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Blade Ward

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • duration1 Runde

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Bard Abjuration cantrip

Dancing Lights

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

Phosphorus, wychwood or glowworm

You create up to 4 torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the 4 lights into 1 glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 18 Meter to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Bard Evocation cantrip

Friends

  • casting time1 Aktion
  • rangeSelbst

  • componentsG, M
  • durationKonzentration, bis zu 1 Minute

A bit of makeup [applied to your face], or an arcane focus

For the duration, you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (At the DM's discretion), depending on the nature of your interaction with it.

Bard Enchantment cantrip

Light

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, M
  • duration1 Stunde

A firefly or phosphorescent moss

You Berührung 1 object that is no larger than 3 Meter in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Bard Evocation cantrip

Mage Hand

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • duration1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 9 Meter away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 9 Meter each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Bard Conjuration cantrip

Mending

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationUnmittelbar

2 lodestones

This spell repairs a single break or tear in an object you Berührung, such as broken chain link, 2 halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Bard Transmutation cantrip

Message

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • duration1 Runde

A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Bard Transmutation cantrip

Minor Illusion [1/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsG, M
  • duration1 Minute

Fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is the

Bard Illusion cantrip

Minor Illusion [2/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsG, M
  • duration1 Minute

Fleece

illusion becomes faint to the creature.

Bard Illusion cantrip

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Prestidigitation

  • casting time1 Aktion
  • range3 Meter

  • componentsV, G
  • durationUp to 1 Stunde

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an Unmittelbar, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You Unmittelbarly light or snuff out a candle, a torch, or a small campfire.
• You Unmittelbarly clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 Stunde.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 Stunde.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to 3 of its non-Unmittelbar effects active at a time, and you can dismiss such an effect as an action.

Bard Transmutation cantrip

Thunderclap

  • casting time1 Aktion
  • range5 feet

  • componentsG
  • durationUnmittelbar

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bard (XGE) Evocation cantrip

True Strike

  • casting time1 Aktion
  • range9 Meter

  • componentsG
  • durationKonzentration, bis zu 1 Runde

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Bard Divination cantrip

Vicious Mockery

  • casting time1 Aktion
  • range18 Meter

  • componentsV
  • durationUnmittelbar

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Bard Enchantment cantrip

Animal Friendship

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • duration24 Stunden

A morsel of food

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels: When you cast this spell using a 2nd level spell slot or higher, you can affect 1 additional beast for each slot level above 1st.

Bard Verzauberung des 1. Grades

Bane

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

A drop of blood

Up to 3 creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Bard Verzauberung des 1. Grades

Charm Person

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • duration1 Stunde

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and 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 regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st. The creatures must be within 9 Meter of each other when you target them.

Bard Verzauberung des 1. Grades

Comprehend Languages (Ritual)

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • duration1 Stunde

A pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be Berührunging the surface of which the words are written. It takes about 1 Minute to read 1 page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Bard Erkenntniszauber des 1. Grades

Cure Wounds

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationUnmittelbar

A creature you Berührung regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Bard Hervorrufung des 1. Grades

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Detect Magic (Ritual)

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • durationConcentration, up to 10 Minuten

For the duration, you sense the presence of magic within 9 Meter of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Bard Erkenntniszauber des 1. Grades

Disguise Selbst

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • duration1 Stunde

You make yourSelbst, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who Berührunges it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to Berührung you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Bard Illusion des 1. Grades

Dissonant Whispers

  • casting time1 Aktion
  • range18 Meter

  • componentsV
  • durationUnmittelbar

You whisper a discordant melody that only 1 creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bard Verzauberung des 1. Grades

Earth Tremor

  • casting time1 Aktion
  • range3 Meter

  • componentsV, G
  • durationUnmittelbar

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 Minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Bard (XGE) Hervorrufung des 1. Grades

Faerie Fire

  • casting time1 Aktion
  • range18 Meter

  • componentsV
  • durationKonzentration, bis zu 1 Minute

Each object in a 20-foot cube within range is outlined in (A color) of light (Your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Bard Hervorrufung des 1. Grades

Feather Fall

  • casting time1 reaction
  • range18 Meter

  • componentsV, M
  • duration1 Minute

A white feather or the heart of a hen

Reaction - When you or a creature within 18 Meter of you falls Choose up to 5 falling creatures within range. A falling creature's rate of descent slows to 18 Meter per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Bard Verwandlung des 1. Grades

Healing Word

  • casting time1 bonus action
  • range18 Meter

  • componentsV
  • durationUnmittelbar

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Bard Hervorrufung des 1. Grades

Heroism

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

A willing creature you Berührung is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Bard Verzauberung des 1. Grades

Identify (Ritual)

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationUnmittelbar

A pearl worth at least 100 gp and an owl feather

You choose 1 object that you must Berührung throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead Berührung a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Bard Erkenntniszauber des 1. Grades

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Illusory Script (Ritual)

  • casting time1 Minute
  • rangeBerührung

  • componentsG, M
  • duration10 Tage

A lead-based ink worth at least 10 gp, Consumed

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

Bard Illusion des 1. Grades

Longstrider

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • duration1 Stunde

A pinch of dirt

You Berührung a creature. The target's speed increases by 3 Meter until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Bard Verwandlung des 1. Grades

Silent Image

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationConcentration, up to 10 minute

A bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any 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.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Bard Illusion des 1. Grades

Sleep

  • casting time1 Aktion
  • range27 Meter

  • componentsV, G, M
  • duration1 Minute

A pinch of find sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Bard Verzauberung des 1. Grades

Speak with Animals (Ritual)

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • duration10 Minuten

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Bard Erkenntniszauber des 1. Grades

Tasha's Hideous Laughter

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

Tiny tarts and a feather waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Bard Verzauberung des 1. Grades

Thunderwave

  • casting time1 Aktion
  • rangeSelbst (4,5 Meter Würfel)

  • componentsV, G
  • durationUnmittelbar

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 3 Meter away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 3 Meter away from you by the spell's effect, and the spell emits a thunderous boom audible out to 90 Meter.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Bard Hervorrufung des 1. Grades

Unseen Servant (Ritual)

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • duration1 Stunde

A piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 18 Meter away from you, the spell ends.

Bard Beschwörung des 1. Grades

Animal Messenger (Ritual) [1/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • duration24 Stunden

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 up to twenty-5 words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 Stunden 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.

At Higher Levels: If you cast this spell using a spell slot of 3rd level or

Bard Verzauberung des 2. Grades

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Animal Messenger (Ritual) [2/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • duration24 Stunden

A morsel of food

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

Bard Verzauberung des 2. Grades

Blindness/Deafness

  • casting time1 Aktion
  • range9 Meter

  • componentsV
  • duration1 Minute

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.

