements of the illzi remain, so while the creature is aware of the illzi's presence, the creature can still physically interact with the illzi.

Bárd 7th level illzi

Mordenkainen's Magnificent Mansion [1/2]

  • casting time1 perc
  • range300 láb

  • componentsV, S, M
  • duration24 ras

A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its 1 entrance is located. The entrance shimmers faintly and is 5 láb wide and 10 láb tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 láb of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 láb on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a 9 course banquet for legfeljebb 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. and their attire. They are completely obedient to your and

Bárd 7th level megidzs (Con.)

Mordenkainen's Magnificent Mansion [2/2]

  • casting time1 perc
  • range300 láb

  • componentsV, S, M
  • duration24 ras

A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp

their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any akci that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Bárd 7th level megidzs (Con.)

Mordenkainen's Sword

  • casting time1 akci
  • range60 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 perc

A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 láb of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bnuszakci on each of your turns to move the sword legfeljebb 20 láb to a spot you can see and repeat this attack against the same target or a different one.

Bárd 7th level ltrehvás (Ev.)

Project Image [1/2]

  • casting time1 akci
  • range500 miles

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 nap

A small replica of you made from materials worth at least 5 gp

You create an illusory copy of yourMagadra that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illzi looks and sounds like you but is intangible. If the illzi takes any damage, it disappears, and the spell ends.
You can use your akci to move this illzi legfeljebb twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bnuszakci, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surkrings.
Physical interakci with the image reveals it to be an illzi, because things can pass through it. A creature that uses its akci to examine the image can determine that it is an illzi with a successful Intelligence (Investigation) check against your spell

Bárd 7th level illzi

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Project Image [2/2]

  • casting time1 akci
  • range500 miles

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 nap

A small replica of you made from materials worth at least 5 gp

save DC. If a creature discerns the illzi for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Bárd 7th level illzi

Regenerate

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • duration1 ra

A prayer wheel and holy water

You rints a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each perc).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 perc. If you have the severed part and hold it to the stump, the spell Azonnally causes the limb to knit to the stump.

Bárd 7th level átlnyegts (Tr.)

Resurrection

  • casting time1 ra
  • rangerints

  • componentsV, S, M
  • durationAzonnal

A diamond worth at least 1,000 gp, Consumed

You rints a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for 1 year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Bárd 7th level Necromancy

Symbol [1/4]

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 láb in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 láb from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. - - - - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include rintsing or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object,

Bárd 7th level Abjuration

Symbol [2/4]

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed


approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose 1 of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 perc, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save,
-
-
-
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or half as much damage on a successful save.
Discord: or

Bárd 7th level Abjuration

Symbol [3/4]

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 perc. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 perc on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 láb away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 perc. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 perc. An insane creature can't take akcis, can't understand what other creatures say, can't read, and

Bárd 7th level Abjuration

Symbol [4/4]

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • durationUntil dispelled or triggered

Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, Consumed

speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 perc on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 perc on a failed save. A creature awakens if it takes damage or if someone uses an akci to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 perc on a failed save.

Bárd 7th level Abjuration

Teleport [1/3]

  • casting time1 akci
  • range10 láb

  • componentsV
  • durationAzonnal

This spell instantly transports you and legfeljebb 8 willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity-Mishap-Similar Area-Off Target-On Target
Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired

Bárd 7th level megidzs (Con.)

Teleport [2/3]

  • casting time1 akci
  • range10 láb

  • componentsV
  • durationAzonnal

destination within the last 6 months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's secret tomb.
Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen Casually is some place you have seen more than once but with which you aren't 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 from a map.
False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illzi, or you are attempting to teleport to a familiar location that no longer exists.
On Target: You and your group (or the target object) appear where you want to go.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the 2 d10s, then you would be off target

Bárd 7th level megidzs (Con.)

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Teleport [3/3]

  • casting time1 akci
  • range10 láb

  • componentsV
  • durationAzonnal

by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on akr the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Bárd 7th level megidzs (Con.)

Prismatic Spray [1/2]

  • casting time1 akci
  • rangeMagadra (60 foot cone)

  • componentsV, S
  • durationAzonnal

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5-Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6-Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both

Bárd 7th level ltrehvás (Ev.)

Prismatic Spray [2/2]

  • casting time1 akci
  • rangeMagadra (60 foot cone)

  • componentsV, S
  • durationAzonnal

until the target collects three of a kind.
7-Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more, rerolling any 8.

Bárd 7th level ltrehvás (Ev.)

Dominate Monster [1/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 ra

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no akci required), which it does its best to obey. You can specify a simple and general course of akci, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itMagadra to the best of its ability.
You can use your akci to take total and precise control of the target. Until the end of your next turn, the creature takes only the akcis you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reakci, but this requires you to use your own reakci as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Bárd 8th level bájolás

Dominate Monster [2/2]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • durationKoncentráci, legfeljebb 1 ra

throw succeeds, the spell ends.

Magasabb szinten: When you cast this spell with a 9th-level spell slot, the duration is Koncentráci, legfeljebb 8 ras.

