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Bard

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Modified on 2010/12/13 15:19 by Alexis Categorized as Character Classes
The primary attribute of the bard is charisma. A character must have a wisdom and charisma ability of 15 each. Bards do not receive experience point bonuses.

Bards are artists; their primary abilities focus on the creation and presentation of their art—through artistic means, they have learned how to modulate and redirect the fabric of their universe. Most bards unite to form colleges, which help establish boundaries to the activities of recognized and rogue bards alike. However, since bards are of a highly individualistic nature, the bardic collegiate tends to adopt a “live and let live” perspective. However, they are not above exerting their influence to encourage others along paths towards the collegiate use. Low-level bards are rarely wrapped up in such doings—indeed, they are hardly conscious of them. Their typical concern is an audience, their work and a place to bed for the night.

Bards profess at varying studies, but principal colleges focus upon music, painting, lyrics or sculpture; lesser schools train dancers, actors, jugglers and the like—would-be bards who are able to do little else rarely reach the first level of experience. However, bards often become interested in the lesser arts to round out their performances. Normally, a young bard makes claim to a single major form, but there is no requirement that this must be done—a Renaissance personality is sometimes adopted, as it was with DaVinci.

Bards have a six-sided die (d6) per level to determine how many hit points he or she has. Besides dedication to their art, bards also have some magical ability and are versatile with a number of weapons (they may use any which either a thief or a druid might use). They are able to wear chain mail armor but no better, and are prohibited from using a shield. A bard begins with two weapon proficiencies, gaining a new one every third level above first (at 4th, 7th, 10th, etc.). Bards are able to employ magic items normally employable by thieves or fighters.

200,000 experience points are required per level for each additional level beyond 12th. Bards gain 2hp per level after 10th.

200,000 experience points are required per level for each additional
level beyond 12th. Bards gain 2hp per level after 10th.


Art

A bard’s primary weapon is art; through art the bard may bolster, pacify, compel or inspire opponents—through the mastery of various artistic forms. Each form is described below, and is limited by a combination of the bard’s level, chosen art form and endurance.

Martial Spirit

The bard has the ability, through the playing of martial music, to raise the morale and fighting spirit of his friends. The effect is similar to the second level cleric spell, chant, except that because it is not a spell, interrupting play does not affect the bard’s ability to return to playing (although it might result in a round’s interruption). All attacks, damage and saving throws of the bard’s allies are made at +1.

The bard is limited somewhat by his ability to play at such an intensity; in the space of a given day, a bard can play for 4 rounds per level.

The only other condition which must be noted is that the sound of the bard’s strains are limited in range to 60 feet, so that none beyond that range are affected by the bard’s playing.

Music is the only art form which may be applied effectively to this power.

Pacify

If the bard so wishes, he may potentially cause others to cease any sort of aggressive action through the telling of stories, playing of music or performance of a dance. The power of the bard enables one creature per level, per hour, to be affected. Creatures are allowed a saving throw against magic—failure indicates that the individual will lose interest in combat. They will not actively stop others from fighting, but they themselves will not fight. Subjects so pacified may help bind wounds or cast healing spells, or take any other non-aggressive action.

If an ally attempts to compel a pacified person to take an aggressive action, the affected individual will, for one round, strike at the ally before withdrawing to a defensive position. Attacking and causing damage to a passified individual breaks the effect.

Persons will remain passified for an equal number of rounds which the bard has been playing, up to a maximum of four. Thus, if the bard played for three rounds, the passified individual will be affected during the bard’s play and three rounds after the bard has ceased.

Dispel magic will return the affect individual to normal.

Work

Permanent art produced by a bard can have an influence over those who view it, as it has the potential to frighten, encourage or inspire. Such work refers to written materials, sculpture, painting or other permanent artwork (music is exempted).

In the creation of an artwork, the bard must expend time and, often, materials. Greater artworks are more expensive to produce, but will be viewed by more a greater number of persons, who in turn will feel its effects. Below is a table outlining the effort required to produce each quality of artwork.

ARTWORKS

ARTWORKS


Effort indicates the base number of weeks which must be expended in order to produce the work, per 10’ of cubed space; divide this number by the level of the bard to give the actual period of work involved. Thus, a tenth level bard would require only 212 weeks per 10’ of cubed space to produce a masterpiece.

Materials indicates the modifier to the base cost of the material in question; for example, if a block of marble were to be obtained in order to produce a crude work, it would cost only the value of marble as it usually appears in the equipment list. But for a masterpiece, the value of the marble would be 55 times that listed—on account of the unusual or unlikely presence of a high quality raw piece. The same would apply with regards to paints, canvases, vellum and so on.

