Tome of Magic
Bard Songs
How Bard Songs Work Bard songs function differently than other spells, operating under the principle of Earshot: 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 start of the game they are assumed to have a certain number of spells already learned at no cost. The DM is recommended to grant each Bard 250 Gold in starting spell credit. They may then sing any spell in their repertoire as many times as their Manna allows. Spell costs are indicated beside the Manna rating of each spell.
Charm
Level 1
Battle Hymn Updated
This song instills courage in all Heroes in earshot. Affected Heroes roll one extra Combat Die in both attack and defense for 1D4 turns, or until they can no longer see a monster — whichever comes first. The Singer is not affected.
Catnap Updated
The Bard sings a gentle lullaby that puts all monsters in the room into a light sleep. Sleeping monsters cannot act. The Bard chooses one Hero to search for traps, doors, or treasure on their turn — but that Hero cannot attack, cast spells, open doors, or perform other actions. Monsters wake instantly if any other Hero moves, attacks, casts a spell, or performs any action. The Bard must continue playing to sustain the spell and may take no other actions. Starting the second round, the Bard rolls one Combat Die per Mind Point (4 dice) each round to maintain focus — failing if all dice show Skulls.
DeathCry
If the Bard is wounded in battle to the point their Body Points drop below 1, and they still have at least one Manna Point remaining, they automatically begin a DeathCry. This song raises them back to 1 Body Point. Can only be sung once.
Hypnotize New
This song renders the Bard effectively invisible to all creatures in earshot, allowing them to move through spaces occupied by monsters. The Bard cannot perform any other actions while singing or the spell immediately fails.
Lullaby of Repose New
The Bard sings a gentle lullaby that calms the aggression of all monsters in earshot. Affected monsters lose 1 Combat Die in attack for 2 turns. Each monster rolls 1D6 per Mind Point — a 5 or 6 resists. Heroes attempting to attack an affected monster fall under the effect themselves and must immediately roll 1D6 per Mind Point; failing to roll a 5 or 6 means they are lulled and lose their attack action.
Restful Ballad Updated
This song causes a restful peace to fall over all creatures in earshot, restoring either 2 Mind Points or 2 Body Points (recipient's choice) — including the Bard. However, this restful state also lowers the attack and defend dice of all who hear it by 2 Combat Dice each, lasting 2 turns.
Level 2
Dirge of Despair New
The Bard sings a mournful dirge, sapping the will of all monsters in earshot. Affected monsters lose 2 Combat Dice in attack for 2 turns. The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a roll of 6 breaks it.
Song of Chaos Updated
This song causes all monsters in earshot to become confused, attacking the closest visible creature. The spell lasts 2+1D4 turns. The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a roll of 5 or 6 breaks it.
Song of Calamities Updated
This song instills fear in all monsters in earshot for 2+1D4 turns. Affected monsters lose 2 Defend Dice and 2 Attack Dice (will not lower past 1). The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a roll of 6 breaks it.
Level 3
Ballad of Unraveling Minds New
The Bard's haunting ballad fractures the minds of all creatures in earshot, reducing their Mind Points by 2 (minimum 1) and forcing them to reroll any successful action (attack, defense, or spell) and take the worse result for 2+1D4 turns. The Bard is unaffected.
Cacophonous Song
This song confuses and disorients all creatures who hear it. All characters in earshot are automatically reduced by 1 Mind Point for the duration (will not drop below 1). Affected characters cannot move or perform any action — including attacking or defending — until the enchantment is broken. To break it, a character rolls 1D6 per current Mind Point; a roll of 5 or higher breaks free. Singer is unaffected.
Dirge of Despair New
The Bard's mournful dirge saps the will of all monsters in earshot, forcing them to roll twice for any action and take the worse result for 1+1D4 turns.
Lullaby of Repose New
The Bard sings a soothing lullaby, calming all creatures in earshot and forcing them to pause their actions. For 2 turns, affected creatures cannot attack unless attacked first, but may move or defend normally.
Mesmerize Updated
This song works similarly to Hypnotize, but lasts 1+1D4 turns and renders all Heroes invisible. Heroes may search rooms for treasure, secret doors, or traps, but attacking any monster immediately ends the spell. Only monsters with more than 4 Mind Points may defend against the song by rolling 1D6 per Mind Point — a roll of 6 resists.
Power Song: Pain Updated
This song draws on the ancient powers of the Bean Sidhe, causing all characters in earshot to double over in pain and lose 2 Combat Dice in both attack and defense. The spell is undefendable and lasts 2 turns.
Song of Recovery Updated
This powerful song reinvigorates all characters in earshot, healing 2+1D4 Body Points of damage. Will not raise a Hero above their starting total.
Level 4
Requiem of Doubt New
The Bard's haunting requiem instills crippling doubt in all monsters in earshot, forcing them to lose 1 Body Point (undefendable) and skip their next action unless they resist. Monsters resist by rolling 1D6 per Mind Point — a 5 or 6 allows them to act normally.
Level 5
Ode to Eternity New
The Bard sings a powerful ballad, filling all Heroes in earshot with supernatural courage and vigor. For 2+1D4 turns, each Hero gains +3 Attack Dice, +3 Defend Dice, and double movement. When the song ends, each Hero loses 1 Mind Point (will not drop below 1), reflecting the emotional exhaustion the spell causes.
