Bardic Arcana

View the various general spells available for characters
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Bardic Arcana

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Post by admin »

Bardic Arcana

The magic of the performer, "bardic" music is titled so because it generally requires a melody or chorus to be performed while casting, whether it's performed by an instrument or by a singer. These spells are especially varied in nature; they can be offensive, defensive, restorative, supportive, indirect, utility... the bard is truly an all-around caster, and does indeed have the power ... to move you.

Bardic Arcana can only be cast by the Bardic Arcana Magic Skill.
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Level 0 spells 5 MP to cast, *.5 damage, 5 Spell Points
  • Dancing Lights - Creates torches or other lights which can move about at the caster’s direction. These last for 1d5 rounds in combat and 5 minutes apiece out of combat.
  • Detect Magic - Use extrasensory perception to recognize items or sources of magical power within two Areas.
  • Flare - Create a bright flash of light that disorients some targets. Inflicts -5 on target's rolls if successful. [Willpower Only]
  • Ghost Sound - Create faint, illusory sounds within two Areas. [Willpower Only]
  • Light - The user is able to place a bright, shining light on the end of an object to make it shine like a torch. This spell is able to illuminate (Mage Level) Areas around the user. It is able to negate some low-light penalties and provide sight through some status effects.
  • Mending - Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e.: spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
  • Message - Whispering conversations can be held at distances of up to two Areas away. Only one member of the conversation is required to possess the spell for this to work.
  • Open/Close - Opens or closes small or light things such as drawers and small boxes or books.
  • Prestidigitation - Perform minor tricks of "magic," including card tricks, sleight of hand, small illusions, coin tricks, et cetera.
  • Resistance - Target gains +5 to Health Checks/Endurance Checks (vs. statuses, toxins, etc.), as well as +5 Willpower vs. mental manipulation, illusions, etc.
  • Spark - A small, non-damage dealing burst of flame that ignites flammable surfaces or substances, such as fuels, matches, or candles. This won't cause spontaneous combustion of things such as clothes or hair.
  • Daze - Cancels 1 action of target, sending them in a slight daze. (Will Resist Only)
  • Haunted Fey Aspect - You surround yourself with disturbing illusions, making you appear as a strange, insane fey creature. +200 physical soak per mage level for 1d5 rounds or until you're hit.
  • Know Direction - You are able to discern north and remember directions.
  • Lullaby - Makes target drowsy and somewhat unaware. -5 to sense checks for 1d5 rounds.
  • Mage Hand - Can move objects weighing up to 5 pounds at will. Range is 15 feet per mage level.
  • Read Magic - Read scrolls and spellbooks if they bear magical writing that is otherwise undecipherable.
  • Sift - Caster can find fine details with a +5 to spot and touch checks for 1d5 hours.
  • Summon Instrument - Summons one handheld musical instrument of typical quality for 1d5 hours.
  • Unwitting Ally - Target cannot tell friend from foe for 1 round. Will not target enemies during this time. (Will Resist Only)
Level 1 Spells 10 MP to cast, *1 damage, 10 Spell Points
  • Abundant Ammunition - This spell, when cast on a weapon that requires reloading (suppressing fire weapons, etc.), allows a weapon to continue firing for an additional round. This only works on standard ammunition.
  • Adoration - This spell makes a single character appeal much easier to others. This spell grants a Diplomacy bonus of (+10 * Mage Level) to a single target for (Mage Level) rounds.
  • Alarm - Set an arcane "security system" for the surrounding 2 Areas. Any intrusion into that area for 5 minutes will be detected by the caster.
  • Animate Rope - This spell allows a character to add his/her magic school bonus to a Rope Skill check. This effect costs level-requisite MP each time this bonus is applied.
  • Anticipate Peril - This spell grants a character a bonus to Initiative rolls equivalent to the caster's magic roll bonus. Once cast on a target, this spell will last until the next initiative roll required.
  • Cause Fear - This spell substitutes a character's Magic roll for an Intimidate check vs. wild animals or monsters.
  • Charm Person - This spell allows a caster to grant a roll bonus equal to the caster's magic roll bonus to a Diplomacy check. Each time this bonus is used, spends requisite MP.