Minimum level indicates the level needed to attempt such a work.

Any artwork is also limited the number of persons who can view the artwork at any one time. A book, for example, could only affect an individual able to read, and who took the time to do so—yet it might have a magic which would ultimately affect thousands, but not until those thousands were to read it. A book, however, may be copied by anyone, once the artwork is produced—enabling thousands of copies to be made, and thus the necessary viewers to be affected.

With regards to painting or sculpture, it may be presumed that the number of persons who may view the work is limited by its size; a small painting, even a masterpiece, would require time for people to come and view it. A huge monolithic sculpture, on the other hand, would enable thousands to see it at once.

The “effect” of the artwork is the power inherent in the piece. The maximum affected refers to the maximum at any specific, given time—people, by and large, when not viewing art will generally forget it, and the effect will be lost. As well, any single piece will not affect any individual more than once…though under particular circumstances, that may be a lifetime.

For example, let us suppose the bard constructs a flag, which is a masterpiece. And that this flag influences 6000 persons—this means that whenever in the company of this flag, these same persons will be motivated by the representation of that flag…to march into battle, let’s say. It may be that when they return to their homes, they are not under the influence of the flag—but when recalled, and given sight of the flag again, they will be motivated once more by its influence. In this way an army may be raised.

The intelligence of individuals will reduce the chances of success, with a –10% modifier offered to each point of intelligence less than 11. There is no corresponding bonus modifier for intelligence.

Success indicates the portion of the population viewing the item which will influenced upon contact. A masterpiece will affect nearly everyone. A crude artwork will affect hardly anyone. Thus, to influence that 1 person capable of being influenced by the art, it’s likely that 24 other persons viewing the piece would feel nothing about it.

Artworks are able to produce a variety of effects. Any artwork is designed to produce a specific effect and no other. The options are discussed below:

Motivation. Otherwise disinterested persons are inspired to take up a cause; a war, the destruction of an edifice, even the execution of undesirables (such as the St. Valentine’s Day massacre). The artwork conveys no special combat strength, only the motivation.

Fearfulness. The artwork will discourage others from taking up arms against whatever institution features the artwork, reducing the chance of national enemies going to war or local townspeople harassing the party’s home.

Fertility. The artwork will increase the likelihood of procreation among those able to view it. Maximum affected will be limited to the number of pregnancies which would be ongoing at any one time. Note that, in large kingdoms, a particularly successful fertility artwork would incur hatred, attempts at its destruction and possible long-term negative consequences (over population and such)

Settlement. Persons will wish to move to where the artwork can be viewed; the effect is limited by the distance by which the artwork can be viewed effectively. For each ten feet of cubed space the artwork occupies, 5% of the total maximum affected indicated will settle in the town or nearby.

Note that several bards may attempt a single work, particularly in the case of edifices. Add the level of all bards together and divide by the total required effort. The maximum number of bards which can work in a single 10’ cubed space is one (thus a painting the size of the Mona Lisa could not be shared out). Lesser bards may be involved in artworks where a sufficient level bard is overseeing their work. Maximum affected persons are increased by 5% for each additional bard of at least the 5th level that participates.

Intelligence

Note that all aforementioned effects are somewhat limited by the intelligence of the creature they are used against. Non-intelligent creatures are utterly immune. Animal and semi- intelligent creatures are subject only to music, but not to any form of emotion, such as that caused by compulsion or heartsickness. Low intelligence creatures cannot read, appreciate canvas painting or most esoteric designs; they might be affected by hideous, terrifying sculptures, such as gargoyles. Average intelligence and up are subject to all effects.

SPELLS

Bards have their own collection of spells, largely drawn from the backgrounds of clerics, druids, mages and illusionists—and a few which are special to only themselves. They gain spells much like mages, in that the spells take time to regain. Bards call this period “tuning,” and it is really a period in which they get in touch with their inner selves to recall how once they managed a particular feat.

SPELLS GAINED AT EACH LEVEL

SPELLS GAINED AT EACH LEVEL


SPELLS LIST

SPELLS LIST




SPELL DESCRIPTIONS


FIRST-LEVEL SPELLS


Alarm


Range: 10’
Duration: until dispelled or tripped
Area of Effect: 20’ square per level
Casting Time: 1 round
Saving Throw: none


Traps an area so that a person entering will trigger the alarm. The noise may be heard for 180’ (loudly at 60’, moderately at 120’, faintly at extreme range). The trap will detect the movement of anything exceeding three pounds, but the specific weight may be designated by the caster. Non-material beings (such as demons, devils, shadowy undead, ethereal creatures and the like) are not detected. Alarms will tend to attract others, particularly shriekers. Any pitch of sound may be chosen. Specific items may be triggered, so that a person moving through a room may not cause the alarm to sound unless they open a specific door or touch a specific object.


