Subject[dq] Bardic College Revision
Fromflamis@ihug.co.nz
DateTue, 20 Aug 2002 17:08:40 +1200
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Modifications to Bardic College
The changes (and the rationale behind them) are as follows:
1.      Base Chance modifiers:
Adding a bonus for casting while playing a instrument mean there is an=20
active advantage to carting a lute around, and for casting with your hands=
=20
full of something other than weapons.
2.      T-1 Concealing Song
The necessity to sing means this isn=92t silent, and therefore not nearly as=
=20
powerful as the Illusionist =93Concealing Casting=94 hence the slightly=
 lowered=20
EM. The base chance less affected than in =93Concealed Casting=94, because=
 the=20
Bard is already vocalising.
3.      Clairaudience
Adding the Bard=92s TMR means it can always stay ahead of you, even when=20
you=92re moving.
4.      Enchant Instrument
Moved to special knowledge because it is well=85 specialised.
5.      Exhortation
Deleted because it overlaps too much with Bardic Voice from Troubadour
6.      Silent Sounds
Renamed to Ghost Sounds and given a bit more colour.
7.      Quietness
Renamed to Deaden Sound to give a more accurate name. Object target allows=
=20
it to affect noisy objects (such as carts, mills etc) as well as entities,=
=20
and a percentage effect on sound levels means something can be done about=20
that snoring dwarf.
8.      Shatter
Extended to affect entities made of rigid materials such as golems and=20
skeletons, doing damage  the D3 version does this, and there are few enough=
=20
spells that specifically affect such things. Hardness scale slightly=20
altered, separating soft stone from hard.
9.      Implanting Sounds
Renamed to Alarm  since this is what it is generally used for.
10.     Recitation
Renamed to Legend Song, to describe the effect better. Range goes from=20
Touch to 10ft, so you can use the ritual to find out if something is=20
dangerous before you handle it.
11.     Enthral Audience
Renamed to Enthral, and the description changed to something similar to the=
=20
D3 one which made more sense when I read it.
12.     Roar of Thunder         NEW SPELL
A cone effect damage spell that is very much in the flavour of the College.
13.     Whispering World
Renamed to Message which is so much easier to say, and the annoying formula=
=20
simplified, making the spell more useful at more usual distances, such as a=
=20
few miles. I never understood why it could take 10 hours to send a message=
=20
just across the river.
14.     Whispers        NEW SPELL
A communication spell allowing group to communicate without others hearing.=
=20
Similar in effect to Mind Speech, but mechanics are very different.
15.     Comprehend Tongues
Base Rank increased to reflect changes to Languages Skill.

Please note that these changes have accumulated from playtesting over some=
=20
years now. I=92ve found most of the bugs, and want to stomp on them. There=
 is=20
some input and influence from the new D3 Bard class, but not as much as you=
=20
might think, and quite a bit of renaming things to the name that people=20
tend to use for a spell, as opposed to its official name.

12 The College of Bardic Magics (Ver 2.1)

The College of Bardic Magic deals primarily with sound, language, rhythm,=20
and the power in music;
particularly the power to soothe, charm, and otherwise affect emotions.=20
Adepts of this College are generally known as Bards. Many Bards are=20
employed as court musicians, though a number exercise their art as sole=20
practitioners, wandering the highways and byways of the land.
Almost all Bards have performance skills, often highly ranked. Alongside=20
this they often have the Spy skill which is complemented by certain of the=
=20
magics of this College. It is not unknown for Bards to pass themselves off=
=20
as simple musicians or entertainers in order to infiltrate unfriendly=20
courts. It is this fact, and the consequently secretive nature of this=20
College which has lead to its relative obscurity.
The principal difference between this college and all others is that the=20
spell=92s verbal component is usually sung, instead of spoken. Furthermore,=
=20
because a musical instrument may be used to enhance the effect, Bardic=20
spells have little or no somatic component. It is almost impossible for a=20
Bard to cast quietly.

Traditional Colours
Bards usually wear an item of a particular shade of deep blue, sometimes=20
known as Harper Blue, somewhere on their person. Otherwise they dress to=20
the occasion, often choosing quite colourful garments if performing.

Traditional Symbols
The symbol of the Bardic College is a golden harp. This may be worn as a=20
brooch or pendant, or embossed on the Bard=92s instrument if appropriate.

12.1 Restrictions
Adepts of the College of Bardic Magics can only practise their art in a=20
region where sound can be heard. It is not possible to practise Bardic=20
magic in a location where sound is silenced, magically or otherwise. Bardic=
=20
magic may be practised underwater, but the results may vary somewhat from=20
those expected.
The MA requirement for this College is 15.

12.2 Base Chance Modifiers
The following numbers are added to the Base Chance of performing any=20
talent, spell or ritual of the College of Bardic Magics:
For each Rank of Troubadour (Singing) +1 (This bonus is only applicable=20
when spell is sung)
Appropriate instrument (harp or lute) used to accompany spell=20
casting   +5      (Adept must have Troubador skill in this instrument).
Area is acoustically excellent +5
Area deadens sound -5
All modifiers are cumulative.

12.3 Talents

Concealed Casting (T-1)
Experience Multiple: 125
Effects: The Adept is able to conceal the casting of a spell within the=20
words of a mundane song. If an observer is listening intently the observer=
=20
may make a (2 =D7 PC - Rank) check to notice. The bard may not make any=20
movements which are inappropriate to the song being sung. All aspects of=20
the spell (including Base Chance) must be cast at the lower of this talent=
=20
and the spell=92s Rank and the Base Chance is further reduced by 10%. This=
=20
Talent only functions with spells of the Bardic College.

Enhanced Hearing (T-2)
Experience Multiple: 75
Effects: The Adept is able to hear sounds too faint to be heard normally.=20
The Rank of this talent should be added to the Adept=92s perception for the=
=20
purposes of detecting sounds only. This talent can be activated and=20
deactivated at will, and the Adept may be temporarily deafened by loud=20
noises while it is activated.

Melodic Memory (T-3)
Experience Multiple: 75
Effects: The Adept can attempt to commit to memory any sounds that they can=
=20
hear. The Adept must concentrate to activate this talent, and the Adept=92s=
=20
player should represent this by taking down key words and phrases. By means=
=20
of this talent the Adept can memorise music, dramas, dialogue etc. even if=
=20
they cannot understand them. The Adept=92s chance of success to recall the=
=20
sounds is 3 =D7 PC (+ 5 / Rank) - 5 / week since the sounds were heard. If=
=20
the Adept rolls above their Base Chance the higher the roll the greater the=
=20
degree of error.

Project Voice (T-4)
Experience Multiple: 75
Effects: The talent allows the Adept to project their voice so that it may=
=20
be heard clearly everywhere within 25 feet (+ 25 / Rank).

12.4 General Knowledge spells

Clairaudience (G-1)
Range: 15 feet + 15 / Rank
Duration: 5 minutes + 5 / Rank
Experience Multiple: 200
Base Chance: 15%
Resist: None
Target: Self
Storage: Potion
Effects: The Adept creates an invisible, intangible ear that can be moved=20
about within the spell=92s range. The ear appears in the same hex as the=20
Bard, and operates as a normal ear except that it is not physically=20
attached to the Bard. The Adept may move the ear at a TMR of up to the Rank=
=20
of the spell plus the Bard's TMR, taking pass actions to do so. The ear may=
=20
be detected by Witchsight or by similar abilities, but is generally=20
inconspicuous, and a perception check is required. If the ear takes any=20
magical damage (it may be struck by a magical weapon) it is destroyed and=20
the Adept is stunned. It cannot be used to target spells. In the area of a=
=20
Confusion of Tongues spell the Adept will only hear meaningless jumbled=20
words. Clairaudience will not penetrate the volume of a Shell of Silence=
 spell.

Deaden Sound (G-2)
Range: 5 feet + 1 / Rank
Duration: 30 minutes + 30 / Rank
Experience Multiple: 100
Base Chance: 30%
Resist: None
Target: Object, Entity
Storage: Potion, Investment
Effects: Any sounds generated by the target are partially deadened. Sound=20
levels are reduced by 20% + 3% per Rank. The effect of this is to add 5% (+=
=20
1 / Rank) to the target's Stealth. Any entity attempting to cast Bardic=20
magic while under the effect of this spell suffers a 5% penalty to their=20
Base Chance due to the deadening of sound.

