style="font-family: tahoma;">Bard Spell Guide: Level 5 Bard Spells
style="font-style: italic;">By
Darkgolem
Bards are a very powerful support class at this point in their
career. Throughout class advancement, a bard becomes a greater
and greater factor in the success of a party of adventurers. But
at the point where a bard can cast these powerful spells, they are
often the difference between success and failure for an
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=122">adventuring
party.
One of the most important factors in bard's success is their ability to
use 5th level bard spells. None of these spells are lemons,
(well, summon monster v maybe); They can make a huge difference
for in a party in a quest. While limited in number, they are very
cover the spectrum of spell types aside from
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=209">direct
damage dealing. With healing, debuff,
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=226">buff
and charming magic, these spells can give a bard weapons and tools
for every situation.
style="font-weight: bold;">Cure Light Wounds, Mass
Cooldown: 4.5 seconds
Casting Time: fast
School: conjuration
Range: medium
Components: somatic, verbal
Save: will for 1/2 (undead only)
Target: friend, self, undead foe
Rating: 3
Notes: Grants Cure Light Wounds on multiple targets. This
is a
nice spell for topping off your party members when they are all a
little
damaged. Very cost efficient, though not suitable for fast
healing in a
high damage combat. Cure light wounds heals 1d8 + (1 per level
(max +5)).
This is damaging toward undead, but not particularly so.
Dispel Magic
Cool down: 5 seconds
Casting Time: medium
School: Abjuration
Range: medium
Components: somatic, verbal
Target: friend, self, foe
Rating: 2
Notes: Removes ongoing spells that have been
cast on a target. You must make a
caster level check of 1d20 + your caster level (max +20) versus 11 +
the spell
casters level to remove an effect. This is useful than at
upper levels because more enemies have stacked magical defenses.
However, I wouldn't call it a first choice among limited spell
selections.
style="font-weight: bold;">Greater Heroism
Cool down: 5 seconds
Casting Time: fast
School: enchantment
Range: medium
Components: somatic, verbal
Target: friend, self
Rating: 4
Notes: Imbues a single ally with great
bravery and morale in battle, gaining +4 morale bonus on attacks, saves
and
skill checks. The target also recieves temporary hit points equal to
the caster
level and immunity to fear. This is an excellent spell, thought
using
quite an amount of spell points to affect an entire party. Very
useful for
fighting opponents such as undead or similar opponents who use fear or
require
many saving throws. Probably one of the best high level bard
spells.
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alt="Mass Suggestion"
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style="font-weight: bold;">Mass Suggestion
Cool down: 5 seconds
Casting Time: fast
School: enchantment
Range: medium
Duration: 6 seconds/level
Components: material, verbal
Area: 15' radius circle
Save: will to avoid
Target: foe, positional
Rating: 3
Notes: Casts suggestion spell on multiple enemies. This
spell is
slightly difficult to target, because creatures can run out of the
targeted
area as it is being cast. However, it is very handy for building
a small army.. just remember it takes a lot of spell points to maintain
this armies loyalty, and groups of enemies will break out of the
suggestion all at once.
style="font-weight: bold;">Mind Fog
Cool down: 9 seconds
Casting Time: long
School: conjuration
Range: medium
Components: somatic, verbal
Duration: 1 minute (extendable)
Area: 20' radius sphere
Save: will to avoid
Target: foe, positional, breakable
Rating: 2
Notes: Produces a bank of thin mist that weakens the mental resistance
of
those caught in it, giving them a -10 penalty to will saves. A success
will save negates this affect This is an excellent spells for
wizards, but is less useful for bard, because it is secondary support
to other enchantments, and bards
have limited spell slots at this level for support spells.
style="font-weight: bold;">Shadow Walk
Cool Down: 5 seconds
Casting Time: fast
School: illusion
Components verbal, somatic
Duration: 1 minute/level
Target: self
Rating: 3
Notes: "Transports you to the edge of the
Material
Plane where it borders the Plane of Shadow. While this spell is active,
you
move much faster than normal and your outline appears faint and you are
harder
to hit. Attacking another creature or otherwise interacting with
objects shunts
you back to the Material Plane." This is a neat spell, and handy
for running through dangerous areas. But when cast, you are
surrounded by an atmosphere of pink fog (who knew the plane of shadow
was pink?), and it can be difficult to navigate. Best to carry as
a scroll rather than have this as a precious spell slot.
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style="border: 2px solid ; width: 250px; height: 188px;" align="right"> style="font-weight: bold;">Summon Monster V
Cool down: 5 Minutes
Casting Time: long
School: conjuration
Range: medium
Components: material, somatic, verbal
Duration: 5 minutes
Target: self, positional
Rating: 2
Notes: Summons an earth elemental to
fight for you, for a brief
time. Casting this spell locks out casting any other summon monster
spell for 5
minutes. This summons a medium, CR 3, earth elemental. While it
can be a blocker,
it is not formidable against most foes a caster meets by the time the
caster
can summon this elemental.
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