Spells of
the Skald II

Guide to
Level 2 Bard Spells

By
Darkgolem



Level 2 bard spells are a mixed
bag.  You get more powerful spells, some of which duplicate and
amplify
the benefit of 1st level bard spells.  Hypnotic pattern instead of
hypnotism, Heroism instead of focusing chant.  A new player should
occasionally switch out one spell for the other, to get the feel for
what works, and what doesn't.  This gives you an idea of what is
worth
using as a second level, and what is worth keeping as a first level
spell.  Keep in mind that heighten spell makes lower level spells
have
as high as a dc as your highest level spell, and it is well worth
getting this feat to make sure your first level spells that require
saves are as effective as possible in this comparison.



For example, focusing chant and heroism do similar things.  But if
you
examine both spells carefully, in the end, href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=185">focusing
chant is probably
more valuable.  Why?  Because focusing chant is a
circumstance bonus. 
This means it stacks with bard song.  Heroism has a lot going for
it. 
It is almost as effective as href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=236">bard
song, and in some ways,
superior.  It
works on others (focusing chant does not).  But it doesn't stack
with
bard song, meaning that you get little value out of heroism cast on
party members, while you always get a benefit from focusing chant.



Look at hypnotism and hypnotic pattern.  Hypnotic pattern is a
static
affect, that is, it stays in place and affects all who enter.  But
keep
in mind that hypnotism, under the effects of a heighten spell, is just
as effective, and is a faster cast.  href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=75">Hypnotic
pattern takes a
fairly
long time to cast.  It's a toss up in this case, but between the
two, I
tend to favor a heightened hypnotism with my bard.  A bard doesn't
have
a huge list of spells, and it's important to distinguish these spells
from each other with experimentation to decide what to take for what
level.



style="font-style: italic; font-family: tahoma;">

border="1" cellpadding="2" cellspacing="2">
style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Blindness

Cooldown: 3 seconds

Casting Time: short

School: necromancy

Components: verbal

Duration: permanent until removed

Range: medium

Save: fort to avoid

Target: foe

Rating: 2



Notes: “The power of unlife renders an enemy permanently blinded. A
successful Fortitude save negates this effect.”  This is a fairly
useful spell, but remember that once you are noticed by an opponent,
they can cast spells upon you.  However, spells that do not have
foe as
a target (instead directional, such as ray spells) can miss as the
opponent moves around to look for you.  The main benefit of this
spell
is that opponents have a 50% miss chance and lose dexterity bonuses.

style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album109&id=Blur&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Blur"
src="http://ddo.tentonhammer.com/files/gallery/albums/album109/Blur.jpg"
style="border: 2px solid ; width: 250px; height: 174px;" align="right">Blur

Cooldown: 3 seconds

Casting Time: medium

School: illusion

Components: verbal

Duration: 1 minute/level

Range: short

Target: friend, self

Rating: 4



Notes: “An ally's outline becomes slightly blurred, granting a 20% miss
chance.”  This is a great spell, it lasts a lot time, and provides
a
great benefit for a party at all levels.  True sight will bypass
this
defense.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Cat's Grace

Cooldown: 3 seconds

Casting Time: short

School: transmutation

Components: verbal, somatic, material

Duration: 1 minute/level

Range: medium

Target: friend, self

Rating: 2



Notes: “An ally becomes more graceful, agile, and coordinated, giving a
+4 enhancement bonus to Dexterity.”   This is nice, but most
classes at
high levels will have items to add dexterity.  It is rarely useful
past
about level 7 or so.

style="font-weight: bold;">Cure Moderate Wounds

Cooldown: 3 seconds

Casting Time: fast

School: abjuration

Components: somatic, verbal

Range: medium

Save: will for ½ (undead foe

Target: self, friend, undead foe

Rating: 3



Notes: “Positive energy is channeled to heal moderate wounds of your
target or damage undead for 2d8 hit points +1 per caster level (max
+10).”  This is a more useful than cure light wounds, but still a
spell
better used as a wand.  Bards do not have enough spell points for
healing using spell pools, generally.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Daze Monster

