The  Bard

While bards still function primarily as they do under PHB p.117, some adjustments are added to make the long journey to bard-hood more enticing.

Bards may use any armor thieves can use but suffer penalties to thieving abilities if they wear armor heavier than leather.

Bards may not use shields.

Bards may use all weapons they used while they were fighters/thieves, but do not gain any additional weapon proficiencies.

In addition to druid spells, bards may learn spell-songs.

The chance to learn a spell-song is dictated by the bard’s INT “know spell” %. Failure means the song can never be learned.

Spell-song progression for bards follows:

 

 

 

BARD SPELL-SONGS:

Bard spell-songs need no memorization. A bard may select any song they know and play it, then mark it off against the maximum number of songs allotted for that level.

All bard songs are verbal, somatic and material where: verbal = singing; somatic = playing the instrument; and material = the instrument to be played.

First Level Spells:

Aroken’s Lost Hymn (Enchantment/Charm)

Level: 1                             Components: V, S, M

Range: 0                           Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: 1” radius per level of the caster

Explanation/Description: This song heightens the perceptive capabilities of its listeners, providing a +1in6 chance to spot secret or concealed doors, +15% chance to find traps, and similar bonus to any other perception-based roll, to all within its area of effect so long as the song persists.

Closure Couplet (Alteration)

Level: 1                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 segment

Duration: 1 hour/level          Saving Throw: None

Area of Effect: One closure

Explanation/Description: This song causes any one closure, be it a gate, door, window, drawer, lid, cork, etc. to be shut and magically held fast in identical manner to the first level magic-user spell Hold Portal (q.v.).

Creeping-cord Serenade (Alteration)

Level: 1                             Components: V, S, M

Range: 3"/level                  Casting Time: 5 segments

Duration: While sung           Saving Throw: None

Area of Effect: 1” length per level of the caster

Explanation/Description: This song enables the caster to move and manipulate mentally a length of cable, rope, cord, vine, string, twine, yarn, braided cloth, wire, or other similar material.

The casterʼs concentration must be unbroken and absolute as the Serenade is vocalized. While performing the song the caster can cause the material to move, knot, unknot, twist, turn, rise up to one-third of its total length as if it were a snake, and tighten—whatever the caster mentally pictures (cf. the second level magic-user spell Bind).

Darkwind Lullaby (Enchantment/Charm)

Level: 1                             Components: V, S, M

Range: 0                           Casting Time: 1 round

Duration: While sung           Saving Throw: Neg.

Area of Effect: 1” radius per level of the caster

Explanation/Description: This soothing lullaby causes all within its area of effect (except the singer) to fall asleep as the first level magic-user spell Sleep (noting, however, that there is no HD limit for listeners and all listeners are allowed a saving throw vs. its effects).

Darting Dags Adagio (Alteration)

Level: 1                             Components: V, S, M

Range: 1"/level                  Casting Time: 2 segments

Duration: 1 round/level        Saving Throw: None

Area of Effect: One target per round

Explanation/Description: By performance of this song a knife or dagger carried upon the singerʼs person will

animate and fly to attack any target within range designated by the singer. The weapon has the same chance of hitting as if thrown by the caster, including any magical bonuses, and inflicts its normal damage +1 point per level of the singer. If multiple knives or daggers are available, the singer can animate one per round up to the duration of the song-spell.

Fair-wind Chanty (Alteration)

Level: 1                             Components: V, S, M

Range: Special                   Casting Time: 1 turn

Duration: Special                Saving Throw: None

Area of Effect: Special

Explanation/Description: This song summons a strong, steady breeze which is easily capable of dispersing fog, mists, and gases with its velocity of 10 mph + 1mph per level of the caster. Such wind is also capable of moving small and medium-sized sailing vessels, perhaps even large ships (if above 15 mph velocity). The direction of the breeze is from the casterʼs back – i.e. if the caster is facing south it will be a north wind blowing southwards.

