Untrained Melody III: Level 3 Bard
Spells

By Ralsu



Third level bard spells provide a solid selection of buffs, debuffs,
and crowd control spells.

Moreover, Cure Serious Wounds is regarded as
the most efficient healing spell in Dungeons & Dragons Online:
Stormreach (DDO).



Bards looking to specialize in boosting the fighting prowess of their
party members need look no further than the bard-only spell Good Hope.
Additionally, they can consider Haste to get faster and more accurate
attacks while providing some extra defense. Finally, Remove Curse keeps
the party fighting at optimum.



Bards who like to reduce the effectiveness of their opponents will be
please with Charm Monster, Crushing Despair, and Fear. Charm Monster
will make one enemy your ally and lasts longer than previous charms.
Crushing Despair will soften an adversaries blows and make him more
susceptible to spells. Fear can cause a room full of enemies to stop
attacking and run for their lives.



If you're a bard who enjoys crowd control, look at Charm Monster, Fear
and Slow. Slow will cause enemies to move at half their normal speed,
and they'll attack less frequently, too.



Alas, bards can't learn every spell. You'll be limited to only 4 of the
12 spells listed here. And--as always--the best bard will select a nice
mixture of spells so that he brings balance to his party.



The table below identifies and
describes the 12 Level 3 bard spells. All spells are rated on a scale
of 1 to 5 (with 5 being best).


cellspacing="2">
Charm
Monster href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Charmed_Beholder&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Charm Monster"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Charmed_Beholder.sized.jpg"
style="border: 2px solid ; width: 267px; height: 200px;" align="right">


Cool down (seconds): 9

Casting Time: fast

School: enchantment

Range: medium

Components: somatic, verbal

Duration: 10 minutes (extendable)

Save: will to avoid, (special)

Target: foe



Official Description: “An enemy monster is charmed and will fight as a
trusted friend and ally. Charmed monsters get additional saving throws
every 3d6 +12 seconds.”



Notes: This spell does not work on rust monsters, vermin, oozes, undead
and constructs. For those enemies it affects, it is harder to resist
and more effective than previous charms. Bards specializing in charming
will definitely want this spell. A nice thing about Charm Monster is
that it requires no material component. The bad part is that 9 seconds
of cooldown!



Rating:
3

Crushing
Despair


Cool down (seconds): 4

Casting Time: fast

School: enchantment

Range: medium

Components: material, somatic, verbal

Duration: 1 minute/level (extendable)

Area: 10' radius circle

Save: will to avoid

Target: foe, positional



Official Description: “An invisible cone of despair causes a great
sadness in ones enemies, giving –2 penalties to attack, saving throws,
skill checks and weapon damage.”



Notes: This spell is a circle, not a cone, and the cast effect (but not
the results) is visible. I wish there were a way for me to know which
of my enemies has been affected by this spell. I find this spell very
useful for weakening a foe's resistance to spells for the rest of the
party. No more succeeding at your fortitude save for half damage for
you, Mr. Giant! Use it on a room full of insignificant adversaries to
reduce the damage your party takes. Your healer will love you for it.



Rating:
3

Cure
Serious Wounds


Cool down (seconds): 3

Casting Time: Short

School: Conjuration

Range: short

Area: single target

Components: somatic, verbal

Duration: Instant

Target: Self, friend, undead



Official Description: "Positive energy is channeled to heal serious
wounds of your target or damage undead for 3d8 hit points +1 per caster
level."



Notes: Unless you're roleplaying a bard who does know healing spells,
you can't go wrong with this spell. Cure Serious Wounds is considered
by many to be the most effective healing spell in DDO. If you compare
the ratio of health restored to spell points spent and the time it
takes to accomplish all of this, those people are right.



Rating:
5

Deep
Slumber


Cool down (seconds): 3

Casting Time: short

School: enchantment

Range: medium

Components: material, somatic, verbal

Duration: 1 minute/level (extendable)

Save: will to avoid

Target: foe, positional

Area: 10' radius circle



Official Description: “Induces a magical slumber to come upon targets,
rendering them helpless until attacked or for a duration of 1 minute
per caster level. Ineffective on undead or constructs.”



Notes: This spell has the same problem that the original Sleep spell
has, in that enemies will outrun the effect. Fortunately, the area is
substantially larger, making it more reliable. You can also affect a
larger number of hit dice (sum of the levels of of the targets). The
plus sides are not enough to make me want this one. You have a much
better crowd control spell available from this list in Fear.



Rating:
1

Dispel
Magic


Cool down (seconds): 8

Casting Time: medium

School: abjuration

Range: medium

Components: material, somatic, verbal

Duration: instant

Target: friend, self, foe



Official Description: “Removes ongoing spells that have been cast on a
target.”



Notes: Dispel Magic is very useful to remove charms and similar effect
upon creatures or many negative effects found on your party, but it is
difficult to tell when this spell is useful to cast upon opponents
unless you are sure you see them buff themselves or their allies. With
only 4 slots to choose from among Level 3 bard spells, I can't imagine
picking this over some of the other choices.