At Higher Levels: 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 2nd.

Bard 2nd level Necromancy

Calm Emotions

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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.

Bard Verzauberung des 2. Grades

Cloud of Daggers

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

A sliver of glass

You fill the air with spinning daggers in a cube 5 feet 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.

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

Bard Beschwörung des 2. Grades

Crown of Madness

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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 action before moving on each of its turns to make a melee attack against a creature other than itSelbst 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 action 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.

Bard Verzauberung des 2. Grades

Detect Thoughts [1/2]

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

A copper piece

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any 1 creature that you can see within 9 Meter 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 action, 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 action on its turn to make

Bard Erkenntniszauber des 2. Grades

Detect Thoughts [2/2]

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

A copper piece

an 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 action during the duration, you can search for thoughts within 9 Meter of you. The spell can penetrate barriers, but 2 feet 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.

Bard Erkenntniszauber des 2. Grades

Enhance Ability

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

Fur or a feather from a beast

You Berührung 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 feet 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.

At Higher Levels: 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 2nd.

Bard Verwandlung des 2. Grades

Enthrall

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • duration1 Minute

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.

Bard Verzauberung des 2. Grades

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

Heat Metal

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

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 bonus action 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.

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

Bard Verwandlung des 2. Grades

Hold Person

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

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.

At Higher Levels: 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 2nd. The humanoids must be within 9 Meter of each other when you target them.

Bard Verzauberung des 2. Grades

Invisibility

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

An eyelash encased in gum arabic

A creature you Berührung 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.

At Higher Levels: 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 2nd.

Bard Illusion des 2. Grades

Knock

  • casting time1 Aktion
  • range18 Meter

  • componentsV
  • durationUnmittelbar

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 Minuten, 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 90 Meter, emanates from the target object.

Bard Verwandlung des 2. Grades

Lesser Restoration

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationUnmittelbar

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

Bard Bannzauber des 2. Grades

Locate Animals or Plants (Ritual)

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • durationUnmittelbar

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 surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Bard Erkenntniszauber des 2. Grades

Locate Object

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

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 feet 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 9 Meter - 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.

Bard Erkenntniszauber des 2. Grades

Magic Mouth (Ritual) [1/2]

  • casting time1 Minute
  • range9 Meter

  • componentsV, G, M
  • durationBis gebannt

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 Minuten. 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

Bard Illusion des 2. Grades

Magic Mouth (Ritual) [2/2]

  • casting time1 Minute
  • range9 Meter

  • componentsV, G, M
  • durationBis gebannt

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

9 Meter of the object. For example, you could instruct the mouth to speak when any creature moves within 9 Meter of the object or when a silver bell rings within 9 Meter of it.

Bard Illusion des 2. Grades

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

Phantasmal Force [1/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

A bit of fleece

You craft an illusion 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 action 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 illusion, 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

Bard Illusion des 2. Grades

Phantasmal Force [2/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

A bit of fleece

survives 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 illusion. 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 round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion 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 illusion.

Bard Illusion des 2. Grades

Pyrotechnics

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationUnmittelbar

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 3 Meter 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 around corners. The area of the smoke is heavily obscured. The smoke persists for 1 Minute or until a strong wind disperses it.

Bard (XGE) Verwandlung des 2. Grades

See Invisibility

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • duration1 Stunde

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.

Bard Erkenntniszauber des 2. Grades

Shatter

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationUnmittelbar

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.

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

Bard Hervorrufung des 2. Grades

Silence (Ritual)

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationConcentration, up to 10 Minuten

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.

Bard Illusion des 2. Grades

Skywrite (Ritual)

  • casting time1 Aktion
  • rangeSight

  • componentsV, G
  • durationKonzentration, bis zu 1 Stunde

You cause up to 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.

Bard (XGE) Verwandlung des 2. Grades

Suggestion [1/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, M
  • durationConcentration, Bis zu 8 Stunden

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 action sound reasonable. Asking the creature to stab itSelbst, throw itSelbst onto a spear, immolate itSelbst, 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 action you described to the best of its ability. The suggested course of action 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

Bard Verzauberung des 2. Grades

Suggestion [2/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, M
  • durationConcentration, Bis zu 8 Stunden

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.

Bard Verzauberung des 2. Grades

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

Warding Wind

  • casting time1 Aktion
  • rangeSelbst

  • componentsV
  • durationConcentration, up to 10 Minuten

A strong wind (20 miles per hour) blows around 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.

Bard (XGE) Hervorrufung des 2. Grades

Zone of Truth

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • duration10 Minuten

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.

Bard Verzauberung des 2. Grades

Bestow Curse [1/2]

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

You Berührung 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 action 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.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 Minuten. If you use a spell slot of 5th level or higher, the duration is 8 Stunden. -
-
-
-
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If you use a spell slot of 7th level or higher, the

Bard 3rd level Necromancy

Bestow Curse [2/2]

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

duration If you use a spell slot of 7th level or higher, the duration is 24 Stunden. 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 concentration.

Bard 3rd level Necromancy

Catnap

  • casting time1 Aktion
  • range9 Meter

  • componentsG, M
  • duration10 Minuten

A pinch of sand

You make a calming gesture, and up to 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 action 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.

At Higher Levels: 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.

Bard (XGE) 3rd level Enchantment

Clairvoyance [1/2]

  • casting time10 Minuten
  • range1 mile

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

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, around 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 action, 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 action, 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

Bard Erkenntniszauber des 3. Grades

Clairvoyance [2/2]

  • casting time10 Minuten
  • range1 mile

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

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

fist.
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.

Bard Erkenntniszauber des 3. Grades

Dispel Magic

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationUnmittelbar

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.

At Higher Levels: 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.

Bard Bannzauber des 3. Grades

Enemies Abound

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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 itSelbst 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.

Bard (XGE) 3rd level Enchantment

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

Fear

  • casting time1 Aktion
  • rangeSelbst (9 Meter Kegel)

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

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 action 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.

Bard Illusion des 3. Grades

Feign Death (Ritual)

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • duration1 Stunde

A pinch of graveyard dirt

You Berührung 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 action to Berührung 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.

Bard 3rd level Necromancy

Glyph of Warding [1/3]

  • casting time1 Stunde
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

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 3 Meter in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 3 Meter 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 Berührunging 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

Bard Bannzauber des 3. Grades

Glyph of Warding [2/3]

  • casting time1 Stunde
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Incense and powdered diamond worth at least 200 gp, Consumed

within 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 around 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

Bard Bannzauber des 3. Grades

Glyph of Warding [3/3]

  • casting time1 Stunde
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Incense and powdered diamond worth at least 200 gp, Consumed

successful 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 concentration, it lasts until the end of its full duration.