Ethereal Orchestra (G-3)
Range: 25 feet + 25 / Rank
Duration: 5 minutes + 5 / Rank
Experience Multiple: 100
Base Chance: 35%
Resist: None
Target: Self
Storage: Potion
Effects: Creates magical accompaniment for the Adept=92s performance. The=20
accompaniment consists of the sounds of one instrument plus one per three=20
full ranks. The Adept must be familiar with music made by their chosen=20
instruments, but need not be able to play the instruments themself. This=20
accompaniment increases the effective Rank of the performance by 1 (+ 1 / 5=
=20
Ranks) without bestowing new skills, or affecting quasi-magical abilities=20
or base chances. The maximum volume generated may not exceed that of loud=20
chanting, and the accompaniment can be heard clearly everywhere within the=
=20
range of the spell.

Ghost Sounds (G-4)
Range: Touch
Duration: 10 minutes + 10 minutes / Rank
Experience Multiple: 100
Base Chance: 35%
Resist: Active, Passive
Target: Object
Storage: Investment, Ward, Magical Trap
Effects: The target object generates sounds which are almost inaudible, but=
=20
affect living entities within 5 feet (+ 5 / Rank) rendering them either:=20
edgy, and more susceptible to fear and awe; or tranquil, and less prone to=
=20
fear and awe. Affected beings either add or subtract 1 (+ 1 / Rank) to=20
rolls made on the fright or awe tables as appropriate.

Mockery (G-5)
Range: 15 feet + 15 / Rank
Duration: 10 seconds + 10 / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: Active, Passive
Target: Sentient Entity
Storage: Investment
Effects: The Adept sings or orates a song or poem, detailing the target=92s=
=20
shortcomings and inflicting general abuse, insults and mockery. A target=20
that fails to resist may be embarrassed, shocked, humiliated, indignant or=
=20
infuriated as appropriate to their personality. Whatever the emotional=20
effect, the character is distracted, and may do nothing other than attempt=
=20
to silence the Adept (by whatever means they wish) or take pass actions for=
=20
the duration of the spell. A check of 1 =D7 WP may be made at the end of the=
=20
pulse following the pulse in which the spell is cast and every pulse=20
thereafter. Once the target successfully makes a check the spell ends. The=
=20
target must be able to hear and understand the Adept in order for the spell=
=20
to have any effect.

Shatter (G-6)
Range: 5 feet + 5 / Rank
Duration: Immediate
Experience Multiple: 200
Base Chance: 25%
Resist: Special
Target: Object, Entity
Storage: Investment, Ward, Magical Trap
Effects: The Adept shrieks in an unnatural and piercing fashion, creating=20
ethereal dissonance that can destroy objects and damage entities composed=20
of rigid substances. The Adept may destroy an object of no more than 1=20
pounds (+ 1 / Rank). A larger object or entity may take (D-5) + 1 / Rank=20
damage if it fails to resist. The Rank of this spell determines what=20
material may be affected:
Rank Material
03 glass, ceramics
45 crystals
67 soft stone, earth
89 hard stone (stone golems)
1011 bone or ivory (skeletons)
1214 gems
1517 hard metal (iron golems)
1820 soft metal (bronze)
Note that the base MR of objects is 0. Crafted objects and those made of=20
precious materials receive bonuses to their resistance rolls, as detailed=20
below. Shaped magical items are immune to the effects of this spell.=20
Possessions have their owners MR. These bonuses are cumulative.
Crafting modifier: 2 =D7 Artisan Rank;
Material Modifiers: Silver +5%, Gold +10%, Truesilver +15%, Precious gems,=
=20
etc. +20%.
The GM should only apply the modifier of the material that makes up the=20
majority of the object or entity.

Soothe the Savage Beast (G-7)
Range: 5 feet + 5 / Rank
Duration: Concentration: no maximum
Experience Multiple: 200
Base Chance: 25%
Resist: Passive
Target: Self
Storage: Potion
Effects: The Adept plays or sings soothing music which causes any living=20
non sentient entities within or entering the area of effect to resist or be=
=20
pacified. Animals that do not resist must make a check against 2 =D7 WP -=20
Rank of Spell to attack the Adept, and a check against 2 =D7 WP to initiate=
=20
any attack whilst in the area. The creature=92s reaction roll is increased=
 by=20
10% (+ 2 / Rank), but the reaction roll may not be made to exceed 95 by the=
=20
effects of this spell. If any soothed entity is attacked, or the Adept=20
ceases to play and/or sing, the spell ceases to be in effect.

Speaking Beasts (G-8)
Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 200
Base Chance: 35%
Resist: None
Target: Animal
Storage: Investment
Effects: This spell confers any one language known to the Adept at Rank 6=20
or greater, upon an animal (beast, avian, or aquatic; any nonsentient able=
=20
to vocalise sounds) for the duration of the spell, at a language Rank equal=
=20
to 1 (+ 1 / 4 Ranks).

Ventriloquism (G-9)
Range: 10 feet + 10 / Rank
Duration: 5 minutes + 5 / Rank
Experience Multiple: 150
Base Chance: 40%
Resist: None
Target: Self
Storage: Potion
Effects: The Adept may project their voice so that it appears to be=20
emanating from anywhere within the range of the spell. Also, it may be=20
altered so that it sounds like any other voice or voices the Adept has=20
heard and memorised with the Melodic Memory talent. For every five complete=
=20
ranks the Adept can project an extra simultaneous and independent voice.

12.5 General Knowledge Rituals

Alarm (Q-1)
Range: 10 feet + 10 / Rank
Duration: 1 week + 1 / Rank; Permanent at Rank 20
Experience Multiple: 250
Base Chance: 20% + 4% / Rank
Resist: None
Target: Object or Area
Cast Time: 1 hour
Actions: Perform song or sounds
Concentration Check: None
Effects: This ritual creates a simple ward, implanting a sequence of sounds=
=20
(which may be words, spoken or sung) of up to 10 seconds (+ 10 / Rank)=20
duration into an object or area. The Adept may determine the triggering=20
conditions, in the same way as a ward. Additionally, sounds implanted into=
=20
an object may have a range of =93Touch=94 thus being triggered by a tactile=
=20
cue, usually simply the object being touched. The sound will be emitted=20
each time the triggering conditions are met, up to a maximum of 1 (+ 1 /=20
Rank) times. The volume of the sound produced may not exceed that of loud=20
ringing bells. The ritual dissapates at the end of its duration or if the=20
Bardic General Knowledge counterspell is cast on the target. If the ritual=
=20
backfires the sounds are triggered immediately and will repeat Rank times,=
=20
or until counterspelled.

Legend Song (Q-2)
Range: 10 feet
Duration: Special
Experience Multiple: 200
Base Chance: 25% + 4% / Rank
Resist: None
Target: Object, Area or Entity
Cast Time: 1 hour
Actions: None
Concentration Check: Standard
Effects: At the completion of this ritual the Adept will enter a trance,=20
during which they will recite a legend or story relating to their current=20
location, or to a nearby object or entity. If no such story exists, or the=
=20
ritual fails, then the Adept will recite some amusing but trivial song. If=
=20
the ritual backfires the legend will be false. The amount of information=20
received is related to the Bard=92s Rank with this ritual. If the GM prefers=
=20
this may be played as obtaining an answer to 3 (+1/3 ranks) short questions=
=20
related to the location, object or entity which will be answered in=20
=93legendary=94 terms. This ritual may not be repeated on a given target=
 more=20
than once per season.

12.6 Special Knowledge Spells

Charming (S-1)
Range: 50 feet + 5 / Rank
Duration: 1 hour + 1 / Rank
Experience Multiple: 400
Base Chance: 25%
Resist: Active, Passive
Target: Entity
Storage: Investment
Effects: The Adept can influence the actions of an entity who fails to=20
resist, provided that the target can hear and understand the Adept. The=20
target will see the Adept as their true friend and will readily accept most=
=20
suggestions emanating from them. Sworn enemies of the Adept (or of their=20
race) will not be affected by this spell. Any suggestion that is not=20
directly and obviously inimical to the target=92s interests (as defined by=
=20
the GM, but usually limited to actions that would be injurious or fatal)=20
will be acted upon 90% of the time. The Adept may only ensure 100%=20
compliance with a request by making it an order in which case the target=20
makes an immediate Resistance Check. Any suggestion that would lead to the=
=20
target=92s injury or death results in an immediate Resistance Check. If=20
successful the spell is broken. Otherwise, the target accepts the order and=
=20
will carry it out faithfully for the duration of the spell.