  • Compel Hostility - The character is able to direct the attention of (Mage Level) monsters and other nonsentient or semi-sentient creatures to a specific target instead of others. This effect lasts for 5 rounds. This spell is considered a "self buff" rather than a targetted spell, and creatures who may attack others around the targetted object/character must roll regular Willpower vs. DC50 + 20/Mage Level (250 at Level 10).
  • Comprehend Languages - This spell substitutes a character's Magic roll for a Linguistics check, giving a character the ability to understand some basic foreign languages for (Mage Level) minutes.
  • Cure Light Wounds - The character is able to restore damage and HP. Restores 10% of total HP.
  • Dancing Lantern - A lantern, flashlight, or other similar source of light follows the caster around for 5 rounds.
  • Delusional Pride - This spell inflicts a severe sense of hubris on a single target, bolstering his/her self-confidence to annoying levels... however, that sense of self also protects them from exterior influences. The subject of this spell receives a roll penalty of (Mage Level * 10) (-100 at Level 10) to skill checks and physical combat rolls for (Mage Level) rounds, but receives a roll bonus of (Mage Level * 10) (+100 at Level 10) magic and magic defense rolls, as well as Willpower checks vs. Intimidation, Diplomacy, and "Charm"-like effects.
  • Detect Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.
  • Detect Secret Doors - This spell grants a target extrasensory perception, allowing him/her to see or sense compartments, doors, caches, tunnels, et cetera that are specifically designed to avoid detection, whether through physical cover (a curtain, etc.) or a minor magical/technological illusion. The higher the caster's roll, the more successful the detection is.
  • Disguise Self - This spell allows a caster to change the appearance of a single target in various, unique, purely aesthetic ways. This grants a bonus equal to (caster's Mage Level * 10) (+100 at Level 10) to a character's Disguise rolls, and lasts for 1d5 rounds/actions per cast.
  • Ear-Piercing Scream - This spell allows the caster to create a banshee's scream, emanating powerful sonic waves to damage and disorient targets. Inflicts Force-based damage and Mild "Pain" status for (Mage Level) rounds.
  • Erase - This spell completely erases the presence of mundane writing, and temporarily removes magical writing from a surface. Mundane writing is removed completely, but magical writing is removed for only 1d5 rounds/actions per cast, and can be restored by dispelling magic.
  • Expeditious Retreat - This spell grants a single target a Running skill bonus of +10 * Mage Level (+100 at Level 10). Each time this bonus is used costs requisite MP.
  • Feather Fall - This spell allows a target to fall to the ground at a slow, safe speed, preventing fall damage/injury. Each cast of this lasts only one "fall."
  • Feather Step - This spell allows a caster and up to (Mage Level) targets to negate Mild, Moderate, and Acute "Slow" or similar penalties incurred by rough or inclimate terrain, such as thick grass or quicksand.
  • Flare Burst - Create a bright flash of light across an entire Area that disorients some targets. Inflicts -5 on up to (Mage Level * 2) targets' rolls if successful. [Willpower Only]
  • Forced Quiet - This spell prevents a single target from speaking above a whisper for (Mage Level) rounds/actions.
  • Grease - This spell makes a patch of ground slippery with magical oil. Creates a patch of magical oil across 1 square Area of ground and lasts for (Mage Level) rounds. Anything that tries to pass over the grease-covered portion of ground must pass an Athletics (Running, Jumping, Climbing, etc.) check, DC 50 (+20 * Mage Level) (DC 250 at Level 10) to pass or suffer Mild "Off Guard" status and have to try again. However, a "Move Slowly" check will allow a target to pass with only a DC 50 (+5 * Mage Level) (DC 100 at Level 10).
  • Hideous Laughter - This spell enchants a target and curses it to bouts of manic, unstoppable laughter, causing it to double over with maniacal cackles. Magic defense only; if the target fails, suffers Moderate "Stop" effect for (Mage Level) rounds.
  • Hypnotism - This spell fascinates a single target. Magic defense only; if a target fails to defend, the target can take no action other than to stare at the origin of the fascination dazedly, including the place where the cast originated from if the caster moves. This effect lasts for (Mage Level) rounds, or until the fascinated target is shaken, attacked, or an overtly offensive action is taken towards it.
