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.
--------------------------------------------------------------------------------------------------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.