Compel Speech (S-2)
Range: Touch
Duration: 1 minute + 1 / Rank
Experience Multiple: 200
Base Chance: 25%
Resist: Active, Passive
Target: Entity
Storage: Investment, Ward, Magical Trap
Effects: The target entity must resist, or be compelled to speak=20
continuously on random subjects. Should anyone put a question to the entity=
=20
they must make a 3 =D7 WP  Spell Rank check or speak to the question. The=20
entity is not compelled to speak the truth by this spell, or any particular=
=20
language, and may cast spells.

Comprehending Tongues (S-3)
Range: Self
Duration: 10 minutes + 10 / Rank
Experience Multiple: 300
Base Chance: 15%
Resist: None
Target: Self
Storage: None
Effects: Enables the Adept to speak and understand one language at a Rank=20
equal to 2 + 1/4 Full Ranks with this spell. The Adept must have heard the=
=20
language that they wish to speak. The language may be nominated by name, or=
=20
by choosing to speak a language that the Adept has memorised some words and=
=20
phrases from using the Talent of Melodic Memory. This spell allows the=20
Adept to be understood, but confers no other bonuses.

Confusion of Tongues (S-4)
Range: 15 feet + 15 / Rank
Duration: 10 seconds + 10 / Rank
Experience Multiple: 350
Base Chance: 10%
Resist: Active, Passive
Target: Area
Storage: Investment, Ward, Magical Trap
Effects: All entities within the radius of effect of the spell who fail to=
=20
resist become unable to communicate in, or understand any verbal language=20
whilst within the affected area. The affected area is a circle with a=20
radius of 5 feet (+ 5 / Rank). Affected entities may not use the Military=20
Scientist =93time out=94 ability. They can cast spells and trigger items,=
 but=20
if casting, the backfire threshold (i.e. +30 or +40) is decreased by 5% (+=
=20
1 / Rank).

Dance of Swords (S-5)
Range: 5 feet + 5 / Rank
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 15%
Resist: None
Target: Entity
Storage: Investment, Potion
Effects: While under the effect of this spell, the target may cavort and=20
leap with surpassing grace and extravagance by evoking the magic of the=20
dance. The target may walk and act in all ways normally, however, when they=
=20
enter combat they may =93dance=94 adding 2 (+2 / Rank) to their Defence=20
provided they move at least 1 hex each pulse. If the target is unwillingly=
=20
confined to a single hex (by the effect of melee zones for example) the=20
target must halve the defence bonus due to this spell. If the target is=20
unable to move (stunned or unconscious) then no defence bonus is awarded.=20
The target may also subtract the Rank of this spell from the dice roll for=
=20
any AG Check solely involving Agility (e.g. avoid knockdown, leaping pits=20
etc.).

Enchant Instrument (S-6)
Range: Touch
Duration: 10 minutes + 10 / Rank
Experience Multiple: 100
Base Chance: 25%
Resist: None
Target: Musical Instrument
Storage: Investment
Effects: With this spell the Adept draws on the resonance left in an=20
instrument from it having been played. The spell enchants one musical=20
instruments so that a being may play it at an effective Troubadour Rank=20
equal to 0 + (1 / 3 or fraction ranks), whether or not they know how to=20
play that form of instrument. This Rank may not exceed the maximum Rank the=
=20
instrument being targeted has previously been played at.

Enthrall (S-7)
Range: 15 feet + 15 / Rank
Duration: Special (Maximum of 10 minutes + 10 / Rank)
Experience Multiple: 200
Base Chance: 25%
Resist: Special
Target: Sentient living entities
Storage: Invested, Ward
Effects: If the Adept has the attention of a group of entities, this spell=
=20
can be used to hold them spellbound. To cast the spell, the adept must=20
speak or sing without interruption for a full minute. Thereafter, affected=
=20
entities will give the Adept their undivided attention, ignoring their=20
surroundings. They are considered to have a friendly attitude towards the=20
Adept for the duration of the effect. Entities of a race, religion or=20
political entity normally hostile to the Adept recieve a bonus of 20% to=20
their resistance roll versus this spell. Creatures with a willpower of 15=20
or more remain aware of their surroundings and are indifferent. They get a=
=20
new resistance check if they witness actions which they oppose. The=20
enchantment lasts as long as the Adept continues to speak or sing to the=20
maximum duration of the spell. Those entralled by the Adept's words=20
initiate no action while the Adept continues to speak or sing and for D-6=20
pulses thereafter as they discuss the topic or performance. If any member=20
of the audience is attacked the spell effect ends immediately.

Inspirational Song (S-8)
Range: 15 feet + 5 / Rank
Duration: 20 seconds + 5 / Rank
Experience Multiple: 300
Base Chance: 15%
Resist: None
Target: Sentient Entities
Storage: None
Effects: The Adept sings a song of inspiration mentioning the name of each=
=20
target. The spell will effect 1 target (+ 1/3 or fraction Ranks) who each=20
gain 1 (+ 1/2 Ranks) to their Strike Chances, and 1 (+ 1 / Rank) to Fear=20
Resistance rolls and Rally Chances. Targets must be able to hear and=20
understand the Bard. The Adept must sing or orate for the entire duration=20
of the spell, or the effect ceases. The Adept may perform other actions as=
=20
long as they have no vocal requirement.

Message (S-9)
Range: 100 miles + 100 / Rank
Duration: Immediate
Experience Multiple: 250
Base Chance: 20%
Resist: None
Target: Self
Storage: potion
Effects: The Adept whispers a message consisting of no more than 5 words (+=
=20
5 / Rank). The message travels t o the recipient, who must be known to the=
=20
Adept, taking D10 + (distance travelled in miles) minutes. The recipient=92s=
=20
surroundings (such as trees, waves or wind) whisper the message to the=20
recipient. There is a once times perception chance that any Bard engaged in=
=20
concentration will =93overhear=94 a whisper which passes by their location.

Roar of Thunder (S-10)
Range: 15 feet + 15 / Rank
Duration: Immediate
Experience Multiple: 350
Base Chance: 25%
Resist: Active, Passive
Target: Area
Storage: Investment, Ward, Magical Trap
Effects: The Adept projects a blaring yell which stuns, deafens and damages=
=20
entities in the area of effect. The area of effect is a cone beginning at=20
the Adept's mouth and is 20 ft + 5 / Rank long and 5 ft + 5 / 3 full ranks=
=20
wide at the far end. Entities which fail to resist suffer [D - 5] + 1 /=20
Rank damage, and are automatically stunned. They will also be deafened for=
=20
[D - 5] (+ 1 / 2 Ranks) minutes and will have a very nasty headache which=20
will make concentration one level more difficult until it wears off or is=20
cured by a healer. There is a chance equal to 5% + 1 / Rank that this=20
deafness will be permanent until cured by the arts of a Healer of Rank 4 or=
=20
greater, or by the Ritual of Cure Deafness and Muteness. Entities which=20
resist take half damage, are not stunned, and are deafened for only [D-5]=20
(+1/2 Ranks) pulses with no chance of this deafness being permanent.

Satyr=92s Dance (S-11)
Range: 5 feet + 5 / Rank
Duration: Concentration: Maximum 10 seconds + 10/ Rank
Experience Multiple: 450
Base Chance: 10%
Resist: Active, Passive
Target: Self
Storage: Potion
Effects: The Adept sings and dances in a hypnotic pattern, entrancing all=20
in range who fail to resist, and forcing them to join in the dance. All=20
dancers (including the Adept) may move at 1/2 TMR (round up), but are=20
unable to take any other action. The area of effect moves with the Adept=20
and all victims will attempt to stay within range. Any entity that enters=20
the area of effect must resist or suffer the same fate. The Adept must be=20
seen and heard for a target to be effected. Victims of this song get an=20
additional resistance roll every pulse that they are attacked or=20
restrained, or somehow prevented from being within the area of effect.

Shell of Silence (S-12)
Range: 10 feet + 5 / Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 150
Base Chance: 15%
Resist: None
Target: Area
Storage: Investment, Ward, Magical Trap
Effects: The Adept creates an invisible spherical shell with a diameter=20
equal to 15 feet (+ 5 feet for every 5 Ranks). Sound created within this=20
shell is totally inaudible to entities outside the shell and vice versa. A=
=20
Clairaudience spell projected from outside the shell cannot penetrate it.