At Higher Levels: 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 up to the same level as the slot you use for the glyph of warding.

Bard Bannzauber des 3. Grades

Hypnotic Pattern

  • casting time1 Aktion
  • range36 Meter

  • componentsG, M
  • durationKonzentration, bis zu 1 Minute

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 action to shake the creature out of its stupor.

Bard Illusion des 3. Grades

Leomund's Tiny Hut (Ritual)

  • casting time1 Minute
  • rangeSelbst (Halbsphäre von 3 Meter Radius)

  • componentsV, G, M
  • duration8 Stunden

A small crystal bead

A 10-foot-radius immobile dome of force springs into existence around 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.

Bard Hervorrufung des 3. Grades

Major Image [1/2]

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

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 illusion, you can use your action 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 illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image

Bard Illusion des 3. Grades

Major Image [2/2]

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

A bit of fleece

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

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts Bis gebannt, without requiring your concentration.

Bard Illusion des 3. Grades

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

Nondetection

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • duration8 Stunden

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

For the duration, you hide a target that you Berührung from divination magic. The target can be a willing creature or a place or an object no larger than 3 Meter in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Bard Bannzauber des 3. Grades

Speak with Dead

  • casting time1 Aktion
  • range3 Meter

  • componentsV, G, M
  • duration10 Minuten

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 Tage.
Until the spell ends, you can ask the corpse up to 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.

Bard 3rd level Necromancy

Speak with Plants

  • casting time1 Aktion
  • rangeSelbst (9 Meter Radius)

  • componentsV, G
  • duration10 Minuten

You imbue plants within 9 Meter 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 day, 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.

Bard Verwandlung des 3. Grades

Stinking Cloud

  • casting time1 Aktion
  • range27 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

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 around 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 action 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 hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 Runde.

Bard Beschwörung des 3. Grades

Tongues

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, M
  • duration1 Stunde

A small clay model of a ziggurat

This spell grants the creature you Berührung 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.

Bard Erkenntniszauber des 3. Grades

Charm Monster

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • duration1 Stunde

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.

At Higher Levels: 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 9 Meter of each other when you target them.

Bard (XGE) Verzauberung des 4. Grades

Compulsion

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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 bonus action 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 action 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.

Bard Verzauberung des 4. Grades

Confusion [1/2]

  • casting time1 Aktion
  • range27 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

3 nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. 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 reactions 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 action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action 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

Bard Verzauberung des 4. Grades

Confusion [2/2]

  • casting time1 Aktion
  • range27 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

3 nut shells

target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot above 4th.

Bard Verzauberung des 4. Grades

3 3
3 3
3 3
3 3
3 3
4 4
4 4
4 4
4 4

Dimension Door

  • casting time1 Aktion
  • range500 feet

  • componentsV
  • durationUnmittelbar

You teleport yourSelbst 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 feet straight downward or upward to the northwest at a 45-degree angle, 90 Meter.
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 up to its carrying capacity. The creature must be within 5 feet 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.

Bard Beschwörung des 4. Grades

Freedom of Movement

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • duration1 Stunde

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

You Berührung 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 feet 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.

Bard Bannzauber des 4. Grades

Greater Invisibility

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

You or a creature you Berührung 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.

Bard Illusion des 4. Grades

Hallucinatory Terrain

  • casting time10 Minuten
  • range90 Meter

  • componentsV, G, M
  • duration24 Stunden

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 illusion. If the difference isn't obvious by Berührung, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Bard Illusion des 4. Grades

Locate Creature

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

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 feet 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 9 Meter - 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 3 Meter wide blocks a direct path between you and the creature.

Bard Erkenntniszauber des 4. Grades

Polymorph [1/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

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.

Bard Verwandlung des 4. Grades

Polymorph [2/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

A caterpillar cocoon

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action 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.

Bard Verwandlung des 4. Grades

Animate Objects [1/2]

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

Objects come to life at your command. Choose up to 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 bonus action, you can mentally command any animated object if it is within 500 feet 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 action 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 itSelbst 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 9 Meter and can hover. If the object is securely

Bard Verwandlung des 5. Grades

Animate Objects [2/2]

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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

At Higher Levels: 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.

Bard Verwandlung des 5. Grades

4 4
4 4
4 4
4 4
4 4
4 4
4 4
5 5
5 5

Awaken

  • casting time8 Stunden
  • rangeBerührung

  • componentsV, G, M
  • durationUnmittelbar

An agate worth at least 1,000 gp, Consumed

After spending the casting time tracing magical pathways within a precious gemstone, you Berührung 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 days 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.

Bard Verwandlung des 5. Grades

Dominate Person [1/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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 action required), which it does its best to obey. You can specify a simple and general course of action, 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 itSelbst to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions 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 reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving

Bard Verzauberung des 5. Grades

Dominate Person [2/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

throw succeeds, the spell ends.

At Higher Levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 Minuten. When you use a 7th-level spell slot, the duration is Konzentration, bis zu 1 Stunde. When you use a spell slot of 8th level or higher, the duration is concentration, Bis zu 8 Stunden.

Bard Verzauberung des 5. Grades

Dream [1/2]

  • casting time1 Minute
  • rangeSpecial

  • componentsV, G, M
  • duration8 Stunden

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 Berührung, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions 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

Bard Illusion des 5. Grades

Dream [2/2]

  • casting time1 Minute
  • rangeSpecial

  • componentsV, G, M
  • duration8 Stunden

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

the 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.

Bard Illusion des 5. Grades

Geas [obligation or prohibition]

  • casting time1 Minute
  • range18 Meter

  • componentsV
  • duration30 days

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 action 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 day. 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 action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels: 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.

Bard Verzauberung des 5. Grades

Greater Restoration

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • durationUnmittelbar

Diamond dust worth 100 gp, Consumed

You imbue a creature you Berührung 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

Bard Bannzauber des 5. Grades

Hold Monster

  • casting time1 Aktion
  • range27 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

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.

At Higher Levels: 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 9 Meter of each other when you target them.

Bard Verzauberung des 5. Grades

Legend Lore

  • casting time10 Minuten
  • rangeSelbst

  • componentsV, G, M
  • durationUnmittelbar

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 Berührunges 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.

Bard Erkenntniszauber des 5. Grades

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

Mass Cure Wounds

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationUnmittelbar

A wave of healing energy washes out from a point of your choice within range. Choose up to 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.

At Higher Levels: 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.

