Restrictions & Penalties
- Bards can only wear Leather armour.
- Bards may not use shields
- Roleplaying Restriction: A Bard is forbidden from knowing romantic love until they have discovered 'The Great Cân' (see below); doing so beforehand causes their magical craft to be forever lost.
- The magical ability of Bards is entirely covered by the spell list.
- Bardic magic is separate and distinct, and the spell list is unique to Bards, and centre around music and sound
- The range of spells available to Bards is much smaller than other spellcasters
- The Bard must be able to use their voice, or an instrument to cast a spell
- Like mages, the Bard must pass a successful intelligence test to cast a spell
- The miscast and over-charge house rules for mages also apply to Bards
Lore
From 2nd level, a bard has a 2-in-6 chance of knowing lore pertaining to monsters, magic items, or heroes of folktale or legend. This ability may be used to identify the nature and powers of magic items.
Bard Level Progression
*CON modifiers no longer apply
D: Death/Poison; W: Wands; P: Paralysis/Petrify; B: Breath Attacks; S: Spells
New Spell Descriptions
1st-Level Spells
Resolve
Level: 1st Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: The Bard and all allies within range who can hear the performance.
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: The Bard and all allies within range who can hear the performance.
Description:
The Bard performs an inspiring, steadying anthem of resilience and endurance. The Bard must perform continuously for 3 combat rounds (or 30 seconds out of combat) for the magic to take hold, with the spell taking effect at the end of the third round.
The Bard performs an inspiring, steadying anthem of resilience and endurance. The Bard must perform continuously for 3 combat rounds (or 30 seconds out of combat) for the magic to take hold, with the spell taking effect at the end of the third round.
- Interruption: While performing, the Bard may move at half speed but cannot attack, defend, or cast other spells. If the Bard takes damage or fails a saving throw during these 3 rounds, the song is disrupted and the spell slot is lost.
- The Benefit: Upon completion, the Bard and all affected allies receive a +1 bonus to all saving throws for 1 Turn. Because the Bard is deeply attuned to the rhythm and focus of their own performance, they share equally in this heightened resilience.
Pitch
Level: 1st Level (Bard)
Duration: 1 round
Range: 30 feet
Casting Time: 1 round (Instantaneous burst)
Target: All creatures within a 30-foot radius who can hear, excluding the Bard.
Duration: 1 round
Range: 30 feet
Casting Time: 1 round (Instantaneous burst)
Target: All creatures within a 30-foot radius who can hear, excluding the Bard.
Description:
The Bard unleashes a sudden, piercingly high acoustic frequency. The sound is an instantaneous blast that does not require a multi-round performance. Unwilling targets must roll a Save vs. Spells to resist the effects.
The Bard unleashes a sudden, piercingly high acoustic frequency. The sound is an instantaneous blast that does not require a multi-round performance. Unwilling targets must roll a Save vs. Spells to resist the effects.
- Standard Creatures: Affected creatures are wracked with extreme discomfort. For 1 round, they may move at their normal speed but are completely unable to act (no attacking, spellcasting, or interacting with objects).
- Creatures with Acute Hearing: Creatures with highly sensitive hearing (such as wolves, giant rats, bats, or tracking hounds) suffer a -2 penalty to their saving throw. If they fail, they are completely paralyzed (unable to move or act) for 1 round and suffer 1 point of damage.
- Brittle Objects: The intense vibration instantly shatters all non-magical, brittle objects within range. This includes glass vials, pottery, mirrors, ice, crystals, and eggs.
Poetic Prose
Level: 1st Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 1 round (Instant)
Target: One intelligent creature within range.
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 1 round (Instant)
Target: One intelligent creature within range.
Description:
The Bard speaks a quick, elegantly crafted verse directly to a target. The magical beauty of the phrasing immediately sways the target's disposition toward the Bard. The target must be able to hear and actively understand the Bard's language.
The Bard speaks a quick, elegantly crafted verse directly to a target. The magical beauty of the phrasing immediately sways the target's disposition toward the Bard. The target must be able to hear and actively understand the Bard's language.
