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Bard Musical Spells
These spells are only usable by Bard characters. Some of the following spells may remain in effect while the bard continues to produce the music. When a spell permits this, the maximum duration will be listed in the description of the spell. While maintained, a spell may be broken at any time by simply stopping the song. The spell may also be broken if the bard is hit, fails a saving throw, or moves more than half speed. Each spell requires two rounds to cast and takes effect in the magic phase. Spells are not memorized. Instead, they are cast as if all Bard Musicall Spells have been memorized. Radius effects are centered on the bard and the bard is never affected by his spells unless he wishes to be. When a spell permits a saving throw, the victim's saving throw is penalized by -1 per every 4 experience levels that the Bard has attained (ex: -1 at 4th level, -2 at 8th level, etc.)
Agree ("The Tale of a Dolt Knows All")
  • Range: 20'
  • Duration: Special
  • Effect: 1 humanoid
  • A single human sized or smaller creature will agree with the next thing that the bard says if it fails a saving throw vs. spells. This will occur once and the creature will realize that they possibly agreed incorrectly.
Annoy ("The Jester and the Window")
  • Range: 0 (Caster Only)
  • Duration: 1 turn, maintainable to 3 turns
  • Effect: 20' radius
  • All creatures within the area of effect must make a saving throw vs. spells or begin to become annoyed with things around them. This can have various results such as people leaving the area or getting into fights with one another.
Calm ("Fall of the Furious")
  • Range: 0 (Caster Only)
  • Duration: 3 turns
  • Effect: 20' radius
  • All hostile creatures within the radius must make a saving throw vs. spells or be forced to roll on the monster reaction chart. This roll has a bonus (an addition or subtraction, chosen by the bard) equal to the bard's charisma bonus. The affected creatures are then bound to the result. Any further reactions over the duration are made with the same bonuses.
Captivate ("Dancing Table Wench")
  • Range: 20'
  • Duration: 1 round, maintainable to 6 rounds
  • Effect: 1 humanoid
  • A single human sized or smaller creature must pass a saving throw vs. spells or become paralyzed for the duration of the song.
Clumsy ("Song of a Goblin's Grace")
  • Range: 20'
  • Duration: 1 round, maintainable to 6 rounds
  • Effect: 1 humanoid
  • A single human sized or smaller creature must pass a saving throw vs. spells or become clumsy. This can have various results such as tripping, dropping equipment, or bumping into things.
Confuse ("The Wedding of a Beholder and a Tree")
  • Range: 20'
  • Duration: 1 round, maintainable to 6 rounds
  • Effect: 1 creature
  • A single creature must pass a saving throw vs. spells or become confused (as the magical spell) for the duration of the song.
Deafen ("Beauty of the Lute")
  • Range: 0 (Caster Only)
  • Duration: 3 turns
  • Effect: 20' radius
  • Any creatures within the area of effect must pass a saving throw vs. spells or become deaf for the duration.
Despair ("Lover has Gone")
  • Range: 0 (Caster Only)
  • Duration: 3 turns
  • Effect: 20' radius
  • All creatures within the area of effect must pass a saving throw vs. spells or be overwhelmed with despair. These creatures have a penalty of -1 to hit.
Disagree ("Ballad of the Ambassador ")
  • Range: 20'
  • Duration: Special
  • Effect: 1 humanoid
  • A single human sized or smaller creature must pass a saving throw vs. spells or be forced to disagree with the next thing that the bard says. This will occur once and the creature will realize that they possibly disagreed incorrectly.
Drunkard ("The Drunken Elf")
  • Range: 20'
  • Duration: 6 turns
  • Effect: 1 humanoid
  • A single human sized or smaller creature must pass a saving throw vs. spells or begin to act as if drunk. This can have many different effects and will be decided upon by the Dungeon Master.
Friend ("Alas, my Friend He Be")
  • Range: 20'
  • Duration: 3 turns
  • Effect: 1 humanoid
  • A single human sized or smaller creature must pass a saving throw vs. spells or begin to think that the bard is his best friend (as the charm person magical spell).
Invigorate ("The Ale is My Food")
  • Range: 0 (Caster Only)
  • Duration: 3 turns
  • Effect: 20' radius
  • All creatures within the area of effect must pass a saving throw or else become invigorated. The result is a +1 bonus to hit.
Memory Lapse ("The Wizard's Curse")
  • Range: 20'
  • Duration: Permanent
  • Effect: 1 humanoid
  • A single human sized or smaller creature must pass a saving throw or forget every thing that occurred during the previous 1d4 + 1 rounds.
Mirth ("The Giggling Fool")
  • Range: 0 (Caster Only)
  • Duration: 6 turns
  • Effect: 20' radius
  • All creatures within the area of effect must pass a saving throw vs. spells or be filled with feelings of joy and happiness. The results can vary and will be decided upon by the Game Master.
Morale ("King's Sword Falls")
  • Range: 0 (Caster Only)
  • Duration: 3 turns
  • Effect: 20' radius
  • All creatures within the area of effect must pass a saving throw vs. spells or become filled with a sense of victory. This results in a +1 bonus to morale checks.
Rejuvenate ("The Fate of Romue")
  • Range: 0 (Caster Only)
  • Duration: Instantaneous
  • Effect: 10' radius
  • 1d6 creatures within the area of effect will instantly heal 1 wound per 4 levels of the caster (ex: a level 1 bard heals 1 wound and a level 4 bard heals 2 wounds). The creatures with the lowest hit dice are always healed first.
Remove Fear ("Tale of Spectre Gathius")
  • Range: 0 (Caster Only)
  • Duration: 1 round, maintainable to 6 rounds
  • Effect: 20' radius
  • Any creatures affected by fear during this time are permitted an additional saving throw vs. spells with a bonus equal to the bard's level (maximum of 6). If the saving throw is passed then all effects of fear (magical and nonmagical) will be removed from the creature. A roll of 1 will always fail.
Savior ("An Angel Inside")
  • Range: 5'
  • Duration: 1 round, maintainable to 6 rounds
  • Effect: 1 creature
  • For the duration of the spell, a creature's hit points will cease to decrease when they drop below zero.
Scare ("Fleeing Cows")
  • Range: 0 (Caster Only)
  • Duration: 3 turns
  • Effect: 20' radius
  • All creatures within the area of effect must pass a saving throw vs. spells or become afraid. This results in a -1 penalty to all morale checks.
Seduce ("Sorceress of Hing")
  • Range: 20'
  • Duration: 6 turns
  • Effect: 1 creature
  • A single creature of the opposite sex that is of the same race as the bard must make a saving throw vs. spells or become physically attracted to the caster. This can have various results which are decided upon by the Game Master.
Sleep ("Dreams of War")
  • Range: 0 (Caster Only)
  • Duration: 2d4 turns
  • Effect: 20' radius
  • 1d4 creatures, starting with the lowest hit dice first (this includes allies), must pass a saving throw vs. spells or fall to sleep. If more than the amount of creatures affected have the same hit dice then the bard may choose which ones are affected. Creatures with more than 4 hit dice are unaffected by this spell.


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