Shout of Rage (S-13)
Range: 15 feet + 15 / Rank
Duration: Immediate
Experience Multiple: 250
Base Chance: 25%
Resist: Active, Passive
Target: Entity
Storage: Investment, Ward, Magical Trap
Effects: The Adept projects a thunderous shout of rage at the target. If=20
the target fails to resist it suffers [D - 5] (+ 1 / Rank) damage and is=20
automatically stunned. The target will also be deafened for [D - 5] (+ 1 /=
=20
2 Ranks) minutes and will have a very nasty headache which will make=20
concentration one level more difficult until it wears off or is cured by a=
=20
healer. There is a chance equal to 5% + 1 / Rank that this deafness will be=
=20
permanent until cured by the arts of a Healer of Rank 4 or greater, or by=20
the Ritual of Cure Deafness and Muteness. The sound is clearly audible in=20
the area surrounding the target.

Silver Tongue (S-14)
Range: Self
Duration: 10 minutes + 10 / Rank
Experience Multiple: 200
Base Chance: 25%
Resist: None
Target: Self
Storage: Potion
Effects: Everything that the Adept says becomes more convincing and=20
believable. This ability does not force listeners to believe the Adept, and=
=20
obvious lies where there is evidence to the contrary will be quickly=20
dismissed. But in the absence of such evidence, or when the lie is not=20
blatant, listeners will tend to take the Adept at their word. All natural=20
or magical abilities that are normally able to determine whether the Adept=
=20
is lying or telling the truth suffer a negative modifier to their Base=20
Chance of 20% (+ 5 / Rank). Those abilities that always work or have no BC=
=20
may be presumed to have a BC of 100% for these purposes. In addition, no=20
magical ability is able to coerce the Adept to speak truthfully.

Siren Song (S-15)
Range: 5 feet + 5 / Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 250
Base Chance: 15%
Resist: Active, Passive
Target: Entity
Storage: None
Effects: All entities within the range of the spell and able to hear the=20
Adept, must resist or feel a sudden affection for the Adept. They will then=
=20
be unable to carry out any action that might harm the Adept. However, if=20
the Adept carries out any hostile action towards an entity or the entity is=
=20
rendered no longer able to hear, that entity will be released from the=20
spell. The Adept must continue to sing for the duration or the spell ceases=
=20
to be in effect.

Slumber Song (S-16)
Range: 5 feet + 5 / Rank
Duration: Until waking
Experience Multiple: 250
Base Chance: 30%
Resist: Special
Target: Entity
Storage: Investment
Effects: The Adept plays a song that affects one willing entity (+ 1 / 3 or=
=20
fraction ranks) causing them to drift into a normal sleep. All affected=20
targets fall asleep in 4 minutes ( 10 seconds / Rank, minimum of 30=20
seconds). The targets will remain asleep until disturbed or they awaken=20
normally. The resulting sleep is healing and refreshing allowing the=20
targets to regain 1 (+ 1 / 5 full Ranks) more FT per hour while under its=20
effect.

Whispers (S-17)
Range: 100 feet + 100/ Rank
Duration: 10 minutes + 10 / Rank
Experience Multiple: 400
Base Chance: 20%
Resist: None
Target: Area
Storage: Potion, Investment
Effects: Allows the entities targeted by the spell to communicate in soft=20
subvocalised whispers, which are clearly audible to other target entities,=
=20
but inaudible to anyone else. The adept may target up to 1 (+1 / Rank)=20
entities with this spell, who must be within the range of the spell and in=
=20
sight at the time of casting. An entity may then go out of sight, but if=20
that entity goes beyond the range of the spell from the Adept,=20
communication ceases for that entity until they return.

12.7 Special Knowledge Rituals

Cure Deafness and Muteness (R-1)
Range: Touch
Duration: Immediate
Experience Multiple: 200
Base Chance: 25% + 4% / Rank
Cast Time: 1 hour
Resist: None
Target: Entity
Material: None
Actions: Singing
Concentration Check: Standard
Effects: The target is cured of deafness or muteness, whether of natural or=
=20
magical origin. Only those born deaf or mute cannot be affected by this=20
ritual.

Resounding Instrument (R-2)
Range: Touch
Duration: 4 weeks + 2 / Rank
Experience Multiple: 250
Base Chance: MA + 4% / Rank
Cast Time: 6 Hours
Resist: None
Target: Musical Instrument
Material: Instrument
Actions: Playing instrument
Concentration Check: None
Effects: This ritual enchants a instrument, which
must be of religious or martial nature, such as trumpets, horns, bagpipes,=
=20
drums, bells, or gongs. The enchanted instrument can be heard at its normal=
=20
volume (usually loud) throughout an area with a radius equal to 1 mile (+ 1=
=20
/ Rank). The effect may be made permanent if the Adept chooses to=20
permanently expend a point of Endurance. If the ritual backfires the=20
instrument will be destroyed in addition to the normal backfire effect.

Sound of Doom (R-3)
Range: Sight
Duration: Immediate
Experience Multiple: 400
Base Chance: MA + 3% / Rank
Cast Time: Special
Resist: None
Target: Structure
Material: Musical Instrument
Actions: Playing trumpet and walking
Concentration Check: Standard
Effects: The Adept marches around the structure, within earshot of the=20
walls, playing a musical instrument. The music must be able to be clearly=20
heard at the structure. The size of structure which may be encompassed is=20
50 feet (+ 50 / Rank) in diameter. The structure begins to shake and=20
vibrate, and at the end of the ritual, if it is successful, the structure=20
falls apart. The Adept must walk slowly (1 mph) around the target until=20
they have completely encircled the target at least once, and have marched=20
for at least an hour.

The Piper=92s Song (R-4)
Range: 30 feet + 30 / Rank
Experience Multiple: 400
Base Chance: MA + 3% / Rank
Cast Time: 1 hour
Resist: None
Target: Self
Material: Instrument (usually pipe)
Actions: Playing instrument and walking
Concentration Check: Standard
Effects: The Adept nominates one type of non-sentient entity which normally=
=20
forms swarms, packs or herds (e.g. rats, locusts, wolves, elephants) at the=
=20
start of this ritual. The size of the entity which can be affected is=20
dependent on Rank: Rank 05, entities less than 1lb in weight can be=20
affected; Rank 610, entities less than 10lb; Rank 1115, entities less than=
=20
100 lb; Rank 16 and above, entities greater than 100lb. The Adept then=20
begins to play a tune which has a compelling effect on all entities of the=
=20
target type. The area of effect moves with the Adept, and as they play and=
=20
walk, all of these entities within range will begin to follow the Adept,=20
growing into a horde. At the end of at least 1 hour the Adept gives a=20
single command to the horde. The wording of this command may not exceed 1=20
word (+ 1/3 or fraction Ranks). The command will be obeyed for a period of=
=20
1 hour (+1 / Rank).
--=====================_258933855==_.ALT
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Content-Transfer-Encoding: quoted-printable