Bard Hervorrufung des 5. Grades

Mislead

  • casting time1 Aktion
  • rangeSelbst

  • componentsG
  • durationKonzentration, bis zu 1 Stunde

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 action to move your illusory double up to 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 bonus action, 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 surroundings.

Bard Illusion des 5. Grades

Modify Memory [1/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

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 surroundings, 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 Stunden and that lasted no more than 10 Minuten. 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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Bard Verzauberung des 5. Grades

Modify Memory [2/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

Otherwise, the 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 itSelbst 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.

At Higher Levels: 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 up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Bard Verzauberung des 5. Grades

Planar Binding [1/2]

  • casting time1 Stunde
  • range18 Meter

  • componentsV, G, M
  • duration24 Stunden

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

Bard Bannzauber des 5. Grades

Planar Binding [2/2]

  • casting time1 Stunde
  • range18 Meter

  • componentsV, G, M
  • duration24 Stunden

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.

At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 Tage with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Bard Bannzauber des 5. Grades

Raise Dead

  • casting time1 Stunde
  • rangeBerührung

  • componentsV, G, M
  • durationUnmittelbar

A diamond worth at least 500 gp, Consumed

You return a dead creature you Berührung to life, provided that it has been dead no longer than 10 Tage. 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.

Bard 5th level Necromancy

Scrying [1/2]

  • casting time10 Minuten
  • rangeSelbst

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

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 Stunden.
On a failed save, the spell creates an invisible sensor within 3 Meter of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 3 Meter of it for the duration. A creature that can see invisible objects sees the sensor as

Bard Erkenntniszauber des 5. Grades

Scrying [2/2]

  • casting time10 Minuten
  • rangeSelbst

  • componentsV, G, M
  • durationConcentration, up to 10 Minuten

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

a 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.

Bard Erkenntniszauber des 5. Grades

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Seeming [1/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • duration8 Stunden

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 illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to 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 Berührunges 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 Berührung you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence

Bard Illusion des 5. Grades

Seeming [2/2]

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G
  • duration8 Stunden

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

Bard Illusion des 5. Grades

Skill Empowerment

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationKonzentration, bis zu 1 Stunde

Your magic deepens a creature's understanding of its own talent. You Berührung 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.

Bard (XGE) Verwandlung des 5. Grades

Synaptic Static

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G
  • durationUnmittelbar

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 Minute. 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 concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itSelbst on a success.

Bard (XGE) Verzauberung des 5. Grades

Teleportation Circle [1/2]

  • casting time1 Minute
  • range3 Meter

  • componentsV, M
  • duration1 Runde

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 ground 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 feet 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

Bard Beschwörung des 5. Grades

Teleportation Circle [2/2]

  • casting time1 Minute
  • range3 Meter

  • componentsV, M
  • duration1 Runde

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

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

Bard Beschwörung des 5. Grades

Eyebite

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • durationKonzentration, bis zu 1 Minute

For the spell's duration, your eyes become an inky void imbued with dread power. 1 creature of your choice within 18 Meter 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 action 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 action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action 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 18 Meter 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.

Bard 6th level Necromancy

Find the Path

  • casting time1 Minute
  • rangeSelbst

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Tag

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.

Bard Erkenntniszauber des 6. Grades

Guards and Wards [1/3]

  • casting time10 Minuten
  • rangeBerührung

  • componentsV, G, M
  • duration24 Stunden

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 up to 2,500 square feet of floor space (An area 50 feet square, or 1 hundred 5-foot squares or twenty-5 10-foot squares). The warded area can be up to 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.






Doors:

Bard Bannzauber des 6. Grades

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Guards and Wards [2/3]

  • casting time10 Minuten
  • rangeBerührung

  • componentsV, G, M
  • duration24 Stunden

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

All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to 10 doors with an illusion (equivalent to the illusory object function of the minor illusion 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 Minuten 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 Minuten if dispersed by wind while guards and wards lasts.


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Bard Bannzauber des 6. Grades

Guards and Wards [3/3]

  • casting time10 Minuten
  • rangeBerührung

  • componentsV, G, M
  • duration24 Stunden

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 up to 5 feet 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 day for 1 year.

Bard Bannzauber des 6. Grades

Mass Suggestion [1/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, M
  • duration24 Stunden

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 up to 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 action sound reasonable. Asking the creature to stab itSelbst, throw itSelbst onto a spear, immolate itSelbst, 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 action you described to the best of its ability. The suggested course of action 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 beggar

Bard Verzauberung des 6. Grades

Mass Suggestion [2/2]

  • casting time1 Aktion
  • range18 Meter

  • componentsV, M
  • duration24 Stunden

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

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.

At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 Tage. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Bard Verzauberung des 6. Grades

Otto's Irresistible Dance

  • casting time1 Aktion
  • range9 Meter

  • componentsV
  • durationKonzentration, bis zu 1 Minute

Choose 1 creature that you can see within range. The target begins a comic dance in place - shuffling, tapping its feet, 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 action, a dancing creature makes a Wisdom saving throw to regain control of itSelbst. On a successful save, the spell ends.

Bard Verzauberung des 6. Grades

Programmed Illusion [1/2]

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationBis gebannt

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

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 Minuten. After this time, the illusion 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 9 Meter of the area. For example, you could create an illusion of yourSelbst to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction

Bard Illusion des 6. Grades

Programmed Illusion [2/2]

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationBis gebannt

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

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

Bard Illusion des 6. Grades

True Seeing

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G, M
  • duration1 Stunde

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 Berührung 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 36 Meter.

Bard Erkenntniszauber des 6. Grades

Etherealness [1/2]

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • durationBis zu 8 Stunden

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 action 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 18 Meter 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 feet you are

Bard Verwandlung des 7. Grades

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Etherealness [2/2]

  • casting time1 Aktion
  • rangeSelbst

  • componentsV, G
  • durationBis zu 8 Stunden

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.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to 3 willing creatures (including you) for each slot level above 7th. The creatures must be within 3 Meter of you when you cast the spell.

Bard Verwandlung des 7. Grades

Forcecage [1/2]

  • casting time1 Aktion
  • range100 feet

  • componentsV, G, M
  • duration1 Stunde

Ruby dust worth 1,500 gp

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around 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 up to 20 feet 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 up to 3 Meter 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. On a

Bard Hervorrufung des 7. Grades

Forcecage [2/2]

  • casting time1 Aktion
  • range100 feet

  • componentsV, G, M
  • duration1 Stunde

Ruby dust worth 1,500 gp

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.