Bárd 8th level bájolás

Feeblemind

  • casting time1 akci
  • range150 láb

  • componentsV, S, M
  • durationAzonnal

A handful of clay, crystal, glass, or mineral spheres

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 nap, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by greater restoration, heal or wish.

Bárd 8th level bájolás

Glibness

  • casting time1 akci
  • rangeMagadra

  • componentsV
  • duration1 ra

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Bárd 8th level átlnyegts (Tr.)

Mind Blank

  • casting time1 akci
  • rangerints

  • componentsV, S
  • duration24 ras

Until the spell ends, 1 willing creature you rints is immune to psychic damage, any effect that would sense its emotions or read its thoughts, látás (Div.) szinten spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Bárd 8th level Abjuration

Power Word Stun

  • casting time1 akci
  • range60 láb

  • componentsV
  • durationAzonnal

You speak a word of power that can overwhelm the mind of 1 creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Bárd 8th level bájolás

7 7
7 7
7 7
8 8
8 8
8 8
8 8
8 8
8 8

Antipathy/Sympathy [1/3]

  • casting time1 ra
  • range60 láb

  • componentsV, S, M
  • duration10 nap

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The bájolás causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 láb of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 láb of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 láb from the target and can't see it, the creature is no longer

Bárd 8th level bájolás

Antipathy/Sympathy [2/3]

  • casting time1 ra
  • range60 láb

  • componentsV, S, M
  • duration10 nap

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 láb of it.
Sympathy: The bájolás causes the specified creatures to feel an intense urge to approach the target while within 60 láb of it or able to see it. When such a creature can see the target or comes within 60 láb of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 láb of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attrakci as magical. In addition, a

Bárd 8th level bájolás

Antipathy/Sympathy [3/3]

  • casting time1 ra
  • range60 láb

  • componentsV, S, M
  • duration10 nap

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

creature affected by the spells is allowed another Wisdom saving throw every 24 ras while the spell persists. A creature that successfully saves against this effect is immune to it for 1 perc, after which time it can be affected again.

Bárd 8th level bájolás

Foresight

  • casting time1 perc
  • rangerints

  • componentsV, S, M
  • duration8 ras

A hummingbird feather

You rints a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.

Bárd 9th level látás (Div.) szinten

Mass Polymorph [1/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A caterpillar cocoon

You transform legfeljebb 10 creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it bas no more temporary hit points or it dies. If the spell ends before then, the creature loses all

Bárd 9th level átlnyegts (Tr.)

Mass Polymorph [2/2]

  • casting time1 akci
  • range120 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A caterpillar cocoon

its temporary hit points and reverts to its normal form.
The creature is limited in the akcis it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.
The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.

Bárd 9th level átlnyegts (Tr.)

Power Word Heal

  • casting time1 akci
  • rangerints

  • componentsV, S
  • durationAzonnal

A wave of healing energy washes over the creature you rints. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reakci to stand up. This spell has no effect on undead or constructs.

Bárd 9th level ltrehvás (Ev.)

Power Word Kill

  • casting time1 akci
  • range60 láb

  • componentsV
  • durationAzonnal

You utter a word of power that can compel 1 creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Bárd 9th level bájolás

Psychic Scream

  • casting time1 akci
  • range90 láb

  • componentsS
  • durationAzonnal

You unleash the power of your mind to blast the intellect of legfeljebb 10 creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save, the stunning effect ends.

Bárd 9th level bájolás

8 8
8 8
8 8
9 9
9 9
9 9
9 9
9 9
9 9

True Polymorph [1/3]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

Choose 1 creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (The object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes

Bárd 9th level átlnyegts (Tr.)

True Polymorph [2/3]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the akcis it can perform by the nature of its new form, and it can't speak, cast spells, or take any other akci that requires hands or speech unless its new form is capable of such akcis.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what akci it takes

Bárd 9th level átlnyegts (Tr.)

True Polymorph [3/3]

  • casting time1 akci
  • range30 láb

  • componentsV, S, M
  • durationKoncentráci, legfeljebb 1 ra

A drop of mercury, a dollop of gum arabic, and a wisp of smoke

and how it moves. The DM has the creature's statistics and resolves all of its akcis and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Bárd 9th level átlnyegts (Tr.)

Prismatic Wall [1/4]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • duration10 perc

A shimmering, multicolored plane of light forms a vertical opaque wall - legfeljebb 90 láb long, 30 láb high, and 1 inch thick - entered on a point you can see within range. Alternatively, you can shape the wall into a sphere legfeljebb 30 láb in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your akci and the spell slot are wasted.
The wall sheds bright light out to a range of 100 láb and dim light for an additional 100 láb. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 láb of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 perc.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as

Bárd 9th level Abjuration

Prismatic Wall [2/4]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • duration10 perc

described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.
Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal

Bárd 9th level Abjuration

Prismatic Wall [3/4]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • duration10 perc

on a solid surface, destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the creature collects three of a kind.
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a naplight spell or a similar spell of equal or higher level.
Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other

Bárd 9th level Abjuration

Prismatic Wall [4/4]

  • casting time1 akci
  • range60 láb

  • componentsV, S
  • duration10 perc

creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Bárd 9th level Abjuration

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