Rating:
2

Fear

Cool down (seconds): 4

Casting Time: fast

School: necromancy

Components: material, somatic, verbal

Duration: 6 seconds per level (feared) or 3 seconds (shaken)
(extendable)

Area: 15' long, 10' wide cone

Save: will to avoid or shaken

Target: foe, directional



Official Description: “An invisible cone of terror causes each living
enemy in an area to become panicked. Cornered enemies cower.”



Notes: Useful for herding enemies into traps, and affects all hit dice,
unlike cause fear and scare. If an enemy saves, it is still shaken for
3 seconds. Fear is an extremely powerful crowd control spell that will
serve you well. If I have any complaint it is how you have to chase
down the enemies to slaughter them. At least they're not fighting back!



Rating:
4

Good
Hope href="http://ddo.tentonhammer.com/modules.php?set_albumName=Site-Graphics&id=bard_portal_icon&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="bard"
src="http://ddo.tentonhammer.com/files/gallery/albums/Site-Graphics/bard_portal_icon.jpg"
style="border: 2px solid ; width: 152px; height: 200px;" align="right">


Cool down (seconds): 4

Casting Time: short

School: enchantment

Area: 30 feet radius

Components: material, somatic, verbal

Duration: 8 minutes (extendable)

Target: AoE



Official Description: “Instills powerful hope, giving a +2 morale bonus
to attack, saving throws, abilities, skills, and weapon damage.”



Notes: Good Hope is crowd pleaser for sure. Everyone wants this buff.
The only reason I could see not to pick this spell is if you are a bard
who has used Enhancements to maximize the effectiveness of Inspire
Courage. Even then, who doesn't want +2 to reflex, will, and fortitude
spells? Plus, Good Hope is extendable up to 20 minutes! Get this spell!



Rating:
5

Haste href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Otto_s_Resistible_Dance&op=modload&name=Gallery&file=index&include=view_photo.php"> style="font-weight: bold;">

Cool down (seconds): 3

Casting Time:  medium

School: transmutation

Range: medium

Components:  material, somatic, verbal,

Duration: 6 seconds/level (extendable)

Target: friend, self, positional



Official Description: “Quickens allies, causing them to move 40% faster
and attack 25% faster than normal. In addition the recipient gains +1
enhancement bonus to attack rolls and a +1 dodge bonus to AC and reflex
saving throws.”



Notes: Stacks with Heroism, and the ability score buffs such as Cat's
Grace.  This spell is an area effect centered on your target, so
gather your allies when you cast it. Often considered an "always on"
spell, so it might be more spell point-efficient to leave this one to a
wizard
or or sorcerer with extend spell. If you're picking between Haste and
Good Hope, pick Good Hope; no one but a bard can bring that to the
party!



Rating:
3

Remove
Curse


Cool down (seconds): 3

Casting Time: fast

School: abjuration

Range: medium

Components: somatic, verbal

Target: friend, self



Official Description: “Removes a curse on an ally, counters and dispels
bestow curse.”



Notes: When you need this spell, you'll wish you had it, but don't be
swayed. Since bards only have 4 Level 3 spell slots, I can't recommend
this one. In fact, using the unique bard spell Good Hope may prevent
the curse from working on you in the first place--all the while adding
bonuses to other saves, attack, and damage.



Rating:
2

See
Invisibility


Cool down (seconds): 4

Casting Time: fast

School: divination

Range: medium

Components: material, somatic, verbal

Target: self



Official Description: “You can see invisible creatures and objects.”



Notes: ONLY you can see the invisible creatures when this spell
succeeds. The rest of the party will still be clueless. You're better
served by spamming Web or using Glitterdust. Or throw out some
Hypnotic Patterns. Invisible creatures still show the swirling icons
above their heads when hypnotized.



Rating:
1

Slow

School: transmutation

Range: medium

Area: 10' radius circle

Components: material, somatic, verbal

Duration: 6 seconds/level (extendable)

Target: foe, positional

Save: will to avoid



Official Description: “Causes an enemy to move at 50% speed and attack
at a 30% slowed rate.”



Notes: This spell would be useful for large crowds of fast opponents,
but it is difficult to place, similar to Deep Slumber or Sleep. I think
you're better off casting Crushing Despair if you want to reduce the
damage dealt by your foes. Even better, hit them with Fear and take no
damage as they all scatter!



Rating:
2

Summon
Monster III href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Summon_Monster_III&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Summon 3"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Summon_Monster_III.sized.jpg"
style="border: 2px solid ; width: 250px; height: 200px;" align="right">


Cool down (seconds): 90

Casting Time: long

School: conjuration

Range: medium

Components: material, somatic, verbal

Duration: 3 minutes

Target: self, directional



Official Description: “Summons a hellhound to fight for you for a brief
time. Casting this spell locks out casting any other Summon Monster
spell for 3 minutes.”



Notes: This is lengthy enough to be useful, but hell hounds are overall
fragile creatures.  Because they are able to hide, if they get
confused or caught on a terrain feature, one will not see that they
have been left behind. With a limited number of spell slots to use on
this list, I cannot recommend this spell in good faith.



Rating:
1

href="http://ddo.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=1857">Which
third level spells does your
bard use most? Tell us in our forums!




To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.

Last Updated: Mar 13, 2016

Comments