Bard Songs


Bard Songs

The Bard songs function differently than other spells. They function under a principle called "earshot". Earshot is defined as: "within the same room as the Bard, within four spaces in a corridor in either direction, or within a three space radius outdoors." Bards have devoted part of their lives to the magical arts. At the beginning of the game, it is assumed that they have a certain number of spells already learned that they don't have to pay for. I recommend the D.M. give each magic user a certain amount of credit to spend on spells. For Bards I recommend 250 gc (Gold Coins). They may then sing any spell in their repertoire as many times as their manna will allow them to. Spell costs are indicated beside the manna rating of each spell.






Battle Hymn
This song instills courage to all Heroes in earshot. All affected Heroes get to roll one extra combat die in both attack and defense until they can no longer "see" a monster. Singer is not affected.

Catnap
This song causes all creatures in earshot to fall into a light slumber, such that even the lightest touch will instantly rouse them. However, until they are roused they may not move or perform any actions. Creatures defend by rolling 1d6 per Mind Point, and by rolling at least one 5 or 6 the effect is resisted.

DeathCry
If the Bard, in the heat of battle, is wounded to the point that his or her Body Points are dropped below 1, provided he or she still has at least one Manna point left, the Bard automatically starts a DeathCry. This song raises them back up to 1 Body Point, and can only be sung once.

Hypnotize
This song effectively renders the Bard invisible to all creatures in earshot, allowing them to move through spaces occupied by monsters. The Bard cannot perform any other actions while singing the song or it immediately fails.

Restful Ballad
This song will cause a restful peace to fall over all creatures in earshot. This magical restfulness will restore two Mind points and two Body Points to all creatures who hear the music including the Bard. This restful peace will also lower the attack and defend dice of anyone who hears it by two combat die each and will last for 2 turns.



Song Of Chaos
This song causes all the monsters in earshot to become confused, and will attack whatever is closest to them. This spell may be broken at once or on a future turn by rolling 1D6 for each Mind Point. By rolling 5 or 6, the spell is broken.

Song Of Calamities
This song will instill fear in any monster in earshot. Monsters affected will lose 2 Defend Die and 2 Attack Die (will not lower past 1). Monsters defend by rolling 1D6 for each Mind Point. If the monster rolls a 6, the spell is broken.



Cacophonous Song
This song will confuse and disorient any creature who hears it. All characters in earshot are automatically lowered by one Mind Point for the duration of the enchantment (Will not make any character go lower than 1 Mind Point). Those affected are unable to move or perform any action--including attacking or defending--until the enchantment is broken. To defend, characters roll 1D6 for each current Mind Point. By rolling 5 or higher, the enchantment is broken. Singer is unaffected.

Mesmerize
This song works similarly to Hypnotize, but it lasts for an entire turn and makes all the Heroes invisible. The Heroes may search rooms for Treasure, Secret Doors, or Traps, but if they attack any monster in the room the spell immediately fails. Only monsters with over four Mind Points can defend against the song by rolling 1d6 per Mind Point, and on a roll of 6 the spell is defended.

Power Song: Pain
This song draws on the ancient powers of the Bean Sidhe, and causes all characters in earshot to double over in pain and lose 2 combat die in both attack and defense. The spell is undefendable and lasts for 1D8 turns.

Song of Recovery
This powerful song reinvigorates any character in earshot, healing 4+1d4 Body Points of damage. (It will not raise a Hero above their starting number.)






Echolocation
This spell allows the Bard to periodically release bursts of sonic energy which allow the Bard to "see" in the dark. The range of this echolocation is one room or a three space radius in a corridor. This spell lasts for 12 turns.

Lesser Chime
By touching any one metal weapon, the Bard creates a resonant frequency that allows the weapon to store a weak sonic charge. The first time a player scores a successful hit with the weapon (and at least one point of damage is done) the weapon releases all the sonic energy, doing an additional two Body Points of damage. The charge lasts three turns.

Sonic Burst
This spell allows the Bard to release a burst of sonic energy that pushes one creature two spaces away in a straight line. The creature must have a clear path. If there is an obstacle in the way, the creature stops and takes 1d4 points of damage. If that obstacle is another creature they both take one point of damage. Creatures who are pushed against their will onto squares with traps set them off.



Chime
By touching any one metal weapon, the Bard creates a resonant frequency that allows the weapon to store a sonic charge. The first time a player scores a successful hit with the weapon (and at least one point of damage is done) the weapon releases all the energy in a sonic burst, doing an additional 4 points of damage. The charge lasts three turns.

GlitterSong
This spell conjures up 1+1D4 magical sparkles which can be projected at any one, or any number of targets the Bard can "see". These sparkles do 1 Body Points of damage each. Characters defend by rolling 2D6 per each sparkle they are hit with. For each 6 rolled, the damage is reduced by 1 Body Point.

Richter Wave
This spell allows the Bard to stomp and send sonic energy through the ground. This energy will then burst upward and do four Body Points of damage to any single target within a two space radius of the Bard. Characters defend by rolling 1d6 per current Body Point and for each 6 rolled the damage is reduced by 1.



Essence of the Bean Sidhe
This spell allows the Bard to emit a piercing scream that produces two effects.
First: the spell pushes every creature who is within a two space cone two squares backwards. The creature must have a clear path. If there is an obstacle in the way, the creature stops and takes 1d4 points of damage. If that obstacle is another creature they both take one point of damage. Creatures who are pushed against their will onto squares with traps set them off. (see Spell Cones)
Second: every creature within the cone takes three points of sonic damage, one of which is undefendable. The last two points may be defended by rolling 2D6, and for each 5 or 6 rolled, the damage is reduced 1 point.

Greater Chime
By touching any one metal weapon, the Bard creates a resonant frequency that allows the weapon to store a powerful sonic charge. The first time a player scores a successful hit with the weapon (and at least one point of damage is done) the weapon releases all the energy in a sonic blast, doing an additional 8 points of damage. The charge lasts three turns.



SparkleSong
This spell conjures up 4+1D4 magical sparkles which can be projected at any one, or any number of targets the Bard can "see". These sparkles do 2 Body Points of damage each. Characters defend by rolling 2D6 per each sparkle they are hit with. For each 6 rolled, the damage is reduced by 1 Body Point.



ShatterSong
This song causes all characters in a two space cone to convulse in pain. Solid creatures feel their bones shatter, and non-solid creatures find their forms disrupted. Solid creatures take 2D4+4 Body Points of damage and defend by rolling 1D10 for each Body Point. On a roll of 9 or 0, the damage is reduced by one point. Incorporeal and non-solid Monsters are stunned and disrupted for 1d4 rounds. These creatures defend by rolling 1d6 per body point, and on a roll of 6 they reform. A stunned creature may not attack or defend until they have reformed. Examples of non-solid monsters would be incoporeal undead and some elementals.

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