Animal Friendship


Range: 10’
Duration: 1 turn per level
Area of Effect: one animal
Casting Time: 1 round
Saving Throw: negates


Causes any mammal, bird, reptile or amphibian of at least animal intelligence to understand that the spellcaster is disposed to be its friend. Upon casting the spell, the spellcaster causes the animal to become fiercely loyal for the duration of the spell, following the spellcaster about and defending the spellcaster if there is visual evidence of the spellcaster being in physical danger. While the spellcaster cannot give instructions to the animal (unless the spellcaster also possesses the spell speak with animals), the animal will certainly act in the spellcaster’s best interests whenever possible. Following the collapse of the spell, the animal will be disoriented for 4-10 rounds, after which it will tend to wander away dispiritedly; it will only act violently towards the spellcaster if the spellcaster has somehow mistreated the animal while it was under the effects of the spell.


Animal Trance


Range: 25’ + 5’ per level
Duration: 3 rounds per level
Area of Effect: 3 hit dice per level
Casting Time: 1 round
Saving Throw: negates


Causes the bard’s music to enthrall creatures with animal intelligence, so that they will take no action but to listen; if the bard moves while playing, so too will those creatures enthralled, so that they will follow the bard. Where the bard goes, so too will the creatures—though not off a cliff, even if the bard himself were to step off and fall or fly. They can, however, be led into cages or hidden traps. Causing damage to a listening creature will break the spell.


Audible Glamer


Range: 70’ + 10’ per level
Duration: 3 rounds per level
Area of Effect: hearing range
Casting Time: 1 round
Saving Throw: negates


Causes a volume of sound to arise, at whatever distance the caster desires, and may seem to recede, close or remain in a fixed location as desired. The volume of sound is related to the level of the spellcaster: at 3rd level, the noise is that of 4 men; each additional level of experience above 3rd adds a like volume, so that at 4th level a sound like that produced by 8 men can be managed. For the purpose of making the sound of other creatures, use the following formula: 4 men = the sound produced by 16 small creatures; 4 men = the sound produced by one large creature. Thus, a great many giant rats could be produced by a 7th level spellcaster; at the same time, the same spellcaster could produce the sound of 4 lions.
The auditory illusion created by the audible glamer can be virtually any type of sound, such as talking, singing, shouting, walking, marching or running. Even specific words can be formed, so that the illusion can be understood (thus, two men can be depicted speaking to one another).
If, for any reason, a person should have reason to disbelieve an audible glamer, a save will mean that the creature hears nothing at all. If the sounds come from a place where there is clearly nothing, the creature receives +4 to its saving throw. Creatures of animal intelligence do not receive a saving throw. Creatures of no intelligence are not affected.


Change Self


Range: self
Duration: 3-18 minutes + 2 minutes per level
Area of Effect: self
Casting Time: 1 round
Saving Throw: none


Alters the appearance of the caster’s own form—including clothes, equipment, physical features, and color. He may appear up to 1’ taller or shorter, or 50 lbs thinner or fatter. He may be human, humanoid or any other generally man-shaped bipedal creature. Attractiveness may be altered up or down 1 point per four levels above first, but personality remains intrinsic to the spellcaster. Note that the spellcaster will suffer from race penalties with regards to appearance if choosing to appear as an orc, half-orc, goblin, dwarf and so on.


Command


Range: 60’
Duration: 2 rounds
Area of Effect: one creature
Casting Time: spoken word (1 second or less)
Saving Throw: negates


The spellcaster is enabled to issue a command in the form of a subjunctive verb. The command uttered must be understandable to the victim, who will then suffer to perform the verb for a period of two rounds. A command to “die” will cause the victim to fall into a cataleptic state for the duration of the spell. Creatures with an intelligence below 4 will be unaffected by the spell (due to lack of comprehension), while those of a 4-6 intelligence do not receive a saving throw. The casting time is so brief, that the spellcaster may cast it in the time it takes to make one 5’ movement in the course of his turn.