The wind’s width is a 1” radius per level of the caster, centered on the caster, and it will sweep ahead for 10” per level of the caster. The effect continues for as long as the song is sung, plus one turn for each turn it was sung, or it can be canceled whenever the caster desires by a simple backwards recitation of the first verse of the Chanty.

Rookery Warble (Conjuration/Summoning)

Level: 1                             Components: V, S, M

Range: 6" radius                 Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: 10 birds per level of the caster

Explanation/Description: This song causes birds within range to leave their perches and flock to the vicinity of the singer, who can then issue them commands: messages can be tied to their legs and will be delivered to a destination within 10 miles per level of the singer, birds will perch and give warning to the singer of any danger or intruders for a duration of 1 turn for every round in which the song was sung, and they may be ordered to hunt and bring back prey or even to attack the singerʼs enemies. Each bird is AC 7 / HD ¼ / HP 1 / ATT 1 / THAC0 20 / DMG 1 /

Sleep-heal Nocturne (Necromantic)

Level: 1                             Components: V, S, M

Range: 1"                          Casting Time: 1 turn

Duration: 2 turns + 1/lvl       Saving Throw: None

Area of Effect: One subject

Explanation/Description: This restful Nocturne confers a peaceful state of rest upon a subject who has been injured in some manner. For each turn of sleep under this spell the subject heals one point of damage, and any effects of disease, poison, or other such maladies are suspended until the spell ends.

Sweetbriar Ballad (Alteration)

Level: 1                             Components: V, S, M

Range: 3"/level                  Casting Time: 4 segments

Duration: 1 hour/level          Saving Throw: None

Area of Effect: 10’x10’x10’ per round of singing

 

Explanation/Description: This song creates an area of thick and thorny vines, barbed growth and brambles that begins in a spot specified by the singer within the indicated range and grows larger in size for each additional round in which the song continues. The brambles reduce movement within their area to 1” per round, and every creature in the area suffers 1 point of damage per round.

 

Swords and axes can cut through the brambles at 1 yard per round. Fire is effective, but the brambles give off a 20ʼx20ʼx20’ cloud of coarse white smoke per 10’ area burned which obscures vision to no more than 5ʼ and causes 1 point of damage per round to anyone within the cloud.

 

Vlondril’s Traveling Tune (Alteration)

Level: 1                             Components: V, S, M

Range: 1" radius/level         Casting Time: 1 round

Duration: 1 hour/level          Saving Throw: None

Area of Effect: One subject per level of the caster

Explanation/Description: This song enables the caster and his or her associates to move at a rapid pace for longer periods of time than is normally possible. For each level of the caster, the movement rate of the subject individuals is increased by 10%, and if the song is being sung the pace can be maintained tirelessly. The effect persists after cessation of the song for one hour per level of the caster, after which time the subject or subjects of the spell must rest normally for the length of time they were actively

moving.

Warming Peal (Alteration)

Level: 1                             Components: V, S, M

Range: 0                           Casting Time: 4 segments

Duration: 1 hour/level          Saving Throw: None

Area of Effect: 1” radius per level of the caster

Explanation/Description: This song creates a comfortable increase in temperature in a fixed location, causing the surrounding area to become up to as warm as 80 degrees F, increasing up to 10 degrees per level of the caster.

Second Level Spells:

All Eyes Aria (Enchantment/Charm)

Level: 2                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: Special

Explanation/Description: This song enables the

caster to cause the attention of others to be drawn directly toward them and away from an area, creature, or object, effectively hiding something in plain view.

The caster can conceal an inanimate object of up to 10 cubic feet per level, or living creatures of up to 3 cubic feet per level, by means of this song. The effect lasts as long as the caster sings, plus 1 additional round.