- The Benefit: For the 1-Turn duration, the Bard receives a +2 bonus to all Reaction Rolls made against that specific creature. This bonus also applies to loyalty or hiring checks if trying to recruit the target as a retainer.
- Subtle Influence: No saving throw is allowed to resist this spell. Because it relies on natural artistic brilliance rather than a harsh mental assault, the target remains entirely unaware that magic was used to influence them, even after the 1 Turn duration expires.
Dance
Level: 1st Level (Bard)
Duration: Continuous (As long as the Bard plays)
Range: 60 feet
Casting Time: 1 round
Target: All enemies within a 60-foot radius who can hear the music.
Duration: Continuous (As long as the Bard plays)
Range: 60 feet
Casting Time: 1 round
Target: All enemies within a 60-foot radius who can hear the music.
Description:
The Bard begins playing a catchy, magically compelling rhythm that forces those who hear it to break into an involuntary dance. Unwilling targets may roll a Save vs. Spells to resist. If they succeed, they shake off the rhythm and are immune for the rest of the combat.
The Bard begins playing a catchy, magically compelling rhythm that forces those who hear it to break into an involuntary dance. Unwilling targets may roll a Save vs. Spells to resist. If they succeed, they shake off the rhythm and are immune for the rest of the combat.
- The Effect: Affected enemies are forced to dance. This does not completely stop them from moving or attacking, but the awkward, involuntary movements cause them to suffer a -2 penalty to all attack rolls and Armour Class.
- The Performance: The Bard must focus entirely on playing their instrument or singing each round to maintain the spell. While maintaining the dance, the Bard can move at half speed but cannot attack, defend, or cast other spells. If the Bard takes damage, fails a saving throw, or is silenced, the music stops and the spell instantly ends.
Songbird
Level: 1st Level (Bard)
Duration: 3 Turns (30 minutes)
Range: 60 feet (Casting) / 240 feet (Control limit)
Casting Time: 1 round
Target: One nearby mundane bird.
Duration: 3 Turns (30 minutes)
Range: 60 feet (Casting) / 240 feet (Control limit)
Casting Time: 1 round
Target: One nearby mundane bird.
Description:
The Bard sings a series of precise magical notes to summon an ordinary songbird within 60 feet. When the bird responds in song, the Bard’s consciousness psychically enters the creature, gaining total control over its movements.
The Bard sings a series of precise magical notes to summon an ordinary songbird within 60 feet. When the bird responds in song, the Bard’s consciousness psychically enters the creature, gaining total control over its movements.
- Sensory Link: The Bard experiences all of the bird's natural senses (sight, hearing, flight) while fully retaining their own human intelligence and language comprehension. The Bard cannot speak or cast spells while inhabiting the bird.
- The Tether: If the Bard guides the bird further than 240 feet away from their physical body, the psychic link snaps. The spell instantly ends, and the bird flies away unharmed.
- Voluntary Return: The Bard may choose to voluntarily end the spell at any point during the 30-minute duration, instantly returning their consciousness to their physical form.
- The Bard's Body: While possessing the bird, the Bard’s physical body falls into a catatonic, helpless trance. They cannot move, speak, or defend themselves. If the Bard's physical body takes any damage, the spell is shattered, and their mind instantly snaps back to their body.
2nd-Level Spells
Lullaby
Level: 2nd Level (Bard)
Duration: 8 Hours
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All humanoids or animals within a 30-foot radius.
Duration: 8 Hours
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All humanoids or animals within a 30-foot radius.
Description:
The Bard performs a deeply soothing, rhythmic melody designed to coax mind and body into a deep slumber. The Bard must perform continuously for 3 rounds for the magic to take hold. Unnatural monsters, undead, and construct creatures are entirely immune.
The Bard performs a deeply soothing, rhythmic melody designed to coax mind and body into a deep slumber. The Bard must perform continuously for 3 rounds for the magic to take hold. Unnatural monsters, undead, and construct creatures are entirely immune.