Bard Hervorrufung des 7. Grades

Mirage Arcane

  • casting time10 Minuten
  • rangeSight

  • componentsV, G
  • duration10 Tage

You make terrain in an area up to 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 illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground 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 illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Bard Illusion des 7. Grades

Mordenkainen's Magnificent Mansion [1/2]

  • casting time1 Minute
  • range90 Meter

  • componentsV, G, M
  • duration24 Stunden

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 feet wide and 3 Meter 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 9 Meter 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 3 Meter on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a 9 course banquet for up to 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 their

Bard Beschwörung des 7. Grades

Mordenkainen's Magnificent Mansion [2/2]

  • casting time1 Minute
  • range90 Meter

  • componentsV, G, M
  • duration24 Stunden

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

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 action 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.

Bard Beschwörung des 7. Grades

Mordenkainen's Sword

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Minute

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 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Bard Hervorrufung des 7. Grades

Project Image [1/2]

  • casting time1 Aktion
  • range500 miles

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Tag

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

You create an illusory copy of yourSelbst that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to 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 bonus action, 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 surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell

Bard Illusion des 7. Grades

Project Image [2/2]

  • casting time1 Aktion
  • range500 miles

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Tag

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


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

Bard Illusion des 7. Grades

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Regenerate

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • duration1 Stunde

A prayer wheel and holy water

You Berührung 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 minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell Unmittelbarly causes the limb to knit to the stump.

Bard Verwandlung des 7. Grades

Resurrection

  • casting time1 Stunde
  • rangeBerührung

  • componentsV, G, M
  • durationUnmittelbar

A diamond worth at least 1,000 gp, Consumed

You Berührung 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.

Bard 7th level Necromancy

Symbol 1/6

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Quecksilber, Phosphor und Diamant- und Opalpulver im Gesamtwert von mindestens 1.000g, die der Zauber verbraucht

Wenn du diesen Zauber wirkst, inskribierst du eine schädliche Glyphe auf eine Oberfläche (z.B. einen Tisch, den Boden oder eine Wand) oder in ein verschließbares Objekt (z.B. ein Buch, eine Schriftrolle oder eine Schatztruhe), um sie zu verstecken. Wenn du eine Oberfläche wählst, kann die Glyphe eine Areal mit maximal 3 Metern Durchmesser abdecken. Wenn du ein Objekt wählst, muss dieses an seinem Platz verbleiben. Wenn es mehr als 3 Meter von dem Ort wegbewegt wird, an dem du den Zauber gewirkt hast, wird die Glyphe gebrochen und der Zauber endet, ohne ausgelöst zu werden.Die Glyphe ist fast unsichtbar und erfordert einen erfolgreichen Intelligenzwurf gegen deinen Zauber-SG, um entdeckt zu werden.

Kleriker Bannzauber des 7. Grades

Symbol 2/6

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Quecksilber, Phosphor und Diamant- und Opalpulver im Gesamtwert von mindestens 1.000g, die der Zauber verbraucht

Wenn du den Zauber wirkst, entscheidest du, wodurch die Glyphe auslöst wird. Die häufigsten Auslöser für Glyphen auf Oberflächen sind: die Glyphe berühren, auf ihr stehen, ein Objekt von ihr entfernen, auf eine bestimmte Entfernung herankommen oder das Objekt verändern, auf das sie inskribiert wurde. Die häufigsten Auslöser für Glyphen in verschließbaren Objekten sind: das Objekt öffnen oder schließen, sich dem Objekt auf eine Bestimmte Entfernung nähern oder sie Glyphe sehen bzw. lesen.Du kannst den Auslöser weiter spezifizieren, so dass die Glyphe nur unter ganz bestimmten Umständen, physikalischen Charakteristika (Größe, Gewicht, etc.) oder physikalischen Arten (z.B. nur von Gestaltwandlern oder Vetteln) ausgelöst wird. Du kannst auch Bedingungen für Kreaturen festlegen, die die Glyphe nicht auslösen, wie z.B. ein Passwort oder eine Geste.

Bard Bannzauber des 7. Grades

Symbol 3/6

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Quecksilber, Phosphor und Diamant- und Opalpulver im Gesamtwert von mindestens 1.000g, die der Zauber verbraucht

Wenn du die Glyphe inskribierst, wähle eine der unteren Optionen für ihren Effekt. Sobald sie ausgelöst wurde, fängt die Glyphe an zu glühen und erfüllt eine Sphäre mit einem 18 Meter Radius für 10 Minuten mit Dämmerlicht. Anschließend endet der Zauber. Alle Kreaturen, die sich in der Sphäre befinden, wenn die Glyphe ausgelöst wird, oder sie in ihrem Zug zum ersten Mal betreten oder ihren Zug in ihr beenden, werden von dem Effekt betroffen.
Tod:
Jedes Ziel muss einen Konstitutionsret-tungswurf machen. Bei einem Fehlschlag erleidet es 10d10 nekrotischen Schaden und die Hälfte bei einem Erfolg.
Zwietracht:
Jedes Ziel muss einen Konstitutionsrettungswurf machen. Bei einem Fehlschlag fängt es an, sich für 1 Minute mit anderen Kreaturen zu kabbeln und streiten. Während dieser Zeit ist es nicht fähig sinnvoll zu kommunizieren und hat Nachteil auf alle Angriffs- und Attributswürfe.

Bard Bannzauber des 7. Grades

Symbol 4/6

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Quecksilber, Phosphor und Diamant- und Opalpulver im Gesamtwert von mindestens 1.000g, die der Zauber verbraucht


Furcht:

Jedes Ziel muss einen Weisheitsrettungswurf machen. Bei einem Fehlschlag wird es für 1 Minute verängstigt. Solange es verängstigt ist, lässt das Ziel alles fallen, was es hält, und muss sich mindestens 9 Meter pro Zug von der Gylphe entfernen, sofern es kann.
Hoffnungslosigkeit:

Jedes Ziel muss einen Charismarettungswurf machen. Bei einem Fehlschlag wird es für 1 Minute von Verzweiflung übermannt. Während dieser Zeit kann es weder angreifen noch ein Ziel mit schädlichen Fertigkeiten, Zaubern oder magischen Effekten anvisieren.

Bard Bannzauber des 7. Grades

Symbol 5/6

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Quecksilber, Phosphor und Diamant- und Opalpulver im Gesamtwert von mindestens 1.000g, die der Zauber verbraucht


Wahnsinn:

Jedes Ziel muss einen Intelligenzrettungswurf machen. Bei einem Fehlschlag wirdes für 1 Minute wahnsinnig. Eine wahnsinnige Kreatur kann keine Aktionen ausführen, keine andere Kreaturen verstehen, nicht lesen und redet nur Kauderwelsch. Ihre Bewegung ist unberechenbar und wird vom GM kontrolliert.
Schmerz:

Jedes Ziel muss einen Konstitutionsrettungswurf machen. Bei einem Fehlschlag erleidet es für 1 Minute unerträgliche Schmerzen und ist handlungsunfähig.