Anthem of Hale (Abjuration)

Level: 2                             Components: V, S, M

Range: 0                           Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: 1” radius per level of the caster

 

Explanation/Description: This lively refrain brings new

energy, instantly upon activation: removing any magically induced forms of paralysis or slowness, Hold Person spells, etc. but not extending to actual physical restraints such as Web.

 

On the second and continuing rounds, subjects allied to the caster gain a non-cumulative +1 to their strength and dexterity scores for as long as the singing persists.

Be Still Berceuse (Enchantment/Charm)

Level: 2                             Components: V, S, M

Range: 1"/level                  Casting Time: 2 segments

Duration: Special                Saving Throw: Neg.

Area of Effect: One subject

 

Explanation/Description: The singing of this Refrain enables the caster to cause cessation of all movement of limbs and mouth in the chosen subject, in the manner of the second level cleric spell Hold Person (q.v.). The effect lasts as long as the song is sung and a like period thereafter.

Carol of Clarity (Enchantment/Charm)

Level: 2                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 turn

Duration: Instantaneous        Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: This songʼs power enables the subjects to shake off the controlling effects of any and all magical spells or powers that remove personal volition, including hypnotism, charming, domination, possession, etc.

Cet-Carack (Alteration)

Level: 2                             Components: V, S, M

Range: 1"                          Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: Caster only

Explanation/Description: This song protects the bard from the effects of all non-magical traps for the length of this low, ominous, clacking-haunting tune.

First Call Refrain  (Necromantic)

Level: 2                             Components: V, S, M

Range: 1"                          Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: This song restores physical vitality, energy, and alertness to as many subjects as the caster can affect. It negates magically-induced sleepiness, drowsiness, fatigue, and/or weakness and otherwise refreshes its listeners to an extent equal to a full nightʼs sleep after eight rounds of singing—though no actual damage is healed by this song, nor is the rest sufficient to allow spell casters to refresh their spells).

 

Gorlen’s Upward Outro (Alteration)

Level: 2                             Components: V, S, M

Range: 1" high/level           Casting Time: 1 round

Duration: While sung           Saving Throw: Neg.

Area of Effect: One subject per level of the caster

 

Explanation/Description: By means of this song, the singer and those named associates rise into the air, with the same effect as the second level magic-user spell Levitate (q.v.).

 

Holy Hymn of Demmindain  (Alteration)

Level: 2                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: This song confers upon those affected the ability to tread as if they were virtually weightless. Thus, the caster and those subjects selected are able to walk upon water, quicksand, rotten boards, or dry leaves without danger so long as they pass over and not into the material and do not disturb the material on which they walk.

 

The walkers may tread upon such surfaces as a cloud of sand, dust, thick vapors, or anything else which is suspended in air. However, if the material being used to “walk” upon is suddenly precipitated, those relying upon it will likewise fall.

 

Vlondril’s Iron Steed Ode (Alteration)

Level: 2                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: 1 hour/level         Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: Through use of this song, the caster increases the endurance of one or more mounts or beasts of burden, enabling them to carry more and travel farther without tiring. For each level of the caster, a mount can both carry 10% more load, and remain active for one hour longer per day, up to twice the normal amount for the applicable creature. However, if the steed or steeds are used beyond the magic-enhanced period, the strain will absolutely kill them, so care must be taken with the use of this song.

 

Wild Chanson (Conjuration/Summoning)

Level: 2                             Components: V, S, M

Range: 15"ʼlevel                 Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: One animal subject

 

Explanation/Description: This song calls a woodland creature to come to the caster and assist him or her according to its ability, if any such creatures are within range. Though explicit communication is not granted, the animal will sense the feelings and emotions of the caster, thus gaining an idea of his or her needs or desires. The animal will readily help in a manner consistent with its size, form, and capacity.

 

Typical Animals:

  1. Bear (black 60%; brown 40%) MM p. 9

  2. Boar, Wild MM p. 11

  3. Camel MM p. 13

  4. Crocodile MM p. 15

  5. Horse, Wild MM p. 53

  6. Hyena MM p. 54

  7. Irish Deer MM p. 55

  8. Jaguar MM p. 56

  9. Mountain Lion MM p. 61

  10. Wolf MM p. 101

 

The song must be sung until an animal appears. The animal will remain while the song was sung, plus one additional hour per level of the caster.