- Resisting: Unwilling targets must roll a Save vs. Spells to resist. If they pass, they remain awake and alert. Willing targets (such as the Bard's companions) may choose to fail the saving throw automatically.
- The Slumber: Affected targets fall into a deep sleep for up to 8 hours. This sleep is not magical paralysis; loud noises, taking damage, or being vigorously shaken will wake a creature up instantly.
- Restorative Rest: If a creature successfully sleeps undisturbed for the full 8-hour duration under the spell's influence, their natural recovery is accelerated. Upon waking, they immediately regain 1d4 Hit Points in addition to any normal daily healing ruled by the Referee.
- The Bard's Role: The Bard does not receive the bonus 1d4 healing from the spell. However, once the 3-round performance is completed and the targets are asleep, the Bard is free to lie down and get normal, natural sleep for the rest of the night.
Earworm
Level: 2nd Level (Bard)
Duration: 1 Day (24 hours)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All enemies within a 30-foot radius who can hear the music.
Duration: 1 Day (24 hours)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All enemies within a 30-foot radius who can hear the music.
Description:
The Bard performs an incredibly catchy, maddeningly repetitive melody that embeds itself deep within the minds of those who hear it. The Bard must perform continuously for 3 rounds to plant the musical virus. Unwilling targets may roll a Save vs. Spells to resist; if they succeed, they shake off the tune and are immune. The Bard is entirely unaffected.
The Bard performs an incredibly catchy, maddeningly repetitive melody that embeds itself deep within the minds of those who hear it. The Bard must perform continuously for 3 rounds to plant the musical virus. Unwilling targets may roll a Save vs. Spells to resist; if they succeed, they shake off the tune and are immune. The Bard is entirely unaffected.
- Mental Disruption: For the 24-hour duration, affected targets have a snippet of the song looping endlessly in their heads, shattering their concentration. The targets suffer a -2 penalty to their Intelligence score for all purposes. This includes solving riddles, translating languages, mapping, or any standard Intelligence checks.
- Spellcasting Sabotage: Because the maddening loop breaks their focus, any affected spellcaster attempting to cast a spell must make their required Intelligence check with a -2 penalty.
Rally
Level: 2nd Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: All allies within a 60-foot radius who can hear the Bard.
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: All allies within a 60-foot radius who can hear the Bard.
Description:
The Bard performs a powerful, booming anthem of courage and defiance. The Bard must perform continuously for 3 rounds for the magic to take hold. Willing allies automatically accept the spell's effects.
The Bard performs a powerful, booming anthem of courage and defiance. The Bard must perform continuously for 3 rounds for the magic to take hold. Willing allies automatically accept the spell's effects.
- Fear Immunity: For the 1-Turn duration, all affected allies become completely immune to all fear effects, including natural panic, monster abilities (like a dragon's fear aura), or magical fear spells.
- Morale Boost: Affected hirelings, retainers, and mercenaries receive a +2 bonus to all Morale checks (to a maximum score of 12).
- The Bard's Burden: The Bard does not receive the benefits of this spell. They remain fully susceptible to fear and must maintain their composure to keep the party steady. If the Bard takes damage, fails a saving throw, or is subjected to a fear effect during the 3-round performance, the song is disrupted and the spell slot is lost.
Rouse
Level: 2nd Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: All allies within a 60-foot radius who can hear the Bard.
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: All allies within a 60-foot radius who can hear the Bard.
Description:
The Bard performs a driving, rhythmic war chant that stirs the blood and sharpens the martial coordination of their companions. The Bard must perform continuously for 3 rounds for the magic to take hold. Willing allies automatically accept the spell's effects.
The Bard performs a driving, rhythmic war chant that stirs the blood and sharpens the martial coordination of their companions. The Bard must perform continuously for 3 rounds for the magic to take hold. Willing allies automatically accept the spell's effects.
- The Benefit: For the 1-Turn duration, all affected allies receive a +1 bonus to all attack rolls (to hit). This bonus does not stack with the effects of a Cleric's Bless spell.