  • Jury-Rig - This spell temporarily removes negative effects on equipment, such as damaged weapons or armor. Lasts for (Mage Level) rounds, and does not replace permanent repair or regular maintenance.
  • Liberating Command - This spell compels a nonsentient, semi-sentient, or low-willpower creature/enemy/target to flee from the caster. Roll directly against creature's willpower and magic resistance; if successful, the target is compelled to flee from the caster upon the first available opportunity.
  • Lock Gaze - This spell forces a single target to focus on the caster and ignore all others. Incurs Mild "Provoke" status on a single target for (Mage Level) rounds.
  • Memory Lapse - This spell addles a single target's memories, making it difficult for them to perform common tasks. Inflicts Mild "Lapse" status for (Mage Level) rounds.
  • Moment of Greatness - The character is able to bolster the morale of others and improve their performance. Inflicts Mild "Sharpen" status for 1 round on one target.
  • Negative Reaction - This spell prevents a single target from negotiating his or her way for a short time. For (Mage Level) rounds/actions, the cursed target suffers a (-10 * Mage Level) (-100 at Level 10) penalty to all Bluff, Diplomacy, Intimidate, or similar persuasive actions.
  • Obscure Object - This spell is able to imbue a single inanimate object with spiritual energy to cloak it from scrying attempts. This effect is permanent unless dispelled, but can only be placed on a single object at a time by any one mage.
  • Remove Fear - The character is able to negate Mild, Moderate, and Acute "Stop" status effects.
  • Share Language - The character is able to temporarily share his/her knowledge of a known or learned language, whether through education or a successful Linguistics check. This effect is shared between (Mage Level * 2) allies for (Mage Level) hours.
  • Silent Image - This spell creates a simple, still light illusion that can cover (Mage Level) Areas. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Sleep - This spell places a target into brief, light sleep. Inflicts Mild "Sleep" status.
  • Summon Monster I - The caster is able to summon a Level 1 creature for 5 rounds.
  • Touch of Gracelessness - This spell inflicts a single target with clumsiness. This reduces a single target's Dexterity statistic directly by (-50 * Mage Level) (-500 at Level 10) for (Mage Level) rounds.
  • Unprepared Combatant - This spell makes a single target mentally unprepared for combat. This reduces a target's initiative rolls by (-20 * Mage Level)
  • Vanish - This spell renders a single target invisible for a short time. Inflicts Mild "Invisible" effect for (Mage Level) rounds.
  • Vocal Alteration - This spell allows a caster to change the sound of a single target's voice, whether to disguise it or imitate another's. When this is used and a target must pass a Bluff or a Disguise check, this spell adds the caster's magic school bonus to the disguised character's roll. This effect lasts for (Mage Level) rounds/actions per cast.
  • Abstemiousness - Target a food item. Will keep someone satisfied for a full day.
  • Adjuring Step - You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
  • Beguiling Gift - Target immediately accepts an offered item and uses/consumes it unless it physically cannot. Target is beguiled for 1d5 rounds.
  • Borrow Skill - Make a skill check using another’s skill level for 1d5 rounds. Designate a target and a skill upon casting. You still use your own stats.
  • Call Weapon- Telekinetically draw a weapon from an ally's possession.
  • Chord of Shards - Strike a chord whose notes become razor-sharp shards, dealing 1* damage to an enemy.
  • Confusion, Lesser - Fogs the senses of a target. One creature gains Mild 'Confuse' status for 1d3 rounds. (Will Resist Only)
  • Cultural Adaptation - You gain the correct native accent and mannerisms when you speak a language with a spell like tongues, granting you bonuses to interactions with native speakers of that language. This does not teach you the native language. 1d5 hours.
  • Dazzling Blade - Cast upon 1 target, their weapon becomes dazzlingly shiny and bright, able to cause Mild 'Blind' status for 1d3 rounds on a successful strike.
  • Deadeye’s Lore - Cast upon one target, the target gains a hunter's instinct. +10 to Survival checks for 1d5 hours, and the subject is not slowed by treacherous terrain.