 

William’s Warning (Divination)

Level: 2                             Components: V, S, M

Range: 20”/level                Casting Time: 2 segments

Duration: Instantaneous        Saving Throw: None

Area of Effect: 1” radius per level of the caster

 

Explanation/Description: This song enables the caster to convey a short (one word per level) message to another within range. Such a message is non-verbal, and must be directed to a predetermined subject or subject group – although the subject(s) need not be seen for the song to work, and may even be separated from the caster by barriers or other solid substances. No others will hear the words of the message. The spell can be blocked magically, of course.

 

Third Level Spells:

Arrow-storm Aire (Alteration)

Level: 3                             Components: V, S, M

Range: 6"/level                  Casting Time: 1 round

Duration: 1 round/level       Saving Throw: None

Area of Effect: 1” radius of caster

 

Explanation/Description: Activating this song allows the caster to magically fire arrows by mere thought. At least one missile of the correct type must be within 10’ of the caster, who then merely looks at a target and wills the missile to fly and strike it, up to the range indicated. The missiles have the same chance of hitting as if fired by the caster (including any magical bonuses), are always considered to be at short range, and inflict the same damage as if the caster had fired them. Up to six missiles may be animated and fired per round and these may be launched at multiple targets or all fired at a single target for as long as the song is continuously sung and sufficient arrows, bolts, or quarrels are within 10’ of the singer.

 

Berrymad’s Bawdy Limerick (Enchantment/Charm)

Level: 3                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: While sung           Saving Throw: Neg.

Area of Effect: 6” radius around the caster

 

Explanation/Description: This limerick engenders a spirit of happiness and celebration within friend and foe alike who are able to hear its performance. The song generates an atmosphere of relaxation and carefree enjoyment, dissipates anger, and ends the willingness to fight within all those subject to its power.

 

Anyone failing their saving throw will put away their arms and begin reveling when the song is activated, continuing for so long as the caster vocalizes.

 

Bozar’s Discordant Cacophony (Enchantment/Charm)

Level: 3                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: Special                Saving Throw: Neg.

Area of Effect: 60’ radius of the caster

 

Explanation/Description: The effect of this song disrupts the concentration of all spell casters (friend or foe) within the affected radius. The song’s effect persists for one round after cessation.

 

Deadlyn Draw (Necromantic)

Level: 3                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: This song affects its subjects so long as each one is within 30’ of the bard and is currently engaged in melee combat.

 

Such subjects will regenerate 1d3 hp per round for as long as they continue to fight (melee) and as long as the bard keeps up the song.

 

Faeth Fiada Canticle (Divination – Illusion/Phantasm)

Level: 3                             Components: V, S, M

Range: 0                           Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: 5’ radius per level of the caster

 

Explanation/Description: There are two stages to this song. With the rendition of the initial verse the singer is able to see things invisible as per the second level magic-user spell Detect Invisible, and a repetition of that stanza enables a chosen audience within the area of effect to do the same.

 

If the canticle continues, with the next verse the audience is made invisible, and by repetition the caster also becomes invisible.

 

Fat Tom’s (Jinxed) Prance (Enchantment/Charm)

Level: 3                             Components: V, S, M

Range: 10’/level                Casting Time: 5 segments

Duration: While sung           Saving Throw: Special

Area of Effect: One target

 

Explanation/Description: Upon beginning to vocalize this Adagio, the caster determines the target and the target must make its save vs Spells or become possessed by the urge to dance at the beginning of the following round.

 

The jaunty rhythm of the Prance allows no saving throw for creatures of 8 or fewer HD so long as they have understanding of and an ability to appreciate music. Undead are immune to charm magic, for example.