- The Bard's Role: The Bard is entirely focused on maintaining the rhythm for others and does not receive this attack bonus themselves. If the Bard takes damage or fails a saving throw during the 3-round performance, the song is disrupted and the spell slot is lost.
Imbue
Level: 2nd Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 20 feet
Casting Time: 1 round
Target: One non-magical object within range.
Duration: 1 Turn (10 minutes)
Range: 20 feet
Casting Time: 1 round
Target: One non-magical object within range.
Description:
The Bard focuses a sharp, harmonic vibration into a single mundane object. The spell takes effect instantly at the end of the round.
The Bard focuses a sharp, harmonic vibration into a single mundane object. The spell takes effect instantly at the end of the round.
- The Benefit: For the 1-Turn duration, the targeted object is charged with sonic magical energy and counts as a magical weapon for the purpose of striking creatures that are immune to normal weapons (such as lycanthropes or certain undead). It does not grant any structural bonus to hit or damage rolls.
- Acoustic Humming: While the spell is active, the object continuously emits a beautiful, melodious humming sound. This sound makes it impossible to use the object while attempting to move silently or launch a stealth attack.
3rd-Level Spells
Evoke
Level: 3rd Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: Either all allies or all enemies within range who can hear and understand the Bard.
Duration: 1 Turn (10 minutes)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: Either all allies or all enemies within range who can hear and understand the Bard.
Description:
The Bard weaves magical resonance into their voice or instrument. The Bard must perform continuously for 3 combat rounds for the magic to take hold, with the spell taking effect at the end of the third round.
The Bard weaves magical resonance into their voice or instrument. The Bard must perform continuously for 3 combat rounds for the magic to take hold, with the spell taking effect at the end of the third round.
- Interruption: While performing, the Bard may move at half speed but cannot attack, defend, or cast other spells. If the Bard takes damage or fails a saving throw during these 3 rounds, the song is disrupted and the spell slot is lost.
- Resisting: Unwilling targets roll a Save vs. Spells to resist. Willing targets (such as allies) may choose to fail the saving throw automatically.
The Bard chooses one of the following emotions when the spell finishes:
- Calm: Selected enemies lose aggressive intent. Any offensive actions (attacks, intimidation) suffer a -2 penalty to hit and damage.
- Devotion: Subjects are filled with zealous loyalty toward one specific individual designated by the Bard. For the duration, subjects gain a +2 bonus to Morale (maximum 12) and a +1 bonus to hit and damage against any creature attacking or threatening their chosen charge.
- Valour: Subjects are filled with an absolute determination and refusal to fail. They gain a +2 bonus to attack rolls, damage rolls, saving throws, and Morale (maximum 12). Valor immediately counters and ends ongoing despair or fear effects.
- Despair: Selected enemies are utterly demoralised. They will follow reasonable enemy orders to surrender or leave. If forced to fight, roll a d6 at the start of each subject's round: on a 1, they stand frozen; on a 2, they retreat. Despair counters ongoing valour effects.
- Rage: Subjects go berserk, gaining a +1 bonus to hit, +3 to damage, and +5 bonus hit points (lost first when damaged, disappearing when the spell ends). Subjects fight recklessly, cannot use shields, and cannot retreat. Rage counters ongoing fear or calm effects.
Remember
Level: 3rd Level (Bard)
Duration: Instantaneous
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All allies within a 30-foot radius who can hear the Bard.
Duration: Instantaneous
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All allies within a 30-foot radius who can hear the Bard.
Description:
The Bard performs a complex, mathematically precise harmonic progression that unlocks the deep recesses of the mind. The Bard must perform continuously for 3 rounds to trigger the memory recall.
The Bard performs a complex, mathematically precise harmonic progression that unlocks the deep recesses of the mind. The Bard must perform continuously for 3 rounds to trigger the memory recall.
- Spell Recalculation: Every allied Magic-User within range immediately recommits one random spell to memory that they have already cast that day. If a Magic-User has cast multiple spells, the Referee should determine which one is restored randomly (e.g., rolling a die).
