Bard:

 

 

 

Other things to put in:

Chant of Nobility - continuation of the Seeker Chant, "March of Nobility".

Chant of the Fearless

 

battlechant

warchant

 

dance of nethulian

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Airchant:

 

Prerequisite: Vocal Chant

Increase the effect of air spells and abilities.

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Earthchant:

 

Prerequisite: Vocal Chant

Increase the effect of eathen spells and abilities.

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Emberchant:

 

Prerequisite: Vocal Chant

Increase the effect of flame spells and abilities.

 

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Frostchant:

 

Prerequisite: Vocal Chant

Increase the effect of cold spells and abilities.

 

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Waterchant:

 

Prerequisite: Vocal Chant

Increase the effect of water spells and abilities.

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Iron Will:

 

Prerequisite: Vocal Song

+1 to +30 on avoidance-rolls vs. Intelligence, Mental-Strength, Wisdom.

 

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Pandora's Melody:

 

Prerequisite: Song

Causes desention among the ranks of your enemies.

 

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Sacrificial Tones:

 

Prerequisite: Flute

Causes the Bard to share his or her HPs, BPs, DPs, or OPs with another (1 point loss to 3 points gain for another).

 

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Song of the Fearless:

 

Prerequisite: Bard

While all allies can hear the bard sing this eerie song, they will not feel the effects of any type of fear (with the exception of Shalsa, and Shalsa-like, fear.

 

For seeker Bard:

Put at least 6 of the following in (they are from the Cluster Book):

01-44: Chant: %Roll: Chant types:

                        34-66: Chant of Digarius

                        67-00: Moon Chant

                        01-33: Rain Chant

                        34-66: Star Chant

                        67-00: Sun Chant

 

01-44: Song: %Roll: Songs:

                      34-66: Song of Hope

 

01-10: Serenity

01-10: Lay of Gillian

01-10: EverMask: The bard must have a special mask made that he or she will mark as something of purpose - whether it be helpful, offensive or defensive. Masks must be 3rd mastery crafted. Each mask made will forfeit 2 A.P.s from the Bard permanently. Others may use these masks as well, and all effects from all masks, if within the area of effect, will stack.

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Above the Din (shout):

Bard's voice carries above the din and clamour of others.

 

Ancient Legends:
Distant, ancient sounding, echoing chorus of flutes, seemingly haunting the ears of man down through a century. This song will tell the Bard the general history on the area he/she is playing this tune within.

 

Ancient Roots
Bard gives a ballad of the origin of something, whether it be a creature, a place, a thing. Listeners willing to listen are caught back into legend, living this origin as if in a waking dream. It seems very real.

 

Ballad of Pandora:
This terrible melody will cause chaos and mayhem as the Oracle, “Pandora’s Box”.

 

Ballad of Sublimity:
Brings peace to the insanity-stricken, or mentally traumatized (order to chaos) for a duration.

 

Ballad of Transformation:
Forces one to shape-shift if he or she can.

 

Binge:
Will cause targeted to become so hungry that eating cannot be stopped until full to the bursting point. - 3-D6 strike, ½ move (rounded up), - 3-D6 defense.

 

Call of Haunts (whisper):

Calls to the spirits ofthe departed, to commune with them.

 

Captive Audience (Tales and Legends):

Whe reciting a story, Bard captures the audience of listeners.

 

Capture Ear (whisper):

Bard whispers and catches the undevided attention of another.

 

Chant of Dygarious:
As long as this quiet chant is sung all perceived allies within the "Area of Effect" will gain a +2 to any one characteristic the Bard wishes. But only one characteristic can be heightened at one time.

 

Chaos Chant:
Causes confusion.

 

Charm:
Causes 1 targeted to become charmed by Bard (chronic, dragged out).

 

Dire Melody:
Damage to all foes each turn chanted. Damage: 1-D12 ( +1-D12 per level of the bard).

Area of Effect: 4 spaces (20') out in all directions.

 

Ethulian's Tale (Tales and Legends):

Take listeners into the past tale to experience it for themselves.

 

Fishing for Tales (Tales and Legends):

Tell a story that listeners will add to if they know something about it (or think they do).

Pit Speech vs. Mental-Strength of each listener (single roll check).

 

Haunted Melody:
Causes fear.

 

Healing:
Heals per turn as it is played.

 

Lay of Gillian:
Song causes peace and tranquility to emanate from the Bard. Bard must have a 30+ speech to invoke this soothing ballad.

 

Love Song:
Causes feelings of love to surround the Bard. This song can also be vocalized backwards, creating the opposite effect to those who hear it.

 

Lull:

This beautiful song causes the targeted creature to fall into a light slumber, forgetting its troubles as it dreams its hearts desire.