 

Creatures of greater than 8HD are allowed a saving throw which will negate the effects.

 

The song causes the afflicted to skip and dance uncontrollably, suffering -4 AC penalty. Furthermore, the victim is incapable of attacking, casting spells, or doing anything of value: they will automatically fail saving throws and cannot use a shield.

 

Fogveil Barcarolle (Alteration)

Level: 3                             Components: V, S, M

Range: 0                           Casting Time: 1 round

Duration: 1 hour/level         Saving Throw: None

Area of Effect: 10’ radius per level of the caster

 

Explanation/Description: This songʼs vocalization creates a dense, stationary cloud of concealing fog which hides the caster and any associates. The obscuring fog is fixed to that point where the caster stood while the song was sung. The caster and all allies can see normally in this fog, but the masking cloud will obscure the vision of all others so that no

form of vision will function beyond 5’.

 

Affected individuals will be lost within the could, so all   movement will be in a random direction.

 

Those outside the boundary of the cloud can only see one foot into it. The fog will remain for its full duration unless magically dispelled or negated. Although magical winds will dispel this fog, normal winds will not.

 

Karakaël’s Call (Alteration)

Level: 3                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: This song affects its subjects in the same manner as the third level magic-user spell Haste for as many rounds as the spell is sung and a like number of rounds thereafter.

 

This song will age those affected by 1 year and require a system shock check.

 

Siren Song Lay (Enchantment/Charm)

Level: 3                             Components: V, S, M

Range: Self                        Casting Time: 1 round

Duration: Special                Saving Throw: Neg.

Area of Effect: 60’ radius per level of the caster

 

Explanation/Description: This entrancing Lay virtually

hypnotizes all able to hear its singing, inexorably drawing those who fail their saving throw to the source of the music.

 

The subjects will not engage in combat or other activity outside simple zombie-like movement while making their way to the source of the Siren Songʼs vocalization.

 

Molestation of those affected will break the spell.

 

When affected listeners are within 30’ of the caster they will stop and devote their rapt attention to the music for as long as they are unmolested and the caster continues performing the Lay.

 

Once the caster ceases vocalization the subjects will remain transfixed for 1 additional round.

 

Staff Verse (Alteration)

Level: 3                             Components: V, S, M

Range: 1"/level                  Casting Time: 1 day

Duration: Permanent            Saving Throw: None

Area of Effect: One staff per level of the caster

 

Explanation/Description: This song allows the caster to change any normal walking staff of stout sort (including a quarterstaff or the like) into a magical staff with the following properties:

 

  • During a single 5-round enchantment period, up to five spells of 1st or 2nd level (so long as the total does not exceed five spell levels) may be cast into the staff where they will be stored.

  • Spells stored during this window are unleashed on command and function at the level of the caster who stored them or at 8th level ability (whichever is less)

  • A stored spell can only be unleashed by a person able to cast that spell (though the person does not need to have it currently memorized)

  • Once the last spell in the staff is used, the staff ceases to be magical.

  • The staff can be used as a magical quarterstaff +1. For each spell level not stored within it during the initial 5-round enchantment period, five successful hits are allowed before the enchantment is drained. (In order for this ability to exist, a minimum of 1 spell must be stored in the staff)

  • The staff ceases to be magical when all spells within it have been cast and all magical blows available have been struck.

  • The staff cannot be recharged until it ceases to be magical

 

The number of magical staves of this sort can never exceed the number of levels the bard-levels that the bard has attained.

 

Voice Vanquish (Enchantment/Charm)

Level: 3                             Components: V, S, M

Range: 10’ per level            Casting Time: 1 round

Duration: Special                Saving Throw: Neg.

Area of Effect: One target

 

Explanation/Description: This song often targets an enemy bard, though spell-casters are also valid targets.