- Information Recall: Any affected ally may immediately make an Intelligence check with a +2 bonus to perfectly recall a specific piece of lore, a map detail, a spoken conversation, or a password from their past.
- The Bard's Exclusion: The Bard does not receive the benefits of this spell and cannot use it to restore their own homebrew spell slots. If the Bard is interrupted or damaged during the 3-round performance, the song fails and the slot is lost.
Forget
Level: 3rd Level (Bard)
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All enemies within a 30-foot radius who can hear the Bard.
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: All enemies within a 30-foot radius who can hear the Bard.
Description:
The Bard weaves a dreamy, hypnotic melody that untethers the minds of their enemies, casting them into a state of absolute, whimsical amnesia. The Bard must perform continuously for 3 rounds to blanket the area in the fog of forgetfulness. Unwilling targets may roll a Save vs. Spells to resist. The Bard is unaffected.
The Bard weaves a dreamy, hypnotic melody that untethers the minds of their enemies, casting them into a state of absolute, whimsical amnesia. The Bard must perform continuously for 3 rounds to blanket the area in the fog of forgetfulness. Unwilling targets may roll a Save vs. Spells to resist. The Bard is unaffected.
- Casting Paralysis: Affected spellcasters (including Magic-Users, Clerics, and Priests) completely forget the precise words, gestures, and prayers required to channel magic. They are completely unable to cast spells for the 1-Turn duration.
- Mundane Amnesia: Affected non-casting creatures forget their immediate orders, who they are fighting, and why they are there. They will not attack and will instead wander aimlessly or stand dazed.
- Snapping Out of It: This is a delicate mental fog, not a physical paralysis. If any affected creature takes damage or is directly attacked, the shock instantly snaps their memory back into place, ending the spell's effects early for that specific creature.
Free
Level: 3rd Level (Bard)
Duration: Instantaneous
Range: 30 feet
Casting Time: 1 round
Target: All allies within a 30-foot radius who can hear the Bard.
Duration: Instantaneous
Range: 30 feet
Casting Time: 1 round
Target: All allies within a 30-foot radius who can hear the Bard.
Description:
The Bard unleashes a sudden, booming harmonic crescendo that shatters mental and physical magical constraints. The spell takes effect instantly at the end of the round.
The Bard unleashes a sudden, booming harmonic crescendo that shatters mental and physical magical constraints. The spell takes effect instantly at the end of the round.
- The Shattering: Any affected ally currently suffering from magically induced paralysis (such as from a Ghoul's touch or a Hold Person spell) or magical charm (such as from a Harpy's song or a Charm Person spell) is immediately and completely freed from the effect.
- The Hearing Constraint: This spell relies entirely on acoustic resonance. If a paralyzed or charmed ally cannot hear the Bard (due to being deafened, plugging their ears, or standing within a magical Silence spell), they receive no benefit.
4th-Level Spells
Transfix
Level: 4th Level (Bard)
Duration: Continuous (As long as the Bard plays)
Range: 60 feet
Casting Time: 1 round
Target: All enemies within a 60-foot radius who can hear the music.
Duration: Continuous (As long as the Bard plays)
Range: 60 feet
Casting Time: 1 round
Target: All enemies within a 60-foot radius who can hear the music.
Description:
The Bard unleashes a performance of otherworldly, mesmerizing beauty that totally captivates the minds of those who hear it. Unwilling targets may roll a Save vs. Spells to resist. If they succeed, they break the hypnotic pull and are immune for the remainder of the encounter.
The Bard unleashes a performance of otherworldly, mesmerizing beauty that totally captivates the minds of those who hear it. Unwilling targets may roll a Save vs. Spells to resist. If they succeed, they break the hypnotic pull and are immune for the remainder of the encounter.
- The Trance: Affected enemies are completely transfixed. They may sway gently to the music or take minor involuntary steps, but they are completely unable to attack, cast spells, use items, or take any offensive actions. They will not attempt to flee.
- Hypnotic Defense: Captivated targets can still attempt to block or dodge incoming blows, but their distracted state causes them to suffer a -2 penalty to Armour Class.