Bard Bannzauber des 7. Grades

Symbol 6/6

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • durationBis gebannt oder Ausgelöst

Quecksilber, Phosphor und Diamant- und Opalpulver im Gesamtwert von mindestens 1.000g, die der Zauber verbraucht


Schlaf:

Jedes Ziel muss einen Weisheitsrettungswurf machen. Bei einem Fehlschlag wird es für 10 Minuten bewusstlos. Eine Kreatur erwacht, wenn sie Schaden nimmt oder jemand seine Aktion benutzt, um sie aufzuwecken.
Betäuben:

Jedes Ziel muss einen Weisheitsrettungswurf machen. Bei einem Fehlschlag wird es für 1 Minute betäubt.

Bard Bannzauber des 7. Grades

Teleportieren 1/4

  • casting time1 Aktion
  • range3 Meter

  • componentsV
  • durationUnmittelbar

Dieser Zauber transportiert dich und bis zu 8 bereitwillige Kreaturen deiner Wahl in Reichweite, die du sehen kannst, oder einen Gegenstand in Reichweite, den du sehen kannst, an einen von dir ausgewählten Zielort. Wenn du einen Gegenstand auswählst, muss dieser vollständige in einem Würfel mit 3 Metern Kantenlänge passen und darf nicht von einer widerwilligen Kreatur getragen oder gehalten werden.Der ausgewählte Zielort muss dir bekannt sein und sich auf derselben Ebene wie du befinden. Deine Vertrautheit (permanenter Zirkel, assoziierter Gegenstand, sehr vertraut, gelegentlich gesehen, einmal gesehen, Beschreibung, falscher Zielort) mit dem Ort bestimmt, ob du erfolgreich ankommst oder nicht. Der GM wirft d100 und konsultiert die Tabelle im PHB Seite 271. Das Ergebnis bestimmt, wo du ankommst.

Bard Beschwörung des 7. Grades

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

Teleportieren 2/4

  • casting time1 Aktion
  • range3 Meter

  • componentsV
  • durationUnmittelbar


Vertrautheit:
Ein Permanenter Zirkel ist ein permanenter Teleportationszirkel, dessen Siegelsequenz du kennst. Ein Assoziierter Gegenstand ist ein Gegenstand in deinem Besitz, der in den letzten 6 Monaten von dem Zielort genommen wurde (z.B. ein Buch aus der Bücherei eines Zauberers).Sehr vertraut sind Orte, an denen du oft gewesen bist, die du ausführlich studiert hast oder die du sehen kannst, wenn du den Zauber wirkst. Gelegentlich gesehen sind Orte, die du schon Mal gesehen hast, mit denen du aber kaum vertraut bist. Einmal gesehen sind Orte, die du einmal angeschaut hast, möglicherweise mit magischen Mitteln. Beschreibung sind Orte, deren Aussehen und Position du aus den Beschreibungen von jemand anderem oder vielleicht von einer Karte kennst.Falscher Zielort ist ein Ort, der nicht existiert. Vielleicht hast du versuchst, das HQ eines Fein

Bard Beschwörung des 7. Grades

Teleportieren 3/4

  • casting time1 Aktion
  • range3 Meter

  • componentsV
  • durationUnmittelbar

des mit Magie aufzudecken, hast stattdessen aber nur eine Illusion gesehen oder du versuchst, die an einen vertrauten Ort zu teleportieren, der nicht länger existiert.
Unfall:

Die unberechenbare Magie des Zaubers führt zu einer schwierigen Reise. Jede teleportierte Kreatur (oder der Gegenstand) erleidet 3W10 Kraftschaden und der GM würfelt erneut, um zu ermitteln, wo du ankommst. Mehrere Unfälle hintereinander können passieren und verursachen jedes Mal Schaden.
Ähnliches Gebiet:

Du (und deine Gruppe/das Objekt) tauchst an einem anderem als dem Zielort auf, der visuell oder thematisch ähnlich zu diesem ist. Wenn du dich zu deinem Labor teleportieren willst, erscheinst du vielleicht in dem Labor eines anderen Zauberers oder in einem Laden für Alchemiezubehör. Allgemein gesagt, tauchst du am nächsten ähnlichen Ort

Bard Beschwörung des 7. Grades

Teleportieren 4/4

  • casting time1 Aktion
  • range3 Meter

  • componentsV
  • durationUnmittelbar

auf, da dieser Zauber aber keine Reichweiten-begrenzung hat, könntest du durchaus irgendwo auf der Ebene ankommen.
Am Ziel Vorbei:

Du und deine Gruppe (oder der Gegenstand) erscheint in einer zufällige Richtung in zufälligen Entfernung vom Zielort. Die Entfernung vom Zielort ist 1d10*1d10% der gereisten Strecke. Wenn du z.B. versucht hast, 120km zu reisen, am Ziel vorbei gelandet bist und eine 5 und eine 3 gewürfelt hast, dann wärst du 15% der Entfernung vom Ziel entfernt, also 18km. Der GM wirft 1d8 um die Richtung zu ermitteln, wobei 1 = Norden, 2 = Nordosten, 3 = Osten, etc. gilt. Falls du dich zu einer Küsten-stadt teleportieren wolltest und 18km entfernt im Meer landest, könntest du in ernsthaften Schwierigkeiten stecken.
Punktlandung:

Du und deine Gruppe (oder der Gegenstand) erscheint genau dort, wo du hinwolltest.

Bard Beschwörung des 7. Grades

Monster beherrschen 1/2

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Stunde

Du versuchst eine Kreatur in Reichweite, die du sehen kannst, zu betören. Sie muss einen Weisheitsrettungswurf gewinnen, ansonsten wird sie für die Zauberdauer von dir bezaubert. Falls du oder Kreaturen, die dir freundlich gesinnt sind, mit ihr Kämpfen, hat sie Vorteil auf den Rettungswurf.Solange die Kreatur bezaubert ist und sich auf derselben Ebene wie du befindet, hast du eine telepathische Verbindung mit ihr, durch die du ihr Befehle geben kannst (keine Aktion notwendig), solange du bei Bewusstsein bist. Der Befehl kann z.B. Greif diese Kreatur an! oder Renn dorthin! sein und die Kreatur folgt ihm so gut sie kann. Wenn sie den Befehl ausgeführt hat und keinen neuen bekommt, verteidigt sie sich selbst und versucht am Leben zu bleiben.Du kannst deine Aktion benutzen, um komplette und präzise Kontrolle über das Ziel zu übernehmen.