 

Metaphysical chant:
Minor regeneration for 3-D4 turns (Heals 4-D6 / turn, Mend broken bone if the full 12 turns are rolled for, Mends and restores to life, severed body parts as follows: Hand, arm, foot and leg -- again, if the full 12 turns duration is rolled for.

 

Moan:
Caused stun as time-stop effect for 3-D6 turns. If targeted is struck it will break the spell causing targeted to break into a fury as follows: x2 attacks, +5-D6 defense and offense, x2 damage on attacks and x2 coordination. Duration: 1-D4

 

Monkey Chant:

This funny song will enable all allies within the "Area of Effect" to be as nimble as a monkey when climbing and traveling through trees. Though this chant does not hold a candle to the Aldarian Elf ability to traverse through thick canopies, or relieve the hindering movement of undergrowthy, it is handy in a pinch.

 

Moon Chant:
Causes the moon to shine (there must be a moon -- this chant/song will only part clouds to reveal the moon for a time).

 

Prayer-Song:
This is a song, petitioning the aid of another. The song will attract the attention of another Bard. There will be a hidden message within the song that only another bard will recognize.

 

Radiance:
Will reveal to Bard another in his or her own unique walk of life, whatever that may. When this instrumental melody is played upon a Magic Harp the Bard will begin to see the aura of other people as follows: Black: unHoly, Blue: contentment, White Holy, green: at peace, red: anger, gray: damned, violet: spellbound, sapphire: blessed, No color: In need, Brown: Unknown, Abyss-like swirl of blackness: Undead or dead, Shifting colors: Insanity, Yellow: love.

 

Rain Chant:
Causes rain. There must be clouds.

 

Repulsion Cry (Shout):
Pushes target back away from the Bard.

 

Serenity:
Relieves fear as long as it is being sung.

 

Silvertone:
Inflicts Dam. on creatures that need enchanted weapon to harm.

 

Skill of Naturu:
Chant gives + to allies skill levels at 1 x level of the Bard (max. = +10).

Snow Chant:
Causes it to snow. There must be clouds.

 

Song of Hope:
Increases all moral checks.

 

Song of the Ancients:
Will force an ancient dead to appear and communicate with Bard.

 

Song of the Toad:
This quick-paced briskly sung tune will enable all allies within the "Area of Effect" to be able to jump at x2 the norm.

 

Spirit Melody:
Song detects and reveals spirit(s) to Bard.

 

Startling Cry (shout):
Causes targets in AoE to leap into an adjacent space.

 

Sun Chant:
Causes sun to shine. There must be clouds.

 

Theme of Desperation:
Attracts one powerful creature into the presence of the Bard.

 

Utopia:
1. Relieves inflicted insanity.
2. Can be reversed to cause insanity (pit charisma. vs. charisma.).

 

Voice of Traveling (shout):

Others can hear the bard up to x10 range.

 

 

 

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(Instrument): Resting reduced 1 hour + 1 hour per level (max5 levels)
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(Physical): Distract opponent (pit Appearance vs MS). Opponent may lose action for period of time. Damage will allow a new (pit Appearance vs MS)
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(Instrument): Add extra attack(s)
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(Instrument): Travel / movement increase
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(Instrument): Blend in with surroundings (sneaking bonus)
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(Verbal): Skill focus (learn more quickly or increase chance of success)
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(Instrument): Focus awareness
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(Verbal): Alter emotions (e.g. joy, sadness, anger)
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(Verbal): Sonic attack (pit Speech vs Hearing)
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(Verbal): Panic: Hyperventilating (loose Oxygen Points)
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(Verbal): Stun (pit Speech vs MS)
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(Instrument): Healing increased (help amplify spells, potions, ect.)
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(Physical): Extend bard abilities even after they stopped (e.g. song or dance) this will allow switching juggling abilities.
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(Physical): Confusion: (pit Appearance vs MS) causes opponents to forget what they intended to do for short period of time.
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(Physical): Mimic: bard is able to copy (Physical): abilities/skills for a short time.
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(Physical): Clumsy: (pit Appearance vs MS) causes opponent to become self aware of actions and lower their dex or coordination equal to the amount that they lost in the saving throw
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(Physical): Mock: (pit Appearance vs MS) causes opponent to become uncomfortable and want to leave the immediate area
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(Verbal): Ego: Temporarily boost someone’s MS with confidence and give bonuses to checks based on the amount of boost
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(Instrument): Amplify: increase allies’ spells and supernatural abilities
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(Physical): SureFoot: If ally rolls a 01-02 or 03-04 the bard may try to roll initiative with ally and if successful give ally a chance to avoid the results. - this can be used outside of the bard's turn but it will take the bard’s next turn.
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(Verbal): Proclaim: let surrounding area know of your (Physical): presence. Attract others (friend and foe) to you.