  • Enhance Water - Transforms water into an alcoholic beverage of middling quality. Also purifies toxins and poisons. The more contaminants present, the darker the ale & the more full-bodied the wine.
  • Fumbletongue - Target cannot speak intelligently for 1d5 rounds, instead speaking in babbling syllables.. When attempting to cast, roll luck. If the luck roll is 200 or lower, the cast fails.
  • Haze of Dreams - Creates illusory images of dreams past, good and bad, in the target's mind, distracting them from the task at hand. Target's roll bonuses are halved for 1d3 rounds. (Will-Resist Only)
  • Horn of Pursuit - Create three notes heard miles away, loud as a roaring dragon, short or long notes possible.
  • Identify - Gives +10 bonus to identify magic items and their properties. Not artifacts, however.
  • Innocence - Gain +10 on Bluff checks, seeming innocent for 1d5 hours.
  • Invigorate - Temporarily relieves fatigue or exhaustion, granting a temporary +250 HP and Max HP per mage level to the target for 1d5 rounds. When the spell wears off, the target receives damage equal to the HP and Max HP s/he gained.
  • Ki Arrow - Target can throw an arrow that deals damage as your unarmed strike for 1d5 rounds.
  • Lighten Object - Target object's weight is cut in half for 1d5 rounds or 1d5 hours. Targeted item occupies half the inventory slots it used to (round up).
  • Magic Aura - Alters object's magic aura. When target is subjected to a 'detect' spell, target is detected as if it either bore no magic aura or a was a magical item. Identify spell can identify this aura as false if the identifier's roll exceeds the original caster's roll.
  • Magic Mouth - Cast upon an object which bears a 'mouth' that speaks a pre-recorded message when triggered.
  • Play Instrument - Allows caster to play an instrument for 1d5 hours, exceeding the unskilled cap of 1d50+20 if s/he possesses no skill levels in the instrument. You may also use an 'improvised' instrument for this, such as a barrel for a drum.
  • Read Weather - Allows the user to predict the naturally-occuring weather in an area for the next 48 hours. This does not account for any magical alterations in the weather.
  • Restful Sleep - A full night's rest leaves allies hale and hearty for the adventure ahead. For 1d5 hours after awakening from sleep, target gains 2500 temporary HP and Max HP. Can target (mage level) allies.
  • Saving Finale - A last-ditch effort to bring an ally from death's door. Target may reroll a Survival check once. Must be used immediately when an ally is beyond death threshold.
  • See Alignment - Pick an alignment (chaotic neutral, etc); in your sight, creatures and items with that alignment emit a ghostly radiance for 1d5 hours.
  • Solid Note - Creates tangible musical note that can be used as a hook, pulley, or what have you for 1d5 hours.
  • Summon Minor Monster - Summon 1d3 tiny animals such as rats or bats. They must be the same type of creature.
  • Swallow Your Fear - Emboldens an ally to press on through their inner fear. Negates Mild 'Stop' status on 1 target.
  • Tap Inner Beauty - Brings forth the caster's natural beauty and charm. You gain +2*mage level to charisma checks for 1d5 rounds/hours.
  • Timely Inspiration - Augments an ally into reaching that extra inch to fulfill the task at hand. Adds +5*mage level to result on failed check/attack roll. Must be used at time of failed check.
  • Unbreakable Heart - Steels an ally's heart to staying true. Target gains +4*mage level bonus to Willpower for 1d5 rounds.
  • Undetectable Alignment - Conceals alignment (chaotic neutral, etc) for 24 hours.
  • Unnatural Lust - Target is compelled to kiss or caress another, overwhelmed with physical desire. Will not do this to someone they're not attracted to. Lasts for 1d2 rounds. (Will Resist Only)
  • Unseen Servant - An invisible force, a servant, obeys your commands. Servant exerts at most 20 pounds of force and can perform simple tasks. Must remain within 15*mage level feet. Cannot attack.
  • Ventriloquism - Throws voice for 1*mage level minutes as if the voice is coming from elsewhere. Can make a Will check to recognize as illusory.
  • Youthful Appearance - Target appears younger than they truly are for 1d5 hours.