Bard Verzauberung des 8. Grades

Monster beherrschen 2/2

  • casting time1 Aktion
  • range18 Meter

  • componentsV, G
  • durationKonzentration, bis zu 1 Stunde

Bis zum Ende deines nächsten Zuges macht die Kreatur nur die exakten Aktionen, die du auswählst und macht nichts, was du ihr nicht erlaubst zu tun. Während dieser Zeit kannst du die Kreatur auch eine Reaktion machen lassen, allerdings erfordert das, dass du auch deine eigene Reaktion benutzt.Jedes Mal, wenn das Ziel Schaden erleidet, macht es einen neuen Weisheitsrettungswurf gegen diesen Zauber. Bei einem Erfolg endet er.
Auf höheren Leveln:

Wenn du diesen Zauber mit einem Zauberplatz des 9. Grades sprichst, erhöht sich die Dauer der Konzentration auf bis zu 8 Stunden.

Bard Verzauberung des 8. Grades

Schwachsinn

  • casting time1 Aktion
  • range45 Meter

  • componentsV, G, M
  • durationUnmittelbar

eine Handvoll Ton, Kristall, Glas oder mineralische Kugeln

Du attackierst den Verstand einer Kreatur in Reichweite, die du sehen kannst, und versuchst ihren Intellekt und ihre Persönlichkeit zu zerschmettern. Das Ziel erleidet 4W6 psychischen Schaden und muss einen Intelligenzrettungswurf machen.Bei einem Fehlschlag sinken Intelligenz und Charisma der Kreatur auf 1 und sie kann keine Zauber mehr wirken, magische Gegenstände benutzen, Sprachen verstehen oder in irgendeiner verständlichen Weise kommunizieren. Die Kreatur kann jedoch ihre Freunde identifizieren, ihnen folgen und sie beschützen.Am Ende einer 30 Tage dauernden Zeitspanne kann die Kreatur ihren Rettungswurf wiederholen. Bei einem Erfolg endet der Zauber. Er kann auch mit einer Größeren Wiederherstellung, Heilung oder Wunsch beendet werden.

Bard Verzauberung des 8. Grades

Redegewandheit

  • casting time1 Aktion
  • rangeSelbst

  • componentsV
  • duration1 Stunde

Bis der Zauber endet, kannst du beim Ablegen von Charismawürfen dein Würfelergebnis durch eine 15 ersetzen. Außerdem verleiht der Zauber eine derartige Eloquenz, dass deine Lügen nicht aufgedeckt werden können. Selbst Magie, die herausfinden soll, ob du die Wahrheit sagst, kommt immer zu dem Schluss, das du ehrlich bist.

Bard Verwandlung des 8. Grades

Gedankenleere

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • duration24 Stunden

Für die Zauberdauer ist eine bereitwillige Krea-tur immun gegen psychischen Schaden, alle Effekte, die ihre Gefühle oder Gedank-en lesen würden, Erkenntniszauber und gegen Bezauberung. Dieser Zauber blockiert sogar den Zauber Wunsch oder ähnlich starke Zauber, die benutzt werden, um den Verstand des Ziels zu beeinflussen oder Informationen aus ihm zu extrahieren.

Bard Bannzauber des 8. Grades

Wort der Macht: Betäubung

  • casting time1 Aktion
  • range18 Meter

  • componentsV
  • durationUnmittelbar

Du sprichst ein Wort der Macht aus, welches den Verstand einer Kreatur in Reichweite, die du sehen kannst, überwältigt und sie entgeistert stehen bleiben lässt. Wenn das Ziel 150 oder weniger TP hat, wird es betäubt. Ansonsten hat der Zauber keinen Effekt.Das betäubte Ziel muss am Ende jeder seiner Züge einen Konstitutionsrettungswurf machen. Bei einem Erfolg endet der Betäubungseffekt.

Bard Verzauberung des 8. Grades

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

Voraussicht

  • casting time1 Minute
  • rangeBerührung

  • componentsV, G, M
  • duration8 Stunden

die Feder eines Kolibris

Du berührst eine bereitwillige Kreatur und verleihst ihr die begrenzte Fähigkeit, in ihre unmittelbare Zukunft zu sehen. Für die Zauberdauer kann das Ziel nicht überrascht werden und hat Vorteil auf alle Angriffswürfe, Fertigkeitscheks und Rettungswürfe. Zusätzlich haben andere Kreaturen Nachteil auf ihre Angriffe gegen das Ziel.Dieser Zauber endet sofort, wenn du ihn ein weiteres Mal wirkst, bevor er ausgelaufen ist.

Bard Erkenntniszauber des 9. Grades

Massen-Verwandlung 1/2

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

Du transformierst bis zu 10 Kreaturen deiner Wahl, welche innherhalb der Reichweite sehen kannst. Ein unwilliges Ziel muss einen Weisheitsrettungswurf ablegen, um der Transformation zu wiederstehen. Ein unwilliger Gestaltenwandler hat automatisch erfolg bei diesem wurf. Jedes Ziel nimmt eine Tiergestalt deiner Wahl an, und du kannst die selben verschiedene Formen für jedes Ziel wählen. Die neue Form kann jedes Tier sein, das du gesehen und dessen HG niedriger oder gleich dem HG des Ziels ist (oder die Hälfte der Stufe des Ziels, wenn das Ziel keinen HG hat). Die Spielwerte der Kreatur, einschließlich ihrer Mentalen Attributswertde, werden durch die Werte des gewählten Tieres ersetzt. Das Ziel behält aber seine TP, seine Gesinnung und seine Persönlichkeit.Jedes Ziel erlangt eine Anzahl temporären TP in Höhe der TP seiner jeweiligen neuen Form. Diese Temporären TP können nicht durch eine andere Quelle ersetzt werden. Ein Ziel kehrt zu seiner normalen Form zurück, wenn alle seine temporären TP aufgebraucht sind oder es stirbt. Wenn der Zauber davor enden,so verliert die Kreatur alle temoprären TP und kehrt zu seiner normalen Form zurück.

Bard (XGE) Verwandlung des 9. Grades

Massen-Verwandlung 2/2

  • casting time1 Aktion
  • range36 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

Die Kreatur ist beschränkt auf Auktionen, welche die Beschaffenheit seiner neuen Form erlauben. Sie kann nicht sprechen, Zauber wirken oder etwas anderes tun, was Hände oder Sprachfähigkeit erfordert. Die Ausrüstung des Ziels geht in die neue Form ein. Das Ziel kann seine Ausrüstung weder aktivieren, verwenden, handhaben noch in irgendeiner anderen Form davon profitieren.