Cooldown: 3 seconds

Casting Time: short

School: enchantment

Components: verbal, somatic, material

Duration: 6 seconds

Range: medium

Target: will to avoid

Rating: 1



Notes:  “Clouds the mind of an enemy so that it takes no actions
for 6
seconds. Creatures of 7 or more Hit Dice are not affected.”  Not a
very
good spell.  Otto's Resistable Dance is lower level, lasts longer,
and
has no hit dice limit.

style="font-weight: bold;">Eagle's Splendor

Cooldown: 3 seconds

Casting Time: short

School: transmutation

Components: verbal, somatic, material, focus

Duration: 1 minute/level

Range: medium

Target: self, friend

Rating: 1



Notes: “An ally becomes more poised, articulate and personally
forceful, giving a +4 enhancement bonus to Charisma.”  Not a
absolutely
horrible spell, but once you have a charisma item that is +4, you won't
want this in your inventory.  Not really useful to other party
members,
with rare exceptions.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Fox's Cunning

Cooldown: 3 seconds

Casting Time: short

School: transmutation

Components: verbal, somatic, material, focus

Duration: 1 minute/level

Range: medium

Target: self, friend

Rating: 1



Notes: “The ally gains wit, giving a +4 enhancement bonus to
Intelligence.“  This isn't a very useful spell.  If you wish
an
intelligence buff and don't have an item, carry a couple potions,
because having this in your repertoire is a bad idea.

style="font-weight: bold;"> href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album109&id=Glitterdust&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Glitterdust"
src="http://ddo.tentonhammer.com/files/gallery/albums/album109/Glitterdust.jpg"
style="border: 2px solid ; width: 250px; height: 174px;" align="right">Glitterdust

Cooldown: 3 seconds

Casting Time: long

School: conjuration

Components: verbal, somatic, material

Duration:Area: 15' diameter

Range: medium

Save: will to avoid

Target: foe, positional, breakable

Rating: 3



Notes: “A cloud of golden particles covers everything in an area,
causing targets to become blinded and outlining invisible creatures.
Any creature covered by the dust takes a -40 penalty on Hide checks. A
successful Will save negates the blindness portion of the spell.” 
This
is a handy spell, in some circumstances.  While not the best of
spells,
it does assist in blinding opponents and so on.  Rogues should
love this spell, because opponents without sight have no dexterity
bonus, and are thus automatically vulnerable to backstab if hit.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Heroism

Cooldown: 3 seconds

Casting Time: fast

School: enchantment

Components: somatic, verbal

Duration: 1 minute/level

Range: long

Target: self, friend

Rating: 3



Notes: “Imbues a single ally with great bravery and morale in battle,
gaining a +2 morale bonus on attacks, saves, and skill checks.” 
Very
handy as a spell, since it buffs allies.  Note it does not stack
with
bard song, but since bard song does not affect saves (other than fear)
it still provides a benefit.

style="font-weight: bold;">Hold Person

Cooldown: 3 seconds

Casting Time: short

School: enchantment

Components: verbal, somatic, focus

Duration: special (6 seconds/level)

Range: medium

Save: will to avoid

Target: foe

Rating: 3



Notes: “The target enemy humanoid becomes paralyzed and freezes in
place. It is aware, but can take no actions for a maximum of 6 seconds
per caster level. The enemy may attempt to make a new Will save every 3
seconds. Humanoids include kobolds, goblinoids, player races except for
warforged, troglodytes, and more.”  Very nice spell, but remember
you
get more powerful similar spells later in levels.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Hypnotic Pattern