Sonic
Level 1
Echolocation Updated
This spell allows the Bard to periodically release bursts of sonic energy to "see" in the dark. The range is one room or a three-space radius in a corridor. The spell lasts 12 turns. All monsters, doors, and furniture within range are visible, but nothing that would normally be hidden is revealed.
Lesser Chime
By touching any one metal weapon, the Bard creates a resonant frequency that stores a weak sonic charge. The first time a Hero scores a successful hit with that weapon (dealing at least 1 point of damage), it releases the charge for 2 additional Body Points of damage. The charge lasts 3 turns.
Resonant Strike New
The Bard shouts a piercing note targeting one creature in earshot. The creature takes 2 Body Points of damage and is stunned, losing its next action unless it resists by rolling 2D6 — each 5 or 6 reduces damage by 1 Body Point and prevents the stun. If the creature is adjacent to an obstacle (door, wall, furniture, or another monster), it takes 1 additional Body Point of damage.
Sonic Burst Updated
The Bard releases a burst of sonic energy that pushes one creature 2 spaces in a straight line. The creature must have a clear path. If an obstacle (door, wall, furniture, or monster) blocks the way, the creature stops and takes 1D4 damage; if the obstacle is another creature, both take 1 point of damage. Creatures pushed onto trap squares trigger those traps.
Level 2
Chime Updated
By touching any one metal weapon, the Bard creates a resonant frequency storing a sonic charge. The first time a Hero scores a successful hit with that weapon (dealing at least 1 point of damage), the weapon releases the energy in a sonic burst for 4 additional points of damage. The charge lasts 3 turns.
GlitterSong New
This spell conjures 1+1D4 magical sparkles that can be projected at any one or any number of targets the Bard can see. Each sparkle deals 1 Body Point of damage. Monsters defend by rolling 2D6 per sparkle they are struck with — each 6 reduces damage by 1 Body Point.
Resonant Aegis New
The Bard hums a protective resonance, enveloping one Hero in earshot in a sonic shield. The Hero gains +3 Combat Dice in defense for 1D4 turns. Once per turn, if that Hero takes 2 or more Body Points of damage in a single attack, the shield emits a sonic pulse dealing 1 Body Point of damage to the attacker (if adjacent).
Richter Wave New
The Bard stomps, sending sonic energy through the ground that bursts upward and deals 4 Body Points of damage to one monster they can see within a 2-space radius. Monsters defend by rolling 1D6 per current Body Point — each 6 reduces damage by 1.
Level 3
Essence of the Bean Sidhe New
The Bard emits a piercing scream with two simultaneous effects.

Push: Every creature within a 2-space cone is pushed 2 squares backwards. The creature must have a clear path — if an obstacle blocks the way, it stops and takes 1D4 damage; if the obstacle is another creature, both take 1 point of damage. Creatures pushed onto trap squares trigger those traps.

Sonic Damage: Every creature within the cone takes 3 points of sonic damage, 1 of which is undefendable. The remaining 2 may be defended by rolling 2D6 — each 5 or 6 reduces damage by 1 point.
Greater Chime
By touching any one metal weapon, the Bard creates a resonant frequency storing a powerful sonic charge. The first time a Hero scores a successful hit with that weapon (dealing at least 1 point of damage), the weapon releases all energy in a sonic blast for 8 additional points of damage. The charge lasts 3 turns.
Resonance Cascade New
The Bard unleashes a vibrating sonic wave in a 3-space line, causing all creatures to suffer 2 Body Points of undefendable damage and lose 1 movement die for their next turn.
Sonic Veil New
The Bard weaves a protective sonic barrier around all Heroes in earshot, deflecting 1 Body Point of damage from each attack for 2 turns.
Level 4
Crescendo of Ruin New
The Bard unleashes a devastating sonic crescendo in a 2-space cone, dealing 5 Body Points of damage — 2 of which are undefendable. Targets defend the remaining 3 BP by rolling 3D6, reducing 1 BP per 6 rolled.
SparkleSong Updated
This spell conjures 4+1D4 magical sparkles that can be projected at any one or any number of targets the Bard can see. Each sparkle deals 2 Body Points of damage. Characters defend by rolling 2D6 per sparkle they are struck with — each 6 reduces damage by 1 Body Point.
Level 5
ShatterSong Updated
This song causes all characters in a 2-space cone to convulse in pain. Solid creatures take 2D4+4 Body Points of damage and defend by rolling 1D10 per Body Point — on a 9 or 0, damage is reduced by 1. Incorporeal and non-solid monsters (incorporeal undead, some elementals) are instead stunned and disrupted for 1D4 rounds. These creatures defend by rolling 1D6 per Body Point — a 6 lets them reform. A stunned creature may not attack or defend until reformed.
Wail of the Void New
The Bard unleashes a catastrophic sonic wail in a 3-space cone, dealing 7 Body Points of damage — 3 of which are undefendable. Targets defend the remaining 4 BP by rolling 4D6, reducing 1 BP per 6 rolled.