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Re: new bardic spells

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Post by admin »

Level 2 spells 40 MP to cast, *2 damage, 15 Spell Points
  • Animal Trance - This spell mesmerizes and calms (Mage Level * 2) wild animals (not monsters) into nonaggression and lethargy for (Mage Level) rounds.
  • Blood Biography - The character is able to gain information and knowledge about a single creature or subject by studying its blood with spiritual energy. The information gained with each use may be different, but once the spell is used on a subject once it will return the same answer regardless of how many times the spell is used on it.
  • Blur - This spell makes a target appear blurred and distorted in view, making him/her more difficult to strike. Grants a single target Mild (Alt) "Invisible" status for (Mage Level) rounds.
  • Boiling Blood - The character is able to conjure illusory high-temperature blood from spiritual energy, only to blast it at a single target. Deals Fire-elemental damage.
  • Calm Emotions - The character is able to remove Mild, Moderate, and Acute "Fury" and "Sadness" status effects.
  • Cat's Grace - The character grants a bonus of +20 Dexterity/Mage Level to a character for movement and dodging purposes (+200 at Level 10).
  • Compassionate Ally - The character is able to use divine influence to compel a single target to assist an ally of the caster in some way as dictated by the caster at the time of casting. The effect lasts for 5 rounds.
  • Cure Moderate Wounds - The character is able to restore damage and HP. Restores 20% of total HP.
  • Darkness - The character is able to shade (Mage Level) Areas in thick clouds of spiritual energy. Any targets inside these Areas suffer Moderate "Blind" status. The clouds last for 5 rounds.
  • Daze Monster - This spell dazes and disorients a single target for a short time, preventing it from action. Makes a target lose its next dedicated action, not including defensive ones.
  • Delay Pain - This spell temporarily nullifies pain effects on a single target. For (Mage Level) rounds, +1 Severity/2 Mage Levels (Terminal at Level 10) "Pain" statuses are ignored.
  • Delay Poison - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20.
  • Distracting Cacophony - This spell fills a single Area with increasingly loud and disruptive noises that make focusing on complex tasks difficult. For (Mage Level) rounds, any character attempting a Minor Skill, Magic Skill, or Knowledge Skill must pass a Concentration check, DC 25 (+10 * Mage Level) (DC125 at Level 10), before rolling or be unable to perform their action due to distraction, losing their turn in the process.
  • Dust of Twilight - A shower of iridescent black particles clings to and extinguishes mundane light sources (not electric) and dispels any light-casting spell within (Mage Level) Areas.
  • Eagle's Splendor - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to a single character for 5 rounds.
  • Enter Image - The character is able to imbue a physical likeness of them -- such as a painting, a statue, or a photograph -- with their consciousness. This effect lasts for (Mage Level) rounds, and the natural body is considered "sleeping" while this effect is active.
  • Enthrall - The caster is able to enchant and confuse (Mage Level) enemies with spiritual energy. Inflicts Mild "Confuse" status for 5 rounds.
  • Fox's Cunning - This spell grants a single target a boost to his/her Intelligence statistic for a short time. This raises a target's Intelligence by (+20 * Mage Level) (+200 at Level 10) for (Mage Level) rounds/actions.
  • Ghostbane Dirge - The character is able to give the incorporeal physical form. For 5 rounds, a Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • Ghostly Disguise - This novelty spell makes a target appear as a ghastly outline of itself, though it does not benefit from the incorporeal disguise beyond appearances. It is mostly transparent, a lightish tinge, and even walks with a floating appearance. This effect lasts for (Mage Level) rounds, and may be seen through with a Sensory Perception check, DC 25 (+15 * Mage Level) (DC 175 at Level 10).
  • Glitterdust - This spell douses an entire Area in glittering magical dust that can blind targets and outline invisible objects for the duration of the spell. Magic defense only; if a character fails this roll, inflicts Mild "Blind" status for 1 round and outlines it in flickering dust that negates Invisibility effects (except Acute Alternate) and inflicts a penalty of (-10 * Mage Level) (-100 at Level 10) on all stealth-related skill checks.