 

The song blasts the vocal chords of one target who must save vs spells at a penalty of -3 or lose all voice for a number or rounds equal to half the bard’s level rounded up. It has no effect upon creatures without vocals such as banshees.

 

Fourth Level Spells:

Bridging Measure (Evocation)

Level: 4                             Components: V, S, M

Range: 20"                        Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: 20’ length per level of the caster

 

Explanation/Description: The precise tones delivered by vocalizing this Measure call into existence a material span of 10’ – 20’ width and of length indicated above.

 

The span must have each end resting on solid ground or rock or like structure. Its incline in either direction cannot exceed 10% of its length—I.e. it must join two places of relatively equal elevation.

 

The bridging material will remain solid and able to bear a weight of up to 5,000 pounds per level of the caster, so that an army may pass over a gorge, but only so long as the caster continues to perform the Measure.

 

Upon cessation, the material weakens so that each round thereafter it is able to carry 500 pounds less in burden, eventually crumbling into bits and turning to fine dust as it falls away to nothingness.

 

Darkwind’s (Demonic) Dirge (Conjuration/Summoning)

Level: 4                             Components: V, S, M

Range: self                         Casting Time: 1 round

Duration: 1 round/level        Saving Throw: None

Area of Effect: One demon

 

Explanation/Description: By vocalization of this unsettling and otherworldly yodel, the bard will conjure a demon to serve it.

 

The demon will be soothed and compelled by the song for up to 1 round per bardic level beyond the initial vocalization (casting time).

 

The type of demon summoned is determined randomly as follows:

 

  1. Type VI

  2. Type V

  3. Type IV

  4. Type III

  5. Type II

  6. Type I

 

When the song’s control ends, the demon has a chance = Bard’s level minus Demon Type of leaving the bard unmolested. Example: a 10th level bard summons a Type V demon. There is a 50% chance that the demon will return to the Abyss without attacking the bard after control ends.

 

If the bard offers a sacrifice of human blood (or a magical item plus additional treasure of 1,000gp value or more) the chance of being left unmolested by the demon is doubled.

 

Firebrand Ballad (Evocation)

Level: 4                             Components: V, S, M

Range: 1"                          Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: One object/weapon/creature

 

Explanation/Description: The vocalization of this ballad evokes a magical flame that envelops an object such as a weapon or even a creature. The enveloped subject will be undamaged and not even a creatureʼs clothing, fur, hair, etc. will be singed, for there is no heat from the magical flame on the “inside” of the effect.

 

The fire will also not harm the one holding the subject object or weapon when the song is activated, but anyone contacting the burning brand thereafter will suffer a base 3d6 points of fire damage per round (save vs spells for half).

 

A weapon so enchanted will add this amount to its normal dmg and will strike as at least a +1 weapon (no bonus if already enchanted beyond that level).

 

If the subject is a creature, its physical attacks will inflict this damage as a bonus.

 

The bright fire of this spell illuminates a 6” radius. The effect lasts as long as the song is vocalized and for 1d3 rounds thereafter.

 

Kallywärthing (Cursed) Canto (Necromantic)

Level: 4                             Components: V, S, M

Range: Self                        Casting Time: 1 round

Duration: Permanent            Saving Throw: None

Area of Effect: Caster

 

Explanation/Description: The bardic equivalent of lichdom, playing this arcane and cursed song requires a system shock check. Failure of which slays the bard and sends his soul to the abyss.

 

Success indicates a d% roll must be made at the song’s end. Add the bard’s total HD to the roll:

01-30: Death. No resurrection possible.

31-55: Loss of mind. Bard becomes a Kallywärthing.

56-85: Becomes Kallywärthing. Loses mind 1d8 months later.

86-110: Becomes Kallywärthing and keeps own mind.

111 +: Transforms into an Eldritch Kallywärthing.