- Shattering the Trance: This spell is highly fragile. If a transfixed creature is directly attacked, takes damage, or is subjected to a hostile spell, the shock instantly snaps them out of the trance, ending the effect early for that specific creature.
- The Performance: The Bard must focus entirely on playing or singing each round to maintain the spell. While maintaining the trance, the Bard can move at half speed but cannot attack, defend, or cast other spells. If the Bard takes damage, fails a saving throw, or is silenced, the music stops and the entire spell instantly ends.
Beguile
Level: 4th Level (Bard)
Duration: Continuous (As long as the Bard plays)
Range: 60 feet
Casting Time: 1 round
Target: All chosen targets within a 60-foot radius who can hear the Bard.
Duration: Continuous (As long as the Bard plays)
Range: 60 feet
Casting Time: 1 round
Target: All chosen targets within a 60-foot radius who can hear the Bard.
Description:
The Bard weaves a hypnotic tapestry of sound that utterly enchants the minds of listeners. This spell can affect any humanoid creature, as well as any animal or monster with 4 Hit Dice (HD) or fewer. Unwilling targets may roll a Save vs. Spells to resist; if they succeed, they are immune for the remainder of the encounter.
The Bard weaves a hypnotic tapestry of sound that utterly enchants the minds of listeners. This spell can affect any humanoid creature, as well as any animal or monster with 4 Hit Dice (HD) or fewer. Unwilling targets may roll a Save vs. Spells to resist; if they succeed, they are immune for the remainder of the encounter.
- Enchanted Allegiance: Affected creatures instantly view the Bard as a trusted, dear friend. If the Bard is threatened or attacked, the beguiled creatures will actively step in to defend them.
- The Piper's Command: Beguiled targets will follow the Bard and obey spoken commands, provided the commands do not directly contradict their alignment/beliefs, and do not cause them obvious, direct self-harm.
- Shattering the Enchantment: If a beguiled creature takes damage from the Bard or the Bard’s allies, the mental magic snaps instantly for that specific creature.
- The Performance: The Bard must focus entirely on playing or singing each round to maintain the spell. While maintaining the enchantment, the Bard can move at half speed but cannot attack, defend, or cast other spells. If the Bard takes damage, fails a saving throw, or is silenced, the music stops and the entire spell instantly ends.
The Great Cân
All Bards aspire to learn 'The Great Cân'. This represents the pinnacle of their craft and training. The Great Cân is unique to every Bard and cannot be taught or inherited. Each Spellsinger must discover their own through a personal journey or experience.
Below are three examples of The Great Cân.
The Great Cân: War
Level: 4th Level (Bard)
Duration: Continuous (As long as the Bard chants)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: A 30-foot radius centered on the Bard.
Duration: Continuous (As long as the Bard chants)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: A 30-foot radius centered on the Bard.
Description:
The Bard unleashes a monumental, ancient multi-tonal war chant, the absolute pinnacle of their martial training. The song weaves a bridge through the mists of time, invoking the physical presence and protective fury of the Ancestors. The Bard must perform continuously for 3 rounds to establish the spiritual link.
The Bard unleashes a monumental, ancient multi-tonal war chant, the absolute pinnacle of their martial training. The song weaves a bridge through the mists of time, invoking the physical presence and protective fury of the Ancestors. The Bard must perform continuously for 3 rounds to establish the spiritual link.
- The Ancestral Vanguard: Once completed, the spectral, translucent forms of ancient Celtic kings, chieftains, and warriors manifest in a swirling, protective ring within the 30-foot radius.
- Spirit Shields: All affected allies standing inside the radius gain a +2 bonus to Armour Class and a +2 bonus to all Saving Throws as the phantom spirits interpose their spectral shields to deflect incoming attacks and harmful magic.
- The Swirling Wrath: The ancestral vanguard strikes at anyone who dares breach the circle. At the end of each combat round, all enemies standing within the 30-foot radius are caught in the phantom melee and automatically suffer 1d8 points of magical damage (no saving throw allowed).