Dancing Lights


Range: 40’ + 10’ per level
Duration: 5 rounds per level
Area of Effect: special
Casting Time: 1 round
Saving Throw: none


The spell creates from one to four lights, which resemble torches, lanterns or will o’wisps—and which will light an area of 10’ diameter. The spell can also create a coelesced, humanoid-like shape which will be presumed to be a creature of some sort, perhaps from the elemental plane. Lower intelligence creatures will move away from this creature (to a distance of 20’), while average intelligence creatures will attempt to strike it—finding out only upon hitting AC 10 that it is non-corporeal.
The dancing lights will move as the spell caster desires, forward or back, straight or turning corners (this concentration cannot be broken by attack). The spell will wink out if the range or duration is exceeded.
Since the spell will “light up” persons moving at a distance, those firing missile weapons have a +1 chance to hit lit targets.


Friends


Range: self
Duration: 1 round per level
Area of Effect: 20’ + 10’ per level radius
Casting Time: 1 round
Saving Throw: negates


Allows a temporary gain of 2-8 points in charisma—or a temporary lowering of charisma by 1-4 points—depending on whether the creatures within the area of effect make or fail their saving throws vs. magic. Those that fail their saving throw will be very impresed with the spell caster, and desire greatly to be a helpful friend. In the case of a charisma of 20 or more, the spellcaster may even temporarily achieve the power of awe, so that lesser creatures will be too stunned to act. The spell has no effect on creatures of semi intelligence or less.


Invisibility to Animals


Range: touch
Duration: special
Area of Effect: creature touched
Casting Time: 1 round
Saving Throw: none


Causes the recipient to become totally undetectable with respect to mammals, birds, reptiles or amphibians which do not possess magical abilities, including lower-level primates but not humanoids. The magicked individual is able to walk amongst animals as if he or she did not exist. The spell lasts for one day or until the individual takes an aggressive action of any type towards an animal.


Mending


Range: 40’
Duration: permanent
Area of Effect: one object
Casting Time: 1 round
Saving Throw: none


Repairs objects which have broken or split as a result of failing their saving throw vs crushing or normal blows or falls; the spell will not reconstruct items which have been burned, disintigrated or otherwise discorporated. In regards to minor breaks or holes in objects, these will be completely healed over.
In the case of mending magical items which have been destroyed, the spell has a 5% chance per level of the caster of successfully doing so.


Message


Range: 240’ + 40’ per level
Duration: 5 rounds per level
Area of Effect: not applicable
Casting Time: 1 round
Saving Throw: none


Enables the passing of a message over a great distance, provided the spellcaster knows the existence and nature of the target for whom the message is meant. The message is not limited by geographical limitations, and will pass through rock or water, or even into the astral or ethereal planes—provided it is within the range indicated. The message must fit the spell duration, and if time allows, the recipient may reply with one message back to the caster. No more than one exchange is possible.


Perception


Range: 120’ + 20’ per level
Duration: 5 rounds per level
Area of Effect: not applicable
Casting Time: 1 round
Saving Throw: none


Enables the bard to be able to hear the minutest of sound, from the subtle whispers of a bare wind to the scratching sounds of an ordinary ant as it walks along. The bard is able to tune in to whatever is desired to be heard, so that a conversation in a busy tavern could be selected or whispered words spoken some distance away. In cases where the bard cannot identify visually what might be making a sound, the effects of the spell correspond approximately to the thieving ability, hear noise.


Remove Fear


Range: touch
Duration: permanent or 1 round per level
Area of Effect: 3 persons
Casting Time: 1 round
Saving Throw: none


The recipients are embued with courage, raising their saving throw against fear by +1 per level of the spellcaster. If the creatures have already failed their saving throws, the spell allows a second save. A to hit roll is required to touch an unwilling recipient. The reverse, cause fear, requires the victims to make a saving throw; or flee for 1 round per level of the spellcaster casting the spell.


Tasha’s Hideous Laughter


Range: 25’
Duration: 1 round per level
Area of Effect: one creature per level
Casting Time: 1 round
Saving Throw: negates


With either visual or verbal humor, the bard initiates a creature into laughter, so that it cannot stop for the duration of the spell. The humor of the situation will so grip the creature affected that it will fight only defensively, and at –4 to hit. Once affected, the creature will stumble drunkenly in a random direction at a speed of 5’ per round...it will continue to be affected even if it has stumbled out of the spell range (which applies only in the round in which the spell is thrown). Obviously the bard can move away from the creature.