<html>
<font face=3D"Arial, Helvetica">Modifications to Bardic College<br>
The changes (and the rationale behind them) are as follows:<br>
</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>1.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Base
Chance modifiers:
</dl>
</dl>Adding a bonus for casting while playing a instrument mean there is
an active advantage to carting a lute around, and for casting with your
hands full of something other than weapons.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>2.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">T-1
Concealing Song
</dl>
</dl>The necessity to sing means this isn=92t silent, and therefore not
nearly as powerful as the Illusionist =93Concealing Casting=94 hence the
slightly lowered EM. The base chance less affected than in =93Concealed
Casting=94, because the Bard is already vocalising.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>3.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Clairaudience
</dl>
</dl>Adding the Bard=92s TMR means it can always stay ahead of you, even
when you=92re moving.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>4.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Enchant
Instrument
</dl>
</dl>Moved to special knowledge because it is well=85 specialised.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>5.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Exhortation
</dl>
</dl>Deleted because it overlaps too much with Bardic Voice from
Troubadour</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>6.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Silent
Sounds
</dl>
</dl>Renamed to Ghost Sounds and given a bit more colour.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>7.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Quietness
</dl>
</dl>Renamed to Deaden Sound to give a more accurate name. Object target
allows it to affect noisy objects (such as carts, mills etc) as well as
entities, and a percentage effect on sound levels means something can be
done about that snoring dwarf.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>8.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Shatter
</dl>
</dl>Extended to affect entities made of rigid materials such as golems
and skeletons, doing damage&nbsp; the D3 version does this, and there are
few enough spells that specifically affect such things. Hardness scale
slightly altered, separating soft stone from hard.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>9.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Implanting
Sounds
</dl>
</dl>Renamed to Alarm&nbsp; since this is what it is generally used
for.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>10.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Recitation
</dl>
</dl>Renamed to Legend Song, to describe the effect better. Range goes
from Touch to 10ft, so you can use the ritual to find out if something is
dangerous before you handle it.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>11.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Enthral
Audience
</dl>
</dl>Renamed to Enthral, and the description changed to something similar
to the D3 one which made more sense when I read it.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>12.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Roar
of Thunder
<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab>NEW=20
SPELL
</dl>
</dl>A cone effect damage spell that is very much in the flavour of the
College.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>13.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Whispering
World
</dl>
</dl>Renamed to Message which is so much easier to say, and the annoying
formula simplified, making the spell more useful at more usual distances,
such as a few miles. I never understood why it could take 10 hours to
send a message just across the river.&nbsp; </font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>14.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Whispers<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;</x-tab>NEW
SPELL
</dl>
</dl>A communication spell allowing group to communicate without others
hearing. Similar in effect to Mind Speech, but mechanics are very
different.</font>
<dl>
<dl><font face=3D"Times New Roman, Times" size=3D4>
<dd>15.<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</x-tab></font><font=
 face=3D"Arial, Helvetica">Comprehend
Tongues
</dl>
</dl>Base Rank increased to reflect changes to Languages Skill.<br><br>
Please note that these changes have accumulated from playtesting over
some years now. I=92ve found most of the bugs, and want to stomp on them.
There is some input and influence from the new D3 Bard class, but not as
much as you might think, and quite a bit of renaming things to the name
that people tend to use for a spell, as opposed to its official
name.<br><br>
</font>12 The College of Bardic Magics (Ver 2.1)<br><br>
The College of Bardic Magic deals primarily with sound, language, rhythm,
and the power in music;<br>
particularly the power to soothe, charm, and otherwise affect emotions.
Adepts of this College are generally known as Bards. Many Bards are
employed as court musicians, though a number exercise their art as sole
practitioners, wandering the highways and byways of the land. <br>
Almost all Bards have performance skills, often highly ranked. Alongside
this they often have the Spy skill which is complemented by certain of
the magics of this College. It is not unknown for Bards to pass
themselves off as simple musicians or entertainers in order to infiltrate
unfriendly courts. It is this fact, and the consequently secretive nature
of this College which has lead to its relative obscurity.<br>
The principal difference between this college and all others is that the
spell=92s verbal component is usually sung, instead of spoken. Furthermore,
because a musical instrument may be used to enhance the effect, Bardic
spells have little or no somatic component. It is almost impossible for a
Bard to cast quietly.<br><br>
Traditional Colours<br>
Bards usually wear an item of a particular shade of deep blue, sometimes
known as Harper Blue, somewhere on their person. Otherwise they dress to
the occasion, often choosing quite colourful garments if
performing.<br><br>
Traditional Symbols<br>
The symbol of the Bardic College is a golden harp. This may be worn as a
brooch or pendant, or embossed on the Bard=92s instrument if
appropriate.<br><br>
12.1 Restrictions<br>
Adepts of the College of Bardic Magics can only practise their art in a
region where sound can be heard. It is not possible to practise Bardic
magic in a location where sound is silenced, magically or otherwise.
Bardic magic may be practised underwater, but the results may vary
somewhat from those expected. <br>
The MA requirement for this College is 15.<br><br>
12.2 Base Chance Modifiers<br>
The following numbers are added to the Base Chance of performing any
talent, spell or ritual of the College of Bardic Magics:<br>
For each Rank of Troubadour (Singing) +1 (This bonus is only applicable
when spell is sung)<br>
Appropriate instrument (harp or lute) used to accompany spell
casting<x-tab>&nbsp;&nbsp;&nbsp;</x-tab>+5<x-tab>&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp;</x-tab>(Adept
must have Troubador skill in this instrument).<br>
Area is acoustically excellent +5<br>
Area deadens sound -5<br>
All modifiers are cumulative.<br><br>
12.3 Talents<br><br>
Concealed Casting (T-1)<br>
Experience Multiple: 125<br>
Effects: The Adept is able to conceal the casting of a spell within the
words of a mundane song. If an observer is listening intently the
observer may make a (2 =D7 PC - Rank) check to notice. The bard may not
make any movements which are inappropriate to the song being sung. All
aspects of the spell (including Base Chance) must be cast at the lower of
this talent and the spell=92s Rank and the Base Chance is further reduced
by 10%. This Talent only functions with spells of the Bardic
College.<br><br>
Enhanced Hearing (T-2)<br>
Experience Multiple: 75<br>
Effects: The Adept is able to hear sounds too faint to be heard normally.
The Rank of this talent should be added to the Adept=92s perception for the
purposes of detecting sounds only. This talent can be activated and
deactivated at will, and the Adept may be temporarily deafened by loud
noises while it is activated.<br><br>
Melodic Memory (T-3)<br>
Experience Multiple: 75<br>
Effects: The Adept can attempt to commit to memory any sounds that they
can hear. The Adept must concentrate to activate this talent, and the
Adept=92s player should represent this by taking down key words and
phrases. By means of this talent the Adept can memorise music, dramas,
dialogue etc. even if they cannot understand them. The Adept=92s chance of
success to recall the sounds is 3 =D7 PC (+ 5 / Rank) - 5 / week since the
sounds were heard. If the Adept rolls above their Base Chance the higher
the roll the greater the degree of error.<br><br>
Project Voice (T-4)<br>
Experience Multiple: 75<br>
Effects: The talent allows the Adept to project their voice so that it
may be heard clearly everywhere within 25 feet (+ 25 / Rank).<br><br>
12.4 General Knowledge spells<br><br>
Clairaudience (G-1)<br>
Range: 15 feet + 15 / Rank<br>
Duration: 5 minutes + 5 / Rank<br>
Experience Multiple: 200<br>
Base Chance: 15%<br>
Resist: None<br>
Target: Self<br>
Storage: Potion<br>
Effects: The Adept creates an invisible, intangible ear that can be moved
about within the spell=92s range. The ear appears in the same hex as the
Bard, and operates as a normal ear except that it is not physically
attached to the Bard. The Adept may move the ear at a TMR of up to the
Rank of the spell plus the Bard's TMR, taking pass actions to do so. The
ear may be detected by Witchsight or by similar abilities, but is
generally inconspicuous, and a perception check is required. If the ear
takes any magical damage (it may be struck by a magical weapon) it is
destroyed and the Adept is stunned. It cannot be used to target spells.
In the area of a Confusion of Tongues spell the Adept will only hear
meaningless jumbled words. Clairaudience will not penetrate the volume of
a Shell of Silence spell.<br><br>
Deaden Sound (G-2)<br>
Range: 5 feet + 1 / Rank<br>
Duration: 30 minutes + 30 / Rank<br>
Experience Multiple: 100<br>
Base Chance: 30%<br>
Resist: None<br>
Target: Object, Entity<br>
Storage: Potion, Investment<br>
Effects: Any sounds generated by the target are partially deadened. Sound
levels are reduced by 20% + 3% per Rank. The effect of this is to add 5%
(+ 1 / Rank) to the target's Stealth. Any entity attempting to cast
Bardic magic while under the effect of this spell suffers a 5% penalty to
their Base Chance due to the deadening of sound.<br><br>
Ethereal Orchestra (G-3)<br>
Range: 25 feet + 25 / Rank<br>
Duration: 5 minutes + 5 / Rank<br>
Experience Multiple: 100<br>
Base Chance: 35%<br>
Resist: None<br>
Target: Self<br>
Storage: Potion<br>
Effects: Creates magical accompaniment for the Adept=92s performance. The
accompaniment consists of the sounds of one instrument plus one per three
full ranks. The Adept must be familiar with music made by their chosen
instruments, but need not be able to play the instruments themself. This
accompaniment increases the effective Rank of the performance by 1 (+ 1 /
5 Ranks) without bestowing new skills, or affecting quasi-magical
abilities or base chances. The maximum volume generated may not exceed
that of loud chanting, and the accompaniment can be heard clearly
everywhere within the range of the spell.<br><br>
Ghost Sounds (G-4)<br>
Range: Touch<br>
Duration: 10 minutes + 10 minutes / Rank<br>
Experience Multiple: 100<br>
Base Chance: 35%<br>