Bard (XGE) Verwandlung des 9. Grades

Wort der Macht: Heilung

  • casting time1 Aktion
  • rangeBerührung

  • componentsV, G
  • durationUnmittelbar

Eine Welle aus heilender Energie überflutet die Kreatur, die du berührst. Das Ziel erlangt alle seine TP zurück. Falls die Kreatur bezaubert, verängstigt, paralysiert oder betäubt ist, endet dieser Zustand. Falls die Kreatur auf dem Boden liegt, kann sie ihre Reaktion benutzen, um aufzu-stehen. Dieser Zauber hat keine Auswirkung auf Untote oder Konstrukte.

Bard Hervorrufung des 9. Grades

Wort der Macht: Tod

  • casting time1 Aktion
  • range18 Meter

  • componentsV
  • durationUnmittelbar

Du äußerst ein Wort der Macht, welches eine Kreatur in Reichweite, die du sehen kannst, zwingt zu sterben. Wenn die ausgewählte Kreatur 100 oder weniger TP hat, stirbt sie. Ansonsten hat der Zauber keinen Effekt.

Bard Verzauberung des 9. Grades

Psychischer Schrei

  • casting time1 Aktion
  • range27 Meter

  • componentsG
  • durationUnmittelbar

Du entfesselst die Macht deines Verstandes um den Intellekt von bis zu 10 Kreaturen deiner Wahl in Reichweite, die du sehen kannst, du bombadieren. Kreaturen mit einem Intelligenz-wert kleiner als 3 werden von diesem Zauber nicht betroffen.Jedes Ziel muss einen Intelligenzrettungswurf machen. Bei einem Fehlschlag erleidet es 14d6 psychischen Schaden und wird betäubt. Bei einem Erfolg erleidet es nur halb soviel Scha-den und wird nicht betäubt. Wenn ein Ziel von diesem Schaden zerstört wird, explodiert sein Kopf, sofern es einen hat.Ein betäubtes Ziel kann am Ende jedes Zuges einen weiteren Intelligenzrettungswurf machen. Bei einem Erfolg endet die Betäubung.

Bard (XGE) Verzauberung des 9. Grades

Wahre Verwandlung 1/4

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

ein Tropfen Quecksilber, ein Batzen Gummiarabikum und eine Rauchschwade

Wähle eine Kreatur oder einen nicht-magischen Gegenstand, der weder getragen noch in der Hand gehalten wird. Das Ziel muss sich in Reichweite befinden und du musst es sehen können. Eine Kreatur vermagst du in eine andere Kreatur oder einen Gegenstand zu verwandeln, einen Gegenstand in eine Kreatur. Die Transformation bleibt bestehen, bis der Zauber endet oder das Ziel auf O Trefferpunkte reduziert wird oder stirbt. Wenn du dich für die volle Wirkungsdauer auf den Zauber konzentrierst, hält die Verwandlung an, bis er gebannt wird. Der Spruch hat keine Auswirkungen auf Gestaltwandler oder Kreaturen mit O Trefferpunkten. Ein unwilliges Ziel kann einen Weisheitsrettungswurf ablegen. Bei einem Erfolg wird es nicht vom Zauber betroffen.

Bard Verwandlung des 9. Grades

Wahre Verwandlung 2/4

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

ein Tropfen Quecksilber, ein Batzen Gummiarabikum und eine Rauchschwade


Gegenstand in Kreatur:

Du kannst einen Gegenstand in eine beliebige Art von Kreatur verwandeln, solange diese nicht größer als der Gegenstand ist und ihr HG nicht über 9 liegt. Die Kreatur ist dir und deinen Gefährten freundlich gesonnen und handelt in jedem deiner Züge. Du entscheidest, welche Aktion sie ausführt und wie sie sich bewegt. Der GM hat die Spielwerte für die Kreaturzur Verfügung und wickelt wickelt die von dir ausgewählte Aktion und Bewegung ab. Wird der Zauber permant, kontrollierst du die Kreatur nicht länger. Sie können mit dir verbündet bleiben, abhängig davon, wie du sie behandelt hast.
Kreatur in Gegenstand

Wenn du eine Kreatur in einen Gegenstand transformierst, verwandelt sie sich mit allem, was sie trägt und in der Hand hält. Die Spielwerte der Kreatur werden zu denen des Gegenstands. Wenn der Zauber endet und das Ziel wieder seine normale Form annimmt, besitzt es keine Erinnerung an die Zeit, die sie als Gegenstand verbracht hat.

Bard Verwandlung des 9. Grades

Wahre Verwandlung 3/4

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

ein Tropfen Quecksilber, ein Batzen Gummiarabikum und eine Rauchschwade


Kreatur in Kreatur:

Wenn du eine Kreatur in einen andere Art von Kreatur verwandelst, muss der HG der neuen Art des Zieles entsprechen oder niedriger sein (falls das Ziel keinen HG besitzt, verwende seine Stufe). Die Spielwerte der betroffenen Kreatur, inklusive der geistigen Attribute, werden durch die der neuen Gestalt ersetzt. Das Ziel behät seine Gesinnung und Persönlichkeit. und erhät die Trefferpunkte der neuen Gestalt. Nimmt es wieder seine ursprüngliche Form an, besitzt es die gleiche Anzahl an TP wie vor der Verwandlung. Findet die Rückverwandlung statt, weil die TP des Ziels auf 0 fallen, wird jeglicher überzählige Schaden auf die normale Gestalt übertragen. Solange dieser überzählige Schaden die TP der Kreatur nicht auf 0 reduziert, wird sie nicht bewusstlos.

Bard Verwandlung des 9. Grades

9 9
9 9
9 9
9 9
9 9
9 9
9 9
9 9
9 9

Wahre Verwandlung 4/4

  • casting time1 Aktion
  • range9 Meter

  • componentsV, G, M
  • durationKonzentration, bis zu 1 Stunde

ein Tropfen Quecksilber, ein Batzen Gummiarabikum und eine Rauchschwade

Das Ziel kann nur Aktionen ausführen, die in seiner neuen gestalt möglich sind. Es kann nicht Sprechen, keine Zauber wirken und keine anderen Aktionen ausführen, die Hände oder Sprache erfordern, es sei denn, die neue Gestalt ist dazu in der Lage. Die Ausrüstung des Ziels verschmilzt mit seiner neuen Gestalt. Es kann keine Ausrüstung aktivieren, verwenden oder andersweitig nutzen.

Bard Verwandlung des 9. Grades

9 9