  • Haunting Mists - A stationary illusion of misty vapor inhabited by shadowy shapes arises around the caster. This cloud covers (Mage Level / 2) (round up) (5 Areas at Level 10) areas for (Mage Level) rounds and inflicts Moderate "Blind" status effect on all characters inside of it, including negating Darkvision and Night Vision technology (thermal and other heat- or spirit-related vision is unaffected). This effect is considered automatic. While inside of the mist, any and all characters must roll magic defense vs. DC 50 (+25 * Mage Level) (DC300 at Level 10) each round; if the target fails, it suffers caster's base magic damage and Mild "Stop" effect for the next round due to fright.
  • Heroism - This spell boosts a single character's ability to classically heroic levels for a short time. For (Mage Level) rounds, the subject is granted a (+5 * Mage Level) (+50 at Level 10) bonus to combat and skill checks.
  • Hold Person - The caster is able to render a single target unable to move from a locked position. Inflicts Chronic "Stop" effect for 1 round.
  • Hypnotic Pattern - A twisting pattern of subtle, shifting colors weaves through the air, fascinating up to (Mage Level) targets within it. Magic defense only; if a target fails to defend, the target can take no action other than to stare at the origin of the fascination dazedly, including the place where the cast originated from if the caster moves. This effect lasts for (Mage Level) rounds, or until the fascinated target is shaken, attacked, or an overtly offensive action is taken towards it.
  • Invisibility - This spell renders a subject invisible for a short time, or until it is forced to move overtly quickly or until it makes an attack. This spell grants a single target Acute "Invisibility" effect for (Mage Level) rounds or until it is forced to make an Athleticism check (except Move Slowly) or an attack, including Sneak Attacks.
  • Mad Hallucination - This spell induces a hallucinogenic reality in the mind of a single target. Surfaces seem to swim, and movement constantly distracts the eye. Magic defense only; inflicts Mild "Slow" for (Mage Level) rounds.
  • Minor Image - This spell creates a minor illusion along with sound emulation. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Miserable Pity - This spell enchants a single ally and makes them appear weak and pitiful to any who attempt to attack it. When the subject is targetted by an enemy, the attacker must roll Magic Defense, DC 50 (+25 * Mage Level) (DC300 at Level 10), to see through the enchantment and attack as normal. If the attacker fails this roll, he/she is unable to follow through with the attack (despite his/her normal disposition). However, if the subject of the enchantment makes an offensive action, the enchantment is broken immediately and any who attacked the subject under this effect and were rebuffed are granted a roll bonus of (+5 * Mage Level) (+50 at Level 10) to their attacks for (Mage Level / 2) (round up) (5 at Level 10) rounds. The enchantment, unless broken, lasts for (Mage Level) rounds.
  • Oppressive Boredom - This spell makes a single target undeniably bored by his/her current task. Magic defense only; if the target fails against this spell once, he/she becomes frustratingly bored with his/her work/task -- excluding combat -- and has the urge to find something else to do. However, the next round/after a short time, the target is given another Magic Defense check, DC 25 (+15 * Mage Level) (DC175 at Level 10) to regain interest in his/her original task. This boredom feels natural to the subject.
  • Pilfering Hand - This spell allows a caster to manipulate a simple object from a distance. This spell has a range of (Mage Level / 2) (round up) (5 at Level 10) Areas and can only operate or move simple objects in lieu of minor telekinesis. Each different action with this spell costs requisite MP.
  • Qualm - This spell makes a target feel uncomfortable with him/herself and his/her ability to perform any task competantly. Magic defense only; target suffers from Mild "Weak" status for (Mage Level) rounds, or until he/she spends an action/a short time focusing.
  • Rage - This spell inflicts severe anger within a single target, blinding it to all but the need to assert itself. Inflicts Mild "Berserk" status on a single target for (Mage Level) rounds.
  • Reckless Infatuation - This spell makes a single target unable to resist the divine presence of another single target, urging him/her to remain as close to the second target as possible. For (Mage Level) rounds/actions, the first target is compelled to stay as close as possible to the second target (who does not roll against the spell), regardless of danger or environment.
  • Returning Weapon - The character is able to put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
  • Shatter - The caster is able to project concentrated sound in a cone-like shape ahead of him/herself. This is considered "Force" elemental damage, and is highly effective against glass- or crystal-like objects.