 

Portal Verse (Alteration)

Level: 4                             Components: V, S, M

Range: 30 leagues/level      Casting Time: 1 round

Duration: 1 round/level        Saving Throw: None

Area of Effect: One subject per level of the caster

 

Explanation/Description: Through this recitation, the caster is able to change a normal doorway into a magic portal which will transport the caster and those associates able to pass through the door during the duration indicated, to another location within the indicated range in the same manner as the fourth level magic-user spell Dimension Door.

 

Rain’s Red Cotillion  (Alteration)

Level: 4                             Components: V, S, M

Range: 1"/level                  Casting Time: 5 segments

Duration: 1 round/level        Saving Throw: None

Area of Effect: One bladed weapon

 

Explanation/Description: This songʼs activation lays a

dweomer upon any melee weapon belonging to the caster. No further vocalization is needed thereafter and the weapon is enchanted to move and fight on its own without being held or touched by the caster. It will fly through the air to engage an opponent within range according to the caster’s wishes.

 

The weapon will attack as directed for 1 round / level of the caster and attacks as if being wielded by the caster as at least a +1 magical weapon (no bonus if already enchanted above that level).

 

Threnody of Flame (Conjuration/Summoning)

Level: 4                             Components: V, S, M

Range: 0                           Casting Time: 1 turn

Duration: Special                Saving Throw: None

Area of Effect: One fire

 

Explanation/Description: This mournful song must be sung near a dying fire of any size. After 1 turn the dying fire will renew with flames of haunting color.

 

A fire elemental of 12HD will emerge from this fire to serve the bard. Length of service lasts for a number of turns equal to the bard’s level or until the elemental is dismissed. Early dismissal of the elemental requires an immediate check to see if control is lost. See below:

 

Check at the beginning of each turn to see if the elemental breaks the bard’s control and attacks (control can never be regained). Base chance of breaking control is 5% multiplied by the difference between the bard’s level and the HD of the elemental.

 

Example: A seventh level bard has a 25% chance of losing control of the elemental at the beginning of each turn.

 

Fifth Level Spells:

Darkwind’s Braid (Alteration)

Level: 5                             Components: V, S, M

Range: 0                           Casting Time: 1 turn

Duration: Special                Saving Throw: None

Area of Effect: One league radius per level of the caster

Explanation/Description: This song functions in the same manner as the seventh level druid spell Control Weather PHB p. 52.

Final Requiem (Alteration)

Level: 5                             Components: V, S, M

Range: 20’                         Casting Time: 1 round

Duration: Permanent             Saving Throw: None

Area of Effect: Self + 1 Creature

Explanation/Description: This song trades one life for another. It will irrevocably slay the bard at the end of the song in order to either raise (qv. Raise Dead PHB p. 50) or slay a single target.

 

Those raised must succeed on a system shock check.

 

Those slain are entitled to a saving throw only if their HD equals or exceeds the Bard’s level. Such a save is penalized by -2.

 

Incubus Canzonet (Enchantment/Charm)

Level: 5                             Components: V, S, M

Range: 40’                         Casting Time: 5 segments

Duration: Instantaneous        Saving Throw: None

Area of Effect: Special

 

Explanation/Description: This song causes a single mortal target with drives analogous to those of humans to become rapt in ecstasy and unable to do anything from the time the song takes effect until the end of the following round.

 

Thereafter, the target will fall to the ground in a slumber that promotes euphoric dreams and lasts one turn / level of the bard. If the sleeper is molested in any way, he will awaken and be fully aware by the end of that round.

 

Creatures in excess of 120 hp, or more than 15 HD are entitled to a saving throw.

 

Oaken-guard Melody (Alteration)

Level: 5                             Components: V, S, M

Range: 3"/level                  Casting Time: 1 round

Duration: While sung           Saving Throw: None

Area of Effect: Special

 

Explanation/Description: This song animates and motivates as many large trees around the caster as are available. The maximum number so animated is equal to half the bard’s level rounded up.

