New Spells   

Alter Instrument  
(Alteration) 
Level: 1
Range: Touch
Components: V, S
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 1 instrument
Saving Throw: None

	By using this spell, the caster can transform one musical instrument into another of similar size and equal value. Any hand-held instrument can be altered into any other hand-held instrument. However, in order to obtain a large instrument, such as a base harp, organ, or any other instrument that is too large or heavy to be easily carried, the spellcaster must start with an equally large instrument.
	In any event, the value of the new instrument is identical to the original. A golden recorder will generate a silver plated lute, a child's drum will generate a nonfunctional lyre, etc. 
	Bards use this spell to save both money and equipment carried. It is a lot cheaper to buy a single instrument and alter it when another is needed than to buy every instrument that might be required. This also saves a lot of space in one's backpack.
	If the instrument the bard wishes to alter is being carried or played by another character, a successful attack roll against the opponent's Armor Class must be made in order to touch the instrument.

Sound Bubble  
(Abjuration, Evocation) 

Level: 1
Range: 0
Components: V, S, M
Duration: 10 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None

	When this spell is cast, an invisible bubble springs into existence. It can either be centered on and mobile with the caster or cast on an area. The mobile bubble has a radius of 10 feet, while the area bubble has a radius of 5 feet per caster level. The bubble has only one effect: sound can't pass through it. Thus sound generated within the bubble can't be heard by those on the outside and vice versa.
	Bards often use this spell to enhance the quality and effect of their performances. It also functions nicely when a bard wishes to use one of his talents in a dungeon or other limited setting in which noise is sure to draw unwanted attention.
	Besides its entertainment functions, sound bubble is also useful in many of the same situations in which silence is used.
	The material component of the spell is a blown egg shell or a soap bubble.

Silence 15' Radius  
(Alteration) 

Level: 2
Range: 60 yards
Components: V, S
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 15-foot-radius sphere
Saving Throw: None

	Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: conversation is impossible, spells with verbal components cannot be cast, and no noise issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of the experience of the caster. If the spell is centered on a creature, the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw vs. spell. If successful, the spell effect is centered about one foot behind the position of the creature at the instant of casting (the effect does not move with the creature in this case). This spell provides a defense against sound-based attacks, such as harpy singing, a horn of blasting, etc. 

Improved Magic Mouth  
(Alteration) 

Level: 3
Range: 10 yards
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: 1 object
Saving Throw: None

	This spell works in all ways like the 2nd-level wizard spell magic mouth, except as follows.
	When this spell is cast, the mouth is endowed with the bard's current knowledge, Intelligence, and personality. When the predetermined event occurs that activates the mouth, it converses as if the bard were actually there. For example, the mouth might say, "Who goes there?" and wait for a reply. If the visitors announce their names, it could go on to say, "Tarnak, please proceed to the music room, while the rest wait in the sitting room."
	The mouth lasts until the conversation is over.
	Although the mouth can be set to activate due to a visual stimulus (i.e., activate if anyone wearing a green feather approaches the castle gate), once triggered, it reacts only to sounds and speech. Also note that the mouth and the bard are not linked in any way. Once cast, the mouth's knowledge is set and will never change. Thus, if a bard is extremely angry at Tarnak when he casts an improved magic mouth, the mouth will remain in a state of anger, even if the bard and Tarnak have reconciled.

Instant Audience  
(Conjuration) 
Level: 3
Range: 30 yards
Components: V, S, M
Duration: Up to 4 hours
Casting Time: 2
Area of Effect: 1 room or area within range
Saving Throw: None

	When this spell is cast, audience members are magically conjured. Each round 1d4 people enter the room or area in a normal manner. (They actually appear just outside the room when no one is looking.) This continues for a number of rounds equal to the caster's level.
	The audience contains a combination of races, gender, and social class appropriate to the occasion.
	Instant audience members act in every way like any other members of the audience. They walk around during intermission, talk, eat snacks, and so on. However, they always evade questions about their past, their history, or current events, as they have no past, no history, and have no idea as to what is going on in the world outside of the room.
	Instant audience members are strictly noncombative and never attack or cast spells (although they can be bullies or braggarts if that is appropriate). If one suffers even a single point of damage, he instantly vanishes along with all of his items (including items no longer on his body, such as clothes that he hung in the linen closet).
	Once the performance ends, instant audience members leave in an appropriate manner and vanish as soon as they are out of view.
	If the audience is treated in an inappropriate way (as determined by the DM), the spell instantly ends. For example, an audience could be summoned to watch a combat, but if the audience is used as a human shield, it vanishes.
	The material components are a small collection of the items carried by the appropriate audience (a gold coin, a piece of fine fabric, a snuff box, etc.). These are tossed into a bag that contains at least one live mouse. The mouse is not destroyed, but vanishes during the spell to reappear somewhere in the room after the spell ends.

Wall of Sound  
(Evocation) 

Level: 3
Range: 60 yards
Components: V, S, M
Duration: Concentration + 1 round/level
Casting Time: 3
Area of Effect: Special
Saving Throw: None

	The wall of sound spell brings forth an immobile, shimmering curtain of violently disturbed air. The wall is made up of a number of 10'x10' sections equal to the caster's level. These sections can be arranged as desired as long as the resulting wall all lies in one plane ( i.e., it must be flat) that stands up vertically.
	One side of the wall, selected by the caster, produces a voluminous roar that completely disrupts all communication, command words, verbal spell components, and any other form of organized sound within 30 feet. In addition, those within 10 feet are deafened for 1d4 turns if they fail a saving throw vs. spell.
	On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally.
	Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he rolls a successful saving throw vs. spell. Deafened creatures suffer a  -1  penalty to surprise rolls, a +1 penalty to their initiative rolls, and they are 20% likely to miscast spells with a verbal component.
	A silence 15' radius spell cast by a higher level caster specifically for this purpose will dispel the wall; the wall otherwise destroys all silence spells that come into contact with it.
	The material component is a piece of slate and a finger nail clipping.

Conjure Cabinet  
(Conjuration) 

Level: 4
Range: 10 feet
Components: V, S
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None

	This is a very special spell created specifically for the bard class. Before this spell can be used, the bard must have a special cabinet made. It must be of the highest quality, worth at least 1,000 gold pieces. It can be any size up to 4 feet wide by 4 feet deep by 8 feet high.
	Once the cabinet is made, this spell must be cast upon it and the cabinet must be named. At any later date, the bard can cast this spell and the cabinet temporarily teleports to the bard's current location. The cabinet carries with it any contents that are of a performing nature usable by the bard. (For example, it might contain musical instruments, cleaning tools, a playing stool, etc., for a True Bard. It might be lined with throwing daggers, rapiers {for sword swallowing}, and blindfolds for a Blade).
	When the cabinet teleports to the bard, a percentile die must be rolled. On a 01-04, it appears 2d20 feet in the air and falls, destroying itself (but its contents are recoverable). On a roll of 99-00, it teleports into the ground and is destroyed. Otherwise, it is safe.
	The cabinet remains for the duration of the spell or until the bard speaks the cabinet's name. It then teleports safely back to its previous location, along with any carried items of a performing nature usable by the bard.
	A bard may have only one such cabinet at a time. The teleport will not carry the cabinet to another plane. If items of a nonperforming nature are left in the cabinet, then the cabinet will not teleport.