  • Silence - The character is able to mute all sound within (Mage Level) Areas. This does not inflict Silence status. The silence lasts for (Mage Level) rounds.
  • Sound Burst - The character is able to project a concentrated blast of sound waves at a single target. Deals half-damage to a single target and inflicts Mild Off-Guard status.
  • Steal Voice - This spell reduces a target's ability to speak greatly, preventing them from casting spells even with whispers. Inflicts Mild "Silence" effect for (Mage Level) rounds.
  • Summon Monster II - The character is able to summon 1 Level 2 lesser monster for 1d5 rounds.
  • Tactical Acumen - This spell grants a target great insight on the tactical and strategic movements of enemies for a short time; patterns become more obvious and gut feelings feel stronger. Grants a bonus of (+5 * Mage Level) (+50 at Level 10) to stealth-based movements and Sneak Attacks/ambushes, as well as macro-level strategerie.
  • Thunder Fire - This spell makes a target firearm create a deafening sound when fired, stunning nearby targets and wasting the affected shot. When cast on a single target firearm, that weapon's next shot prompts all targets inside the firearm's Area to roll Magic Defense, DC25 (+15 * Mage Level) (DC175 at Level 10) to avoid Moderate "Off-Guard" status.
  • Tongues - The character is able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges.
  • Unadulterated Loathing - This spell enchants a single target to stay as far away from a second target as possible, for a short time. Magic defense only on the first target; if successful, the target will use whatever reasonable means possible to stay as far away from the second designated target for (Mage Level) rounds.
  • Versatile Weapon - This spell allows a single target's weapon to pierce through armor when attacking. For (Mage Level) rounds, armor soak on targets the subject attacks is reduced by (10% * Mage Level) (100% at Level 10) for the subject's attack only.
  • Wartrain Mount - This spell grants a boon to a mount, giving it enhanced cooperation and improving its synergy with a rider. Regardless of the rider, this mount gives a +5/Mage Level bonus to Vehicle Operation rolls when it's used, and lasts for (Mage Level * 2) rounds.
  • Acute Senses - Target gains +4*mage level to sense checks for 1d5 rounds/hours, their senses sharpening to greater clarity.
  • Allegro - Target self only. May take an additional action on turn as long as one action is a bardic cast. Bardic casts are performed with added vigor.
  • Alter Self - User can assume a smaller form. Grants Tiny 2. Lasts 1d5 rounds.
  • Ancestral Communion - You contact your ancestors to bolster your own knowledge for 1d5 rounds/hours. You gain +5*mage level to knowledge checks during this time.
  • Animal Messenger - Sends a Tiny animal to a specific place to deliver a message.
  • Blindness - Inflicts Moderate 'Blind' status for 1d5 rounds, clouding eyesight.
  • Blistering Invective - Make an Intimidate check upon casting against all opponents with the use of a blistering, insulting tirade. Those who fail are so verbally scorched that they take *1 fire damage. Get some ice for that burn.
  • Book Ward - Protects an object of 10 lbs*mage level from fire and acid for 1d5 hours/rounds.
  • Buoyancy - Target object becomes much more buoyant for 1d5 hours/rounds, floating easily and swiftly in water to the surface. Anyone carrying a 'buoyant' object must beat a swimming DC of 15*mage level to remain in place if they are trying to remain submerged.
  • Cacophonous Call - Target's head is filled with loud, raucous noise that renders them unable to focus on anything requiring attention. Target can only move for 1d5 rounds. (Will-Resist Only)
  • Codespeak - Target yourself and 1 other willing target. For 1d5 rounds/hours you both can now comprehend and speak a unique language all to your own while all others will hear only babbling syllables.
  • Detect Thoughts - Allows “listening” to surface thoughts of a target for 1d5 rounds. (Will-Resist Only)
  • Discovery Torch - Touched object emanates bright light akin to a flame, producing no heat. Allies in the area receive +2*mage level to spot checks.
  • Disguise Other - Works as Disguise Self, only it affects a chosen target rather than the caster.
  • Distressing Tone - Targets 1 with a tone that vibrates and disturbs the flesh. -3*mage level to all rolls and -500*mage level damage per hit to all attacks for 1d5 rounds. (Will-Resist Only)
  • Gallant Inspiration - Cast when someone fails a roll. Grants them +10*mage level to the result of their roll, emboldening their spirit and inspiring them to push that extra mile.