Taunt


Range: self
Duration: instantaneous
Area of Effect: 2 hit dice per level within a 60’ radius
Casting Time: 1 round
Saving Throw: negates


Enables the caster to jape and jeer effectively with respect to any creature with an intelligence of semi or greater. Creatures which fail their save will rush at full speed towards the caster—they will seek to use hand held and bodily weapons, and not use missile weapons. Separation by an impenetrable or uncrossable boundary will cause the spell to break. The nearest creatures to the mage are always those affected.


Vanity


Range: 30’
Duration: 2 rounds per level
Area of Effect: two creatures per level
Casting Time: 1 round
Saving Throw: none


Causes creatures within range to focus their attention on the bard’s actions, thus drawing them from hearing or seeing anything else. While this might have the effect of causing said affected creatures to attack the bard, they will be drawn from defending a doorway, attacking others who might be casting spells, obeying the orders of a commander or any similar action. If the affected creatures are attacked, or must face defenders in trying to attack the bard, they will fight at –4 to their to hit dice.


Ventriloquism


Range: 20’ per level (maximum 120’)
Duration: 2 rounds + 1 round per level
Area of Effect: one object
Casting Time: 1 round
Saving Throw: none


Enables the spellcaster to make it seem as if his voice is issuing from some other place, such as from another creature, a statue, from behind a door, down a passage, etc. The caster is able to make his or her voice sound as if a different creature were speaking (obviously in a language which is already understood). If the spellcaster attempts to use another creature, the creature must make a save vs. magic; a failure indicates that the spellcaster may speak for him for the duration of the spell, while the creature will be able to make no sound of his own. The spellcaster’s charisma is then consulted for the effect of the creature’s statements. There is a 10% chance per point of intelligence above 12 of the hearer that the ruse will be recognized.


SECOND-LEVEL SPELLS


Accompaniment


Range: touch
Duration: 4 rounds + 1 round per level
Area of Effect: one additional bard per 2 levels above first
Casting Time: 1 round
Saving Throw: none


Enables a given number of bards the power to increase their effectiveness by 20% per joined individual. This includes the time duration and area of effect of cast spells, as well as the bard abilities to pacify or play martial music.
For example, three bards join together to play martial strains during a battle. While the +/- to attacks and damage would require five bards to increase to the modifier to 2, the range on the martial strains would still be extended to 84 feet, or 17 hexes. The strains would then affect everyone who was within that range of any of the bards who were playing, who could increase their mutual effectiveness once the spell was cast.


Charm Person or Mammal


Range: 60’
Duration: one hour
Area of Effect: one hit die per level
Casting Time: 1 round
Saving Throw: none


Causes any humanoid or mammal to fall under the influence of the caster for the time period of the spell, so that any individual failing a save vs. magic will obey the commands of the caster as though an automaton. The charmed humanoid or mammal will battle others on behalf of the caster, risk their own lives, commit suicide, whatever, for the duration of the spell.
Once the spell is broken, however, a mistreated charmed humanoid or mammal will attack the spellcaster with a frenzy equivalent to berserking: +2 to hit and damage, and attacking twice per round, for a period of rounds equal to the level of the spellcaster. Should it prove that the spellcaster is not present, the humanoid or mammal will hunt the spellcaster within its ability relentlessly—that is, until it or the spellcaster is dead. Often, in the case of much weaker humanoids or mammals, this will hardly prove much of a threat.
Well-treated charmed humanoids or mammals will merely wander off.
Humanoids or mammals with more hit dice than the spellcaster’s level, or which have no intelligence at all, are immune. More than one humanoid or mammal may be affected.


Deafness


Range: 90’; see below
Duration: special
Area of Effect: one creature per three levels above 3rd
Casting Time: 1 round
Saving Throw: none


Similar to the blindness spell, the victim is made deaf, losing all ability to hear, by virtue of a suggestion by the caster. The deafness can only be done away with by the spellcaster or a dispel magic spell. Note that the victim’s Influence (q.v. charisma) will drop 1 point per week of deafness, due to a growing inability to make himself clearly understood.
By means of an instrument, the bard is able to extend the normal range to 90’ (through the creation of an unpleasant, but audible sound). If no instrument is available, treat the range as 60’.


Enthrall


Range: 40’
Duration: special
Area of Effect: spell range
Casting Time: 1 round
Saving Throw: none


Binds and enchants any group within 30’ of the spellcaster who fail to make saving throw. Any who are of a race that despises the spellcaster are allowed a bonus to their saving throw of +4.
In effect, the spellcaster’s charisma is raised to 21 for as long as the spellcaster speaks. Creatures with 4 hit dice or less can do nothing except listen to the spellcaster for as long as he speaks. Creatures will more 4+1 hit dice or more, which fail their saves, will wander outside the 30’ area and take whatever action beyond that range which they desire. Creatures that make save are free to attack the spellcaster; but if combat is going on inside while the spellcaster is speaking, it will not discourage the listeners.