Resist: Active, Passive<br>
Target: Object<br>
Storage: Investment, Ward, Magical Trap<br>
Effects: The target object generates sounds which are almost inaudible,
but affect living entities within 5 feet (+ 5 / Rank) rendering them
either: edgy, and more susceptible to fear and awe; or tranquil, and less
prone to fear and awe. Affected beings either add or subtract 1 (+ 1 /
Rank) to rolls made on the fright or awe tables as appropriate.=20
<br><br>
Mockery (G-5)<br>
Range: 15 feet + 15 / Rank<br>
Duration: 10 seconds + 10 / Rank<br>
Experience Multiple: 200<br>
Base Chance: 20%<br>
Resist: Active, Passive<br>
Target: Sentient Entity<br>
Storage: Investment<br>
Effects: The Adept sings or orates a song or poem, detailing the target=92s
shortcomings and inflicting general abuse, insults and mockery. A target
that fails to resist may be embarrassed, shocked, humiliated, indignant
or infuriated as appropriate to their personality. Whatever the emotional
effect, the character is distracted, and may do nothing other than
attempt to silence the Adept (by whatever means they wish) or take pass
actions for the duration of the spell. A check of 1 =D7 WP may be made at
the end of the pulse following the pulse in which the spell is cast and
every pulse thereafter. Once the target successfully makes a check the
spell ends. The target must be able to hear and understand the Adept in
order for the spell to have any effect.<br><br>
Shatter (G-6)<br>
Range: 5 feet + 5 / Rank<br>
Duration: Immediate<br>
Experience Multiple: 200<br>
Base Chance: 25%<br>
Resist: Special<br>
Target: Object, Entity<br>
Storage: Investment, Ward, Magical Trap <br>
Effects: The Adept shrieks in an unnatural and piercing fashion, creating
ethereal dissonance that can destroy objects and damage entities composed
of rigid substances. The Adept may destroy an object of no more than 1
pounds (+ 1 / Rank). A larger object or entity may take (D-5) + 1 / Rank
damage if it fails to resist. The Rank of this spell determines what
material may be affected:<br>
Rank Material<br>
03 glass, ceramics<br>
45 crystals<br>
67 soft stone, earth<br>
89 hard stone (stone golems)<br>
1011 bone or ivory (skeletons)<br>
1214 gems<br>
1517 hard metal (iron golems)<br>
1820 soft metal (bronze)<br>
Note that the base MR of objects is 0. Crafted objects and those made of
precious materials receive bonuses to their resistance rolls, as detailed
below. Shaped magical items are immune to the effects of this spell.
Possessions have their owners MR. These bonuses are cumulative. <br>
Crafting modifier: 2 =D7 Artisan Rank; <br>
Material Modifiers: Silver +5%, Gold +10%, Truesilver +15%, Precious
gems, etc. +20%.<br>
The GM should only apply the modifier of the material that makes up the
majority of the object or entity.<br><br>
Soothe the Savage Beast (G-7)<br>
Range: 5 feet + 5 / Rank<br>
Duration: Concentration: no maximum<br>
Experience Multiple: 200<br>
Base Chance: 25%<br>
Resist: Passive<br>
Target: Self<br>
Storage: Potion<br>
Effects: The Adept plays or sings soothing music which causes any living
non sentient entities within or entering the area of effect to resist or
be pacified. Animals that do not resist must make a check against 2 =D7 WP
- Rank of Spell to attack the Adept, and a check against 2 =D7 WP to
initiate any attack whilst in the area. The creature=92s reaction roll is
increased by 10% (+ 2 / Rank), but the reaction roll may not be made to
exceed 95 by the effects of this spell. If any soothed entity is
attacked, or the Adept ceases to play and/or sing, the spell ceases to be
in effect.<br><br>
Speaking Beasts (G-8)<br>
Range: 15 feet + 15 / Rank<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 200<br>
Base Chance: 35%<br>
Resist: None<br>
Target: Animal<br>
Storage: Investment<br>
Effects: This spell confers any one language known to the Adept at Rank 6
or greater, upon an animal (beast, avian, or aquatic; any nonsentient
able to vocalise sounds) for the duration of the spell, at a language
Rank equal to 1 (+ 1 / 4 Ranks).<br><br>
Ventriloquism (G-9)<br>
Range: 10 feet + 10 / Rank<br>
Duration: 5 minutes + 5 / Rank<br>
Experience Multiple: 150<br>
Base Chance: 40%<br>
Resist: None<br>
Target: Self<br>
Storage: Potion<br>
Effects: The Adept may project their voice so that it appears to be
emanating from anywhere within the range of the spell. Also, it may be
altered so that it sounds like any other voice or voices the Adept has
heard and memorised with the Melodic Memory talent. For every five
complete ranks the Adept can project an extra simultaneous and
independent voice.<br><br>
12.5 General Knowledge Rituals<br><br>
Alarm (Q-1)<br>
Range: 10 feet + 10 / Rank<br>
Duration: 1 week + 1 / Rank; Permanent at Rank 20<br>
Experience Multiple: 250<br>
Base Chance: 20% + 4% / Rank<br>
Resist: None<br>
Target: Object or Area<br>
Cast Time: 1 hour<br>
Actions: Perform song or sounds<br>
Concentration Check: None<br>
Effects: This ritual creates a simple ward, implanting a sequence of
sounds (which may be words, spoken or sung) of up to 10 seconds (+ 10 /
Rank) duration into an object or area. The Adept may determine the
triggering conditions, in the same way as a ward. Additionally, sounds
implanted into an object may have a range of =93Touch=94 thus being triggere=
d
by a tactile cue, usually simply the object being touched. The sound will
be emitted each time the triggering conditions are met, up to a maximum
of 1 (+ 1 / Rank) times. The volume of the sound produced may not exceed
that of loud ringing bells. The ritual dissapates at the end of its
duration or if the Bardic General Knowledge counterspell is cast on the
target. If the ritual backfires the sounds are triggered immediately and
will repeat Rank times, or until counterspelled.<br><br>
Legend Song (Q-2)<br>
Range: 10 feet<br>
Duration: Special<br>
Experience Multiple: 200<br>
Base Chance: 25% + 4% / Rank<br>
Resist: None<br>
Target: Object, Area or Entity<br>
Cast Time: 1 hour<br>
Actions: None<br>
Concentration Check: Standard<br>
Effects: At the completion of this ritual the Adept will enter a trance,
during which they will recite a legend or story relating to their current
location, or to a nearby object or entity. If no such story exists, or
the ritual fails, then the Adept will recite some amusing but trivial
song. If the ritual backfires the legend will be false. The amount of
information received is related to the Bard=92s Rank with this ritual. If
the GM prefers this may be played as obtaining an answer to 3 (+1/3
ranks) short questions related to the location, object or entity which
will be answered in =93legendary=94 terms. This ritual may not be repeated o=
n
a given target more than once per season.<br><br>
12.6 Special Knowledge Spells<br><br>
Charming (S-1)<br>
Range: 50 feet + 5 / Rank<br>
Duration: 1 hour + 1 / Rank<br>
Experience Multiple: 400<br>
Base Chance: 25%<br>
Resist: Active, Passive<br>
Target: Entity<br>
Storage: Investment<br>
Effects: The Adept can influence the actions of an entity who fails to
resist, provided that the target can hear and understand the Adept. The
target will see the Adept as their true friend and will readily accept
most suggestions emanating from them. Sworn enemies of the Adept (or of
their race) will not be affected by this spell. Any suggestion that is
not directly and obviously inimical to the target=92s interests (as defined
by the GM, but usually limited to actions that would be injurious or
fatal) will be acted upon 90% of the time. The Adept may only ensure 100%
compliance with a request by making it an order in which case the target
makes an immediate Resistance Check. Any suggestion that would lead to
the target=92s injury or death results in an immediate Resistance Check. If
successful the spell is broken. Otherwise, the target accepts the order
and will carry it out faithfully for the duration of the spell.<br><br>
Compel Speech (S-2)<br>
Range: Touch<br>
Duration: 1 minute + 1 / Rank<br>
Experience Multiple: 200<br>
Base Chance: 25%<br>
Resist: Active, Passive<br>
Target: Entity<br>
Storage: Investment, Ward, Magical Trap<br>
Effects: The target entity must resist, or be compelled to speak
continuously on random subjects. Should anyone put a question to the
entity they must make a 3 =D7 WP&nbsp; Spell Rank check or speak to the
question. The entity is not compelled to speak the truth by this spell,
or any particular language, and may cast spells.<br><br>
Comprehending Tongues (S-3)<br>
Range: Self<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 300<br>
Base Chance: 15%<br>
Resist: None<br>
Target: Self<br>
Storage: None<br>
Effects: Enables the Adept to speak and understand one language at a Rank
equal to 2 + 1/4 Full Ranks with this spell. The Adept must have heard
the language that they wish to speak. The language may be nominated by
name, or by choosing to speak a language that the Adept has memorised
some words and phrases from using the Talent of Melodic Memory. This
spell allows the Adept to be understood, but confers no other
bonuses.<br><br>
Confusion of Tongues (S-4)<br>
Range: 15 feet + 15 / Rank<br>
Duration: 10 seconds + 10 / Rank<br>
Experience Multiple: 350<br>
Base Chance: 10%<br>
Resist: Active, Passive<br>
Target: Area<br>
Storage: Investment, Ward, Magical Trap<br>
Effects: All entities within the radius of effect of the spell who fail
to resist become unable to communicate in, or understand any verbal
language whilst within the affected area. The affected area is a circle
with a radius of 5 feet (+ 5 / Rank). Affected entities may not use the
Military Scientist =93time out=94 ability. They can cast spells and trigger
items, but if casting, the backfire threshold (i.e. +30 or +40) is
decreased by 5% (+ 1 / Rank).<br><br>
Dance of Swords (S-5)<br>
Range: 5 feet + 5 / Rank<br>
Duration: 30 minutes + 30 / Rank<br>
Experience Multiple: 250<br>
Base Chance: 15%<br>
Resist: None<br>
Target: Entity<br>
Storage: Investment, Potion<br>
Effects: While under the effect of this spell, the target may cavort and
leap with surpassing grace and extravagance by evoking the magic of the
dance. The target may walk and act in all ways normally, however, when
they enter combat they may =93dance=94 adding 2 (+2 / Rank) to their Defence
provided they move at least 1 hex each pulse. If the target is
unwillingly confined to a single hex (by the effect of melee zones for
example) the target must halve the defence bonus due to this spell. If
the target is unable to move (stunned or unconscious) then no defence
bonus is awarded. The target may also subtract the Rank of this spell
from the dice roll for any AG Check solely involving Agility (e.g. avoid
knockdown, leaping pits etc.).<br><br>
Enchant Instrument (S-6)<br>
Range: Touch<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 100<br>
Base Chance: 25%<br>
Resist: None<br>
Target: Musical Instrument<br>
Storage: Investment<br>
Effects: With this spell the Adept draws on the resonance left in an
instrument from it having been played. The spell enchants one musical
instruments so that a being may play it at an effective Troubadour Rank
equal to 0 + (1 / 3 or fraction ranks), whether or not they know how to
play that form of instrument. This Rank may not exceed the maximum Rank
the instrument being targeted has previously been played at.<br><br>
Enthrall (S-7)<br>
Range: 15 feet + 15 / Rank<br>
Duration: Special (Maximum of 10 minutes + 10 / Rank)<br>
Experience Multiple: 200<br>
Base Chance: 25%<br>
Resist: Special<br>
Target: Sentient living entities<br>
Storage: Invested, Ward<br>
Effects: If the Adept has the attention of a group of entities, this
spell can be used to hold them spellbound. To cast the spell, the adept
must speak or sing without interruption for a full minute. Thereafter,