  • Heroic Fortune - The hero is gallant, bold...and, sometimes, lucky. The target is able to force ONE reroll of an enemy or ally's action. This effect vanishes after 1d5 rounds. This spell can only be used once per day/mission, and is not effective on botches or crits.
  • Hidden Speech - Obscures communication between the caster and one chosen target for 1d5 rounds/hours, increasing the Listen DC to hear it by 15*mage level.
  • Honeyed Tongue - 1 target gains the gift of honeyed words to entice a fellow negotiator. When using Diplomacy, roll twice and take the higher roll. Lasts 1d5 hours.
  • Locate Object - Senses direction toward object (specific or type). In the case of a general object, the spell will direct you to the nearest one. To find a more specific bject requires a more accurate mental image. You cannot use this to find a unique item unless you have seen it firsthand before.
  • Misdirection - Misleads detect casts towards one target for 1d5 hours, obscuring elemental affinity and so forth, unless the detection cast's roll is higher than the Misdirection roll.
  • Piercing Shriek - Target is staggered by a painful sound unheard by others in the area. For 1d5 rounds, target can only dodge. (Will-Resist Only)
  • Pyrotechnics - Turns fire into blinding light or choking smoke. 2 targets receive Mild 'Blind' status for 1d5 rounds. (Will-Resist Only)
  • Retrieve Item - Must be cast on an inanimate object you're holding. For 1d5 hours you can now snap your fingers, causing that item to appear in your hand as necessary. Spell fails if someone else is holding the object.
  • Scare - A sense of dread causes Moderate 'Fear' status on 1 target for 1d5 rounds. (Will-Resist Only)
  • Seducer's Eyes - Lets someone get that look that says you-know-what. Receive +4*mage level to charisma/seduction checks against those who may find you attractive for 1d5 hours.
  • Silk to Steel - An ordinary piece of clothing or accessory can now function as an equivalent/feasible Carbon Steel weapon/armor for 1d5 rounds/hours.
  • Snapdragon Fireworks - For 1d5 rounds you have a dragon firework that can fire in the direction of up to 3 enemies, dealing *1 fire damage.
  • Spell Gauge - Reveals up to (mage level) spells the target knows, starting from level 0 on up, stylized in the mind as a scroll bearing a short list. (Will-Resist Only)
  • Suggestion - Target is influenced by a 1- or 2-sentence suggested course of activity. The suggestion must be logically reasonable or the spell will not work. (Will-Resist Only)
  • Summon Swarm - Calls a swarm of bats, rats, or spiders. Deals *1 damage to ALL within the area. The caster has no control over the swarm. If they are called to an area with no creatures, they will attack the nearest one before leaving.
  • Track Ship - Requires a nautical chart. Cast on part of a ship you wish to track. An icon of the ship appears upon the nautical chart and moves as the ship moves.
  • Trail of the Rose - Caster and allies can see and notice an illusory 'path' in their wake, dusted with a rosy scent, for help leaving dungeons and the like, for 1d5 hours.
  • Whispering Wind - Can send a message heard only by a chosen target in a familiar place as far as 1 mile per mage level, carried as a whisper in the wind.
Level 3 Spells 90 MP to cast, *3 damage, 20 Spell Points
  • Blink - This spell makes a single target randomly and rapidly visually disappear and reappear, making targetting and striking him/her rather difficult. Grants a single target Mild (Alt) "Invisibility" status for (Mage Level) rounds.
  • Campfire Wall - This character is able to erect a natural shelter out of dirt, foilage, and vegetation around a campfire, which will provide bonuses to resting and survival away from civilization depending on the caster's roll.
  • Charm Monster - This spell has the ability to make one monster into his/her friend, a loyal companion and assistant for (Mage Level * 2) rounds. Magic defense only.
  • Confusion - This spell dazes and confuses a single target for a short time. Inflicts Acute "Confuse" effect on a single target for (Mage Level) rounds.
  • Control Summoned Creature - The character is able to subjugate a lesser summoned monster as if it