Forget


Range: 30’
Duration: permanent
Area of Effect: 30’ diameter circle
Casting Time: 1 round
Saving Throw: negates


Causes creatures within an area to forget the events of the previous ten rounds. For every three levels of experience of the caster above 3rd, the period of time to be forgotten is increased by ten rounds; 20 rounds at 6th level, 30 rounds at 9th level and so on. Forget will negate charm, suggestion, geas or quest spells only if those spells have been cast upon the creature in the time to be forgotten (and of course a saving throw means that nothing is forgotten).
Creatures in combat will be disoriented for 1-4 rounds if affected by the forget spell. During this period, they might be convinced to put off attacking, depending on the circumstances; certainly charisma would be a factor.
A clerical heal or restore spell will restore the lost memories, as will a wish...but no other means will serve.


Forte


Range: self
Duration: one time, plus once per 2 levels above fourth
Area of Effect: 50’
Casting Time: 1 round
Saving Throw: none


Produces a powerful shock-wave chord which will sweep through all able to hear in a wave radiating outwards from the bard. The effect will be to drive back all facing towards the bard to stagger backwards 10’. Those who are turned more than 120 degrees to the bard will move away five feet. The spell does not distinguish between friend and foe.
Forward movement will be ended by the forte, and charging creatures will come to an abrupt stop. Creatures charging the in the direction of the bard at three times or greater speed will suffer 1-4 damage on account of the spell. Following the spell, initiative must be re-determined.
Creatures massing more than 500 lbs. will be moved no more than 5’ by the chord.


Grazioso


Range: touch
Duration: 6 rounds per level
Area of Effect: one creature
Casting Time: 1 round
Saving Throw: none


Increases the dexterity of any creature by 1-6 points. This will affect the creature’s initiative, missile accuracy, thieving abilities, dexterity checks and so on. Dexterity may be increased to a maximum of 25.


Hold Person


Range: 60’
Duration: 4 rounds + 1 round per level
Area of Effect: up to two creatures
Casting Time: 1 round
Saving Throw: negates


Holds immobile and freezes in place any humanoid creature of any size which fails to make save; the spell enjoys a penalty of –2 for those attempting to do so. Striking the creatures may be done automatically, with no necessity to roll ‘to hit’ – however, striking a creature breaks the spell.


Magic Mouth


Range: 10’
Duration: until activated
Area of Effect: one object
Casting Time: 1 round
Saving Throw: none


Empowers the chosen object with an enchanted mouth, which—when encountered—suddenly appears and speaks the message which it has been directed to speak. The mouth cannot speak magic spells; it could, however, cause other magic triggered on a key word to function. The total message cannot exceed 10 words per level of the spell caster, spoken over a period not greater than 3 rounds per level of the caster. The magic mouth can be placed on living things, provided those living things are not animated—such as a tree or a flower. The mouth will appear to move to the words it speaks.
The spell will function upon a specific circumstance directed by the caster, i.e., speak to the first creature that touches you, or to the first creature that passes within 30’. Commands can be general or specific and detailed as desired, such as the following: “Speak only when an octogenerian female carrying a sack of groat clusters sits crosslegged within one foot.” The potential range to activate the mouth cannot be more than 5’ per level of the spell caster, however. Until the speak command can be fulfilled, the magic mouth will remain in effect—thus hundreds of magic mouths are possible. The magic mouth cannot distinguish such things as hit dice, as such things are not “real.”


Pyrotechnics


Range: 60’
Duration: special
Area of Effect: 60’ from the source fire
Casting Time: 1 round
Saving Throw: none


The pyrotechnics spell can have either of two effects, both of which are conjured from an existing fire source which must be present for the spell to work. Casting the spell will deplete the fire source, so that it will be extinguished upon the dissipation of the spell.
The first effect produces a flashing and fiery burst of glowing, coloured aerial fireworks which lasts 1 round per level of the caster, and temporarily blinds those creatures in the area of effect. Those who are affected may make saving throw are able to turn their back on the display in time, but they may not do anything but look within 60° of the direction of the fire source for the duration.
The spell is also able to cause a thick, writhing stream of smoke to arise from the fire source and form a obscuring cloud which lasts for 1 round per level, covering the area of effect in a globular cloud that is 20’ high. The visibility in the cloud is only 2’. There are no other effects.