affected entities will give the Adept their undivided attention, ignoring
their surroundings. They are considered to have a friendly attitude
towards the Adept for the duration of the effect. Entities of a race,
religion or political entity normally hostile to the Adept recieve a
bonus of 20% to their resistance roll versus this spell. Creatures with a
willpower of 15 or more remain aware of their surroundings and are
indifferent. They get a new resistance check if they witness actions
which they oppose. The enchantment lasts as long as the Adept continues
to speak or sing to the maximum duration of the spell. Those entralled by
the Adept's words initiate no action while the Adept continues to speak
or sing and for D-6 pulses thereafter as they discuss the topic or
performance. If any member of the audience is attacked the spell effect
ends immediately. <br><br>
Inspirational Song (S-8)<br>
Range: 15 feet + 5 / Rank<br>
Duration: 20 seconds + 5 / Rank<br>
Experience Multiple: 300<br>
Base Chance: 15%<br>
Resist: None<br>
Target: Sentient Entities<br>
Storage: None<br>
Effects: The Adept sings a song of inspiration mentioning the name of
each target. The spell will effect 1 target (+ 1/3 or fraction Ranks) who
each gain 1 (+ 1/2 Ranks) to their Strike Chances, and 1 (+ 1 / Rank) to
Fear Resistance rolls and Rally Chances. Targets must be able to hear and
understand the Bard. The Adept must sing or orate for the entire duration
of the spell, or the effect ceases. The Adept may perform other actions
as long as they have no vocal requirement. <br><br>
Message (S-9)<br>
Range: 100 miles + 100 / Rank<br>
Duration: Immediate<br>
Experience Multiple: 250<br>
Base Chance: 20%<br>
Resist: None<br>
Target: Self<br>
Storage: potion<br>
Effects: The Adept whispers a message consisting of no more than 5 words
(+ 5 / Rank). The message travels t o the recipient, who must be known to
the Adept, taking D10 + (distance travelled in miles) minutes. The
recipient=92s surroundings (such as trees, waves or wind) whisper the
message to the recipient. There is a once times perception chance that
any Bard engaged in concentration will =93overhear=94 a whisper which passes
by their location.<br><br>
Roar of Thunder (S-10)<br>
Range: 15 feet + 15 / Rank<br>
Duration: Immediate<br>
Experience Multiple: 350<br>
Base Chance: 25%<br>
Resist: Active, Passive<br>
Target: Area<br>
Storage: Investment, Ward, Magical Trap <br>
Effects: The Adept projects a blaring yell which stuns, deafens and
damages entities in the area of effect. The area of effect is a cone
beginning at the Adept's mouth and is 20 ft + 5 / Rank long and 5 ft + 5
/ 3 full ranks wide at the far end. Entities which fail to resist suffer
[D - 5] + 1 / Rank damage, and are automatically stunned. They will also
be deafened for [D - 5] (+ 1 / 2 Ranks) minutes and will have a very
nasty headache which will make concentration one level more difficult
until it wears off or is cured by a healer. There is a chance equal to 5%
+ 1 / Rank that this deafness will be permanent until cured by the arts
of a Healer of Rank 4 or greater, or by the Ritual of Cure Deafness and
Muteness. Entities which resist take half damage, are not stunned, and
are deafened for only [D-5] (+1/2 Ranks) pulses with no chance of this
deafness being permanent. <br><br>
Satyr=92s Dance (S-11)<br>
Range: 5 feet + 5 / Rank<br>
Duration: Concentration: Maximum 10 seconds + 10/ Rank<br>
Experience Multiple: 450<br>
Base Chance: 10%<br>
Resist: Active, Passive<br>
Target: Self<br>
Storage: Potion<br>
Effects: The Adept sings and dances in a hypnotic pattern, entrancing all
in range who fail to resist, and forcing them to join in the dance. All
dancers (including the Adept) may move at 1/2 TMR (round up), but are
unable to take any other action. The area of effect moves with the Adept
and all victims will attempt to stay within range. Any entity that enters
the area of effect must resist or suffer the same fate. The Adept must be
seen and heard for a target to be effected. Victims of this song get an
additional resistance roll every pulse that they are attacked or
restrained, or somehow prevented from being within the area of
effect.<br><br>
Shell of Silence (S-12)<br>
Range: 10 feet + 5 / Rank<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 150<br>
Base Chance: 15%<br>
Resist: None<br>
Target: Area<br>
Storage: Investment, Ward, Magical Trap<br>
Effects: The Adept creates an invisible spherical shell with a diameter
equal to 15 feet (+ 5 feet for every 5 Ranks). Sound created within this
shell is totally inaudible to entities outside the shell and vice versa.
A Clairaudience spell projected from outside the shell cannot penetrate
it.<br><br>
Shout of Rage (S-13)<br>
Range: 15 feet + 15 / Rank<br>
Duration: Immediate<br>
Experience Multiple: 250<br>
Base Chance: 25%<br>
Resist: Active, Passive<br>
Target: Entity<br>
Storage: Investment, Ward, Magical Trap <br>
Effects: The Adept projects a thunderous shout of rage at the target. If
the target fails to resist it suffers [D - 5] (+ 1 / Rank) damage and is
automatically stunned. The target will also be deafened for [D - 5] (+ 1
/ 2 Ranks) minutes and will have a very nasty headache which will make
concentration one level more difficult until it wears off or is cured by
a healer. There is a chance equal to 5% + 1 / Rank that this deafness
will be permanent until cured by the arts of a Healer of Rank 4 or
greater, or by the Ritual of Cure Deafness and Muteness. The sound is
clearly audible in the area surrounding the target.<br><br>
Silver Tongue (S-14)<br>
Range: Self<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 200<br>
Base Chance: 25%<br>
Resist: None<br>
Target: Self<br>
Storage: Potion<br>
Effects: Everything that the Adept says becomes more convincing and
believable. This ability does not force listeners to believe the Adept,
and obvious lies where there is evidence to the contrary will be quickly
dismissed. But in the absence of such evidence, or when the lie is not
blatant, listeners will tend to take the Adept at their word. All natural
or magical abilities that are normally able to determine whether the
Adept is lying or telling the truth suffer a negative modifier to their
Base Chance of 20% (+ 5 / Rank). Those abilities that always work or have
no BC may be presumed to have a BC of 100% for these purposes. In
addition, no magical ability is able to coerce the Adept to speak
truthfully.<br><br>
Siren Song (S-15)<br>
Range: 5 feet + 5 / Rank<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 250<br>
Base Chance: 15%<br>
Resist: Active, Passive<br>
Target: Entity<br>
Storage: None<br>
Effects: All entities within the range of the spell and able to hear the
Adept, must resist or feel a sudden affection for the Adept. They will
then be unable to carry out any action that might harm the Adept.
However, if the Adept carries out any hostile action towards an entity or
the entity is rendered no longer able to hear, that entity will be
released from the spell. The Adept must continue to sing for the duration
or the spell ceases to be in effect.<br><br>
Slumber Song (S-16)<br>
Range: 5 feet + 5 / Rank<br>
Duration: Until waking<br>
Experience Multiple: 250<br>
Base Chance: 30%<br>
Resist: Special<br>
Target: Entity<br>
Storage: Investment<br>
Effects: The Adept plays a song that affects one willing entity (+ 1 / 3
or fraction ranks) causing them to drift into a normal sleep. All
affected targets fall asleep in 4 minutes ( 10 seconds / Rank, minimum of
30 seconds). The targets will remain asleep until disturbed or they
awaken normally. The resulting sleep is healing and refreshing allowing
the targets to regain 1 (+ 1 / 5 full Ranks) more FT per hour while under
its effect.<br><br>
Whispers (S-17)<br>
Range: 100 feet + 100/ Rank<br>
Duration: 10 minutes + 10 / Rank<br>
Experience Multiple: 400<br>
Base Chance: 20%<br>
Resist: None<br>
Target: Area<br>
Storage: Potion, Investment<br>
Effects: Allows the entities targeted by the spell to communicate in soft
subvocalised whispers, which are clearly audible to other target
entities, but inaudible to anyone else. The adept may target up to 1 (+1
/ Rank) entities with this spell, who must be within the range of the
spell and in sight at the time of casting. An entity may then go out of
sight, but if that entity goes beyond the range of the spell from the
Adept, communication ceases for that entity until they return. <br><br>
12.7 Special Knowledge Rituals<br><br>
Cure Deafness and Muteness (R-1)<br>
Range: Touch<br>
Duration: Immediate<br>
Experience Multiple: 200<br>
Base Chance: 25% + 4% / Rank<br>
Cast Time: 1 hour<br>
Resist: None<br>
Target: Entity<br>
Material: None<br>
Actions: Singing<br>
Concentration Check: Standard<br>
Effects: The target is cured of deafness or muteness, whether of natural
or magical origin. Only those born deaf or mute cannot be affected by
this ritual. <br><br>
Resounding Instrument (R-2)<br>
Range: Touch<br>
Duration: 4 weeks + 2 / Rank<br>
Experience Multiple: 250<br>
Base Chance: MA + 4% / Rank<br>
Cast Time: 6 Hours<br>
Resist: None<br>
Target: Musical Instrument<br>
Material: Instrument<br>
Actions: Playing instrument<br>
Concentration Check: None<br>
Effects: This ritual enchants a instrument, which<br>
must be of religious or martial nature, such as trumpets, horns,
bagpipes, drums, bells, or gongs. The enchanted instrument can be heard
at its normal volume (usually loud) throughout an area with a radius
equal to 1 mile (+ 1 / Rank). The effect may be made permanent if the
Adept chooses to permanently expend a point of Endurance. If the ritual
backfires the instrument will be destroyed in addition to the normal
backfire effect.<br><br>
Sound of Doom (R-3)<br>
Range: Sight<br>
Duration: Immediate<br>
Experience Multiple: 400<br>
Base Chance: MA + 3% / Rank<br>
Cast Time: Special<br>
Resist: None<br>
Target: Structure<br>
Material: Musical Instrument<br>
Actions: Playing trumpet and walking<br>
Concentration Check: Standard<br>
Effects: The Adept marches around the structure, within earshot of the
walls, playing a musical instrument. The music must be able to be clearly
heard at the structure. The size of structure which may be encompassed is
50 feet (+ 50 / Rank) in diameter. The structure begins to shake and
vibrate, and at the end of the ritual, if it is successful, the structure
falls apart. The Adept must walk slowly (1 mph) around the target until
they have completely encircled the target at least once, and have marched
for at least an hour.<br><br>
The Piper=92s Song (R-4)<br>
Range: 30 feet + 30 / Rank<br>
Experience Multiple: 400<br>
Base Chance: MA + 3% / Rank<br>
Cast Time: 1 hour<br>
Resist: None<br>
Target: Self<br>
Material: Instrument (usually pipe)<br>
Actions: Playing instrument and walking<br>
Concentration Check: Standard<br>
Effects: The Adept nominates one type of non-sentient entity which
normally forms swarms, packs or herds (e.g. rats, locusts, wolves,
elephants) at the start of this ritual. The size of the entity which can
be affected is dependent on Rank: Rank 05, entities less than 1lb in
weight can be affected; Rank 610, entities less than 10lb; Rank 1115,
entities less than 100 lb; Rank 16 and above, entities greater than
100lb. The Adept then begins to play a tune which has a compelling effect
on all entities of the target type. The area of effect moves with the
Adept, and as they play and walk, all of these entities within range will
begin to follow the Adept, growing into a horde. At the end of at least 1
hour the Adept gives a single command to the horde. The wording of this
command may not exceed 1 word (+ 1/3 or fraction Ranks). The command will
be obeyed for a period of 1 hour (+1 / Rank).</html>