- The Chant's Burden: The Bard is the living anchor for this spiritual bridge and receives none of the defensive benefits. While maintaining the Great Cân, the Bard cannot move, attack, or defend. If the Bard takes any damage or is silenced, the song instantly shatters, and the ancestors vanish back into the mists.
The Great Cân: Enlighten
Duration: 1 Turn (10 minutes)
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: The Bard and all allies within a 30-foot radius.
Range: 30 feet
Casting Time: 3 rounds (30 seconds)
Target: The Bard and all allies within a 30-foot radius.
Description:
The Bard sings a complex, haunting melody of cosmic resonance. The song channels Awen (the divine breath of inspiration) and invokes the collective memory of the Ancestors, expanding the minds of all who listen into a state of temporary, pure enlightenment. The Bard must perform continuously for 3 rounds to open the minds of their companions.
The Bard sings a complex, haunting melody of cosmic resonance. The song channels Awen (the divine breath of inspiration) and invokes the collective memory of the Ancestors, expanding the minds of all who listen into a state of temporary, pure enlightenment. The Bard must perform continuously for 3 rounds to open the minds of their companions.
- Ancestral Wisdom: For the 1-Turn duration, the boundaries of time and memory dissolve. The party may ask the Referee up to three questions regarding ancient history, hidden dungeon paths, lost lore, or the weaknesses of legendary monsters. The Ancestors answer through the song with absolute truth and clarity.
- Mental Clarity: The pure enlightenment of the song instantly cures any affected target of magical madness, confusion, curses of the mind, or the lingering effects of spells like Earworm or Forget.
- The Sight: For the duration, all affected targets gain the ability to See Invisibility and perceive the true form of any illusion, shapechanger, or hidden magical aura within their line of sight.
- The Chant's Burden: Unlike the combat version, the Bard does receive the benefits of this enlightenment alongside their allies once the 3-round performance is successfully completed. If the Bard is interrupted during the 3 rounds of casting, the connection to the ancestral mind is severed and the slot is lost.
The Great Cân: Unify
Duration: Permanent (The baseline shift) / 1 Day (The magical aura)
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: All intelligent creatures within range who can hear and understand the Bard.
Range: 60 feet
Casting Time: 3 rounds (30 seconds)
Target: All intelligent creatures within range who can hear and understand the Bard.
Description:
The Bard performs a monumental, soul-stirring harmony that channels the shared origin and collective spirit of the land and the Ancestors. The song cuts through lifetimes of prejudice, hatred, and blood feuds, forcing listeners to recognize their shared humanity and ancestral bonds. The Bard must perform continuously for 3 rounds to weave this harmonic truce.
The Bard performs a monumental, soul-stirring harmony that channels the shared origin and collective spirit of the land and the Ancestors. The song cuts through lifetimes of prejudice, hatred, and blood feuds, forcing listeners to recognize their shared humanity and ancestral bonds. The Bard must perform continuously for 3 rounds to weave this harmonic truce.
- Mending the Rift: Upon completion, any ongoing hostility, blood feuds, or bitter rivalries between the affected targets are immediately pacified. Long-standing psychological grudges or hatreds are permanently softened, allowing the parties to find common ground and negotiate in absolute good faith.
- The Unification Aura: For the next 24 hours, all affected creatures view one another as kin. They cannot willingly attack, betray, or act maliciously toward anyone else who shared in the song. If a faction leader is present, they receive a +4 bonus to all subsequent Reaction Rolls or Negotiation Checks to draft lasting peace treaties or alliances.
- Breaking Curses of Division: The sheer unifying power of the song instantly shatters any magical charms, geases, or mind-control effects (like an enemy's Beguile or Devotion spells) that were forcing targets to fight against their true friends or allies.
- The Sacred Truce: This spell is a divine harmony. If any creature within the radius attempts to commit a hostile act or draw a weapon while the song is being established or while the aura is active, they must pass a Save vs. Spells with a -4 penalty. If they fail, they are struck with a sudden, overwhelming sense of grief and are paralyzed, unable to act for 1 Turn.
.jpg)
No comments:
Post a Comment