Remove Curse


Range: touch
Duration: permanent
Area of Effect: see below
Casting Time: 1 round
Saving Throw: none


Removes a curse—whether it be on an object, a person or in the form of some undesired sending or evil presence. Note that the remove curse spell, if used on a cursed shield, weapon or suit of armor, allows a saving throw for the item as though it were an 11th level wizard saving vs. magic.
The reverse of the spell, curse, is limited. The spellcaster may: lower any character’s ability (strength, wisdom, etc.) by 1-4 points, 50% of the time; reduce the victim’s attack die by 1-4, 25% of the time; or may make the victim drop whatever he or she is holding, 95% of the time. Almost any appropriate cantrip can be turned into a curse with permanent results, such as hairy, yawn or scratch, or affecting objects by causing them to perpetually tarnish or spill. The target of the curse must be touched, and a saving throw is applicable. Further, remove curse or dispel magic will remove the effect.


Rope Trick


Range: touch
Duration: 2 turns per level
Area of Effect: special
Casting Time: 1 round
Saving Throw: none


Enchants a piece of rope from 5-30 feet in length so that one end rises into the air until the whole is hanging perpendicular, as if affixed at the upper end. The upper end is, in fact, fastened in an extra-dimensional space, and the spell caster and up to five others can climb up the rope and disappear into a place of safety where no creature can find them. The rope may be pulled up so that no evidence is left behind. The persons in the extra-dimensional space must climb down in the last few rounds of the spell (1 round per individual) or else they will fall from the height they climbed to reach the space. Note that the spell allows climbers to reach a normal place if they do not climb all the way to the rope’s upper end.


Serenade


Range: 60’
Duration: permanent
Area of Effect: one creature
Casting Time: 1 round
Saving Throw: negates


Casts a powerful charm over the recipient, provided they are of the same race and of the opposite sex to the caster. The specific target must be identified, and if a saving throw is failed then they will fall in love with the caster. This spell will last until a dispel magic or remove curse is cast.
While the recipient will not become the puppet-slave of the caster, he or she will seek by whatever means are available to increase the power, influence, wealth or success of the caster. They will also seek to join with the caster physically should the opportunity arise, and beg for some form of permanent union.
The bard may cast serenade upon as many individuals as wished, but should any affected recipient encounter any other, they will fight to the death unless separated; further, both recipients will immediately seek to have the spell dispelled if not specifically addressed and reassured by the caster. Of course, this could involve recasting the spell, which would eliminate all former discords—but the bard may also seek to make promises or even carry the recipient away.
It happens that recipients that manage to have the spell abjured will often seek to bring about the death of the caster, just as before they sought his or her well-being.


Shatter


Range: 90’
Duration: permanent
Area of Effect: one object
Casting Time: 1 round
Saving Throw: negates


Shatters non-magical objects of every description. Such objects are shivered into dozens of pieces by the spell. Objects above 10 lbs. weight equivalence per level of the caster are not capable of being affected. All other objects must make save vs. crushing blow or be shattered.


Snake Charm


Range: 40’
Duration: special
Area of Effect: one snake per level
Casting Time: 1 round
Saving Throw: negates


Creates a hypnotic pattern that will cause one or more existing snakes to cease all activity, except a semi-erect postured swaying movement. If the snakes are charmed while in torpor, the duration of the spell is 3-6 (d4+2) turns; if the snakes are active but not aggressive, the spell lasts 1-3 turns. If the snakes are in the act of attacking, the snake charm will last from 5-8 rounds. Any size of snake can be charmed, but a saving throw will enable the snake to ignore the spell.


True


Range: 90’
Duration: permanent; see below
Area of Effect: one object
Casting Time: 1 round
Saving Throw: none


Fixes an object with precision, so that any flaws of measurement in the object will be brought into perfect alignment. Measuring devices will be exact in length and degree, corners will be made exactly perpendicular or surfaces placed so they are exactly parallel. The precise length of a rope or dimension of a surface will become known.
The spell also allows the accurate placement of foundation stones, the location in which a well should be placed (provided the water table is not lower than the spell range), where a mine entrance ought to be opened (although the direction of a vein is not determined) to ensure the least likelihood of a cave-in and so on.
Dangerously unbalanced structures or large objects will be revealed to be out of alignment with complete accuracy—even if such may not be visible to the human eye. A construction or mining crew daily assessed by means of this spell will be virtually safe from hazard. The spell duration for examining objects is 6 rounds per level—if the caster then chooses to “fix” a particular joint or brace, the spell comes to an end.