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SubjectRe: [dq] Bardic College Revision
Fromclare@orcon.net.nz
DateTue, 20 Aug 2002 19:16:09 +1200
On Tuesday, August 20, 2002, at 05:08 , Jacqui Smith wrote:
> 10.=A0=A0=A0=A0=A0Recitation
>
> Renamed to Legend Song, to describe the effect better. Range goes from=20=

> Touch to 10ft, so you can use the ritual to find out if something is=20=

> dangerous before you handle it.

But the fact that it is touch is one of the few good things about this=20=

ritual.

cheers

clare


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SubjectRe: [dq] Bardic College Revision
Fromkharsis@ihug.co.nz
DateTue, 20 Aug 2002 23:17:17 +1200
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Jacqui Smith wrote:

> Modifications to Bardic College
> The changes (and the rationale behind them) are as follows:
>
>           1. Base Chance modifiers:
>
> Adding a bonus for casting while playing a instrument mean there is an
> active advantage to carting a lute around, and for casting with your
> hands full of something other than weapons.
>

Due to the fact that one or both (can't quite remember) must be free to
make the gestures for casting this means bards will get a bonus to
casting for using a lute or harp - both 2 handed instruments - but they
won't actually be ablew to cast.  Off hand I can think of very few 1
handed instruments, as since they must vocalise spells most wind
instruments are not appropiate.

Scott Whitaker

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
&nbsp;
<p>Jacqui Smith wrote:
<blockquote TYPE=CITE><font face="Arial, Helvetica">Modifications to Bardic
College</font>
<br><font face="Arial, Helvetica">The changes (and the rationale behind
them) are as follows:</font>
<dl>
<dl>
<dd>
<font face="Times New Roman, Times"><font size=+1>1.<x-tab>&nbsp;</x-tab></font></font><font face="Arial, Helvetica">Base
Chance modifiers:</font></dd>
</dl>
</dl>
<font face="Arial, Helvetica">Adding a bonus for casting while playing
a instrument mean there is an active advantage to carting a lute around,
and for casting with your hands full of something other than weapons.</font>
<br>&nbsp;</blockquote>
Due to the fact that one or both (can't quite remember) must be free to
make the gestures for casting this means bards will get a bonus to casting
for using a lute or harp - both 2 handed instruments - but they won't actually
be ablew to cast.&nbsp; Off hand I can think of very few 1 handed instruments,
as since they must vocalise spells most wind instruments are not appropiate.
<p>Scott Whitaker</html>

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