 

Such guardians will conform to animated trees per MM p. 96: having AC 0 / MV 12” / HD 7 / ATT 2 / DMG 4d6, 4d6 / Size L / +4 to be hit by fire / -4 to saves vs fire / +1 per dmg die done by fire.

 

Rain’s Firewalker (Abjuration)

Level: 5                             Components: V, S, M

Range: 30’ radius               Casting Time: 1 round

Duration: Special                Saving Throw: None

Area of Effect: One target per level of the caster

 

Explanation/Description: The vocalization of this song

creates in the caster and any named associates a total invulnerability to normal or magical fire and heat.

 

The dweomer extends so far as to enable the subjects to actually walk through the plane of Elemental Fire as if it were no more than the air of a cool spring day.

 

The song can be sung for a number of rounds equal to the bard’s level and protection will then extend for an equal number of days. It is important to note that the protection will end at the precise time that the song completes but a number of days later.

 

Safe-sleep Aria (Alteration)

Level: 5                             Components: V, S, M

Range: 0                           Casting Time: 1 round

Duration: 1 hour/level         Saving Throw: None

Area of Effect: One foot radius per level of the caster

 

Explanation/Description: By spending a turn vocalizing this Aria after activation, the caster creates a cozy extra-dimensional space in which the caster and any associates (even retainers, mounts, etc.) can spend a time of comfortable rest.

 

The magical space resembles an idyllic glen or oasis at dusk. It has grazing for animals, soft vegetation to recline upon, flowers with lovely perfume to enjoy, fruits and berries to eat, fresh water to drink, a pool to

bathe in, and a climate that is both comfortable and

conductive to sleep. Stars seem to twinkle overhead, and soothing sounds of insect-song and gentle breeze fill the air.

 

Those inside gain triple normal benefit from rest and/or sleep in regards to healing and spell recovery.

 

A magically-aided search of the locale will reveal the entrance to the Safe-sleep area, and should anyone other than those permitted by the caster enter the area, the space will immediately brighten to the level of a blazing noonday sun.

 

The Lost Chord (Unknown)

Level: 5                             Components: V, S, M

Range: Unknown                Casting Time: Unknown

Duration: Unknown             Saving Throw: Unknown

Area of Effect: Unknown

 

Explanation/Description: This chord is a thing of rumor and long sought after by bards.

 

No one knows for certain what it does.

****

When a bard becomes 1st level, a fellow bard will train them in 1d3 1st level songs.  A know-spell roll must be made for each spell song. The pledged bard is then watched by the sponsor. At level cap, the bard must travel to Fochlucan College to be admitted by the Headmaster (who will be a skald). Tuition is 50% of the bard’s monetary gain + 2,000 sp.  Advancement to level 2 requires 4 weeks of training and the bard is given a key fashioned with a lyre in the bow (for women) or a bandore (for men) and the world fochlucan engraved between the shoulder and the collar of the key.

 

If the key is put into any normal door and the word Naculh’cof is spoken, then when the lock is turned and the door opened, the bard and ONLY the bard will arrive at Fochlucan College when they pass through the door.

 

A similar key is bestowed for each college (after the initial journey to that college is made):

 

College                 Command Word     Key Device

Fochlucan               Naculh’cof              Lyre [or] Bandore

Mac-Fuirmidh          H’dimriuf-Cam          Cittern

Doss                      Ssod                      Lute

Canaith                  H’tianac                 Mandolin

Cli                         Ilc                         Lyre

Anstruth                  H’turtsna                 Silver Harp

Ollamh                   H’mallo                  Golden Harp

 

Magna Alumnae have a key to each college.

 

Each occurrence of training beyond 2nd level requires only one week. The bard uses his/her key to the college, pays tuition, is given a manual written in Ciglae: the bardic secret script: which they must study during their travels. In addition, each instance of training, the bard is trained in 1 song.  The bard selects the LEVEL of the song, but the song is then determined randomly.  A know spell roll is required. Failure means no song is learned during training.

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