THIRD-LEVEL SPELLS


Adagio


Range: self
Duration: 1 round per level; special
Area of Effect: 5’ radius; up to seven creatures including the caster
Casting Time: 2 rounds
Saving Throw: none


By means of this spell the bard is able to ‘slow time’ while continuously playing an instrument. Time within the area of effect will continue on in perfectly normal fashion, but outside the effected area time will slow to one fifth its normal rate. Thus, 5 rounds inside the area of effect will pass while only 1 round outside. Surrounding those inside the ‘pocket of time’ will view normal time as though through a shimmering haze, making it difficult to see.
Thus, individuals inside the area of effect can take actions such as binding their wounds, drinking potions, load weapons, preparing spells and so on. However, because the time variance affects magic detrimentally, while in the time pocket created spells cannot be cast outside the area of effect. Moreover, reaching to attack a creature outside the area will dispel the effect for the individual performing the attack – effectively sucking them into normal time and physically more than 5’ away from the bard. Missiles fired from within the pocket are at -4 due to poor visibility.
Those inside the pocket will be visible to those outside, but five rounds will pass inside before any outside attack can be launched at the time pocket. Magic hurled at the time pocket will fail, and frontal physical attacks will fail to do any damage, as those inside the pocket will be able to avoid even missiles. However, if an attack die modified at -4 does hit, it indicates that the defending individual had to step outside the time pocket to avoid being struck, and has now been pulled into real time.
Attacks from the back or by surprise have a normal chance at success. Also, there is no barrier to the pocket, so enemies can leap inside (potentially passing straight through if charging or hurling themselves at those inside).
Prepared spells and attacks may be launched normally once the bard ceases to play, breaking the spell.


Allegro


Range: self
Duration: 2 rounds per level; special
Area of Effect: 5’ radius; up to seven creatures including the caster
Casting Time: 2 rounds
Saving Throw: none


By means of this spell the bard is able to ‘speed time’ while continuously playing an instrument. Time within the area of effect will continue on in perfectly normal fashion, but outside the effected area time will speed by to five times its normal rate. Thus, 5 rounds outside the area of effect will pass by while only 1 round passes for those affected by the spell. Surrounding those inside the ‘pocket of time’ will view normal time speeding by with perfect clarity, but will themselves disappear from the perception of others – thus enabling the caster to avoid various threats.
Interacting in any physical manner with the outside world will cause those within to be sucked out of the time pocket and into the normal time – whereupon they will be immediately visible and recognized. Spells will fail if cast through the time variance, while missiles will almost certainly fail – and give outsiders reason to suspect something is up.
Allegro will not conceal those affected from detect magic, detect malevolence or other similar detection spells; as well, the spell can be dispelled normally, if located by those means.


Amplify


Range: self
Duration: 1 rounds per level
Area of Effect: see below
Casting Time: 2 rounds
Saving Throw: none


Enables the bard to increase double the physical area of effect for any spell or power that employs a musical instrument – thus, martial strains will affect those to a distance of 120’ rather than 60’, allegro or adagio would be increased in spacial volume (though not the numbers of persons affected) to a 10’ radius, serenade could be applied at 120’ and so on.
The only spell in which both the range and the actual spell’s effect are doubled would be forte, in which creatures will be hurled back 20’ to a distance up to 100’ away from the bard, and the damage done to those charging at triple would increase to 2-8, while those charging at double towards the bard would suffer 1-4.


Encore


Range: self
Duration: special
Area of Effect: see below
Casting Time: 2 rounds
Saving Throw: none


Allows the casting of any spell that the bard possesses to be cast a second time upon the same day. This need not be the same spell on any given day.


Modulate


Range: self
Duration: 1 round per level
Area of Effect: 60’ radius
Casting Time: 2 rounds
Saving Throw: none


By means of casting this spell, the bard modulates the effect of his martial strains so that the particular modifiers to hit and damage can be distributed according to the caster’s wishes, either placing the emphasis upon enemies or allies.
Thus, the bard can choose to change the usual +1 for allies and -1 for enemies by increasing the penalty for the enemies to hit and damage to -2, thus reducing the bonus for allies to zero. Alternately, the bonus could be increased to +2 and the enemies’ penalty to zero.
The modulation could also be applied so that the enemies penalty against damage was increased to -2, and the ‘to hit’ chance not affected - or vice versa. Similar modulation could be done with the allies bonus, or left as is at the same time.
While this allows for a number of options, no bonus or modifier may be greater than either plus or minus a total of 2.

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