Cooldown: 6 seconds

Casting Time: medium

School: illusion

Components: somatic, verbal, material

Duration:Area: 15' diameter

Range: medium

Target: foe, positional

Rating: 2



Notes: “A twisting pattern of subtle, shifting colors weaves through
the air, fascinating targets within it. A successful Will save negates
this effect.”  Hypnotic pattern is useful, but hypnotism, if you
have
heighten, probably is an acceptable substitute.

style="font-weight: bold;">Invisibility

Cooldown: 3 seconds

Casting Time: fast

School: illusion

Components: somatic, verbal, material

Duration: 1 minute/level

Range: long

Target: self, friend

Rating: 2

Notes: “An ally becomes invisible, vanishing from sight, even from
darkvision. If he or she attacks a target, the effect is
removed.” 
Keep in mind that this spell has specific parts of it's nature which
are most important.  One is that it does not provide “true”
invisibility, but instead a +20 to hide as a bonus, and second that
defensive spells do not cause it to break.  So a bard can
invisibly
heal allies without breaking this spell.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Rage

Cooldown: 3 seconds

Casting Time: medium

School: enchantment

Components: somatic, verbal

Duration: 1 minute + (6 seconds/level)

Range: medium

Target: ally, self

Rating: 3



Notes: “Causes the target to fly into a screaming blood frenzy, gaining
phenomenal strength and durability but becoming reckless. Grants a +2
morale bonus to Strength, Constitution, and a +1 morale bonus to Will
saves, but causes the target to take a -2 penalty to armor.”  This
is a
fun spell to stack with your normal bard buff, though many do not like
the armor class penalty enough to accept it.  This is an area of
effect
in a sense.. cast it upon an ally and any allies standing “on” the
target will receive the benefit of this spell also.
style="font-weight: bold;">Scare

Cooldown: 3 seconds

Casting Time: short

School: necromancy

Components: verbal, somatic, focus

Duration: 9 seconds/level

Range: medium

Save: will to avoid

Target: foe, positional

Rating: 1

Notes: “Casts Cause Fear on multiple targets.”  This is a very bad
spell.  At the point where you are casting this spell, it's not
very
useful.  I strongly suggest avoiding it.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Sound Burst

Cooldown: 3 seconds

Casting Time: medium

School: evocation

Components: somatic, verbal

Duration: 6 seconds (stun only)

Area: 15' diameter

Range: medium

Target: foe

Rating: 2



Notes: “Blasts an area with a tremendous cacophony, doing 1d8 of sonic
damage and stunning enemies for 6 seconds. A successful Fortitude save
negates the stun.”  The stun affect of this song is actually quite
handy, if you have a formidable save dc, and heighten.  It works
against vermin, which makes it better than it otherwise would be. 
However, use it for crowd control, don't bother trying to use it for
damage dealing. Note that you have to "chase " a target, so you should
wait until it stops moving before casting it, else it will often be
outrun by opponents.
style="font-weight: bold;">Suggestion

Cooldown: 3.5 seconds

Casting Time: fast

School: enchantment

Components: verbal, material

Duration: 6/seconds level

Range: medium

Target: foe

Rating: 4



Notes: “Influences the actions of an enemy, allowing you to suggest it
to fight as your ally for 6 seconds per caster level. A successful Will
save negates this effect.”  The nice thing about this spell is
that you
know when an opponent is going to break out of a suggestion, and
furthermore, it works against all creatures that are affected at all by
enchantments, such as giants or similar.

style="background-color: rgb(212, 201, 125); vertical-align: top;"> size="-1">Summon Monster II

Cooldown: 2 minutes

Casting Time: long

School: enchantment

Components: somatic, verbal

Duration: 2 minutes

Range: medium

Target: ally, self

Rating: 1



Notes: “Summons a fiendish scorpion to fight for you for a brief time.
Casting this spell locks out casting any other Summon Monster spell for
2 minutes.”  The scorpion looks cool, but is isn't very powerful,
and
has a habit of burrowing around half the time, meaning it doesn't do
it's job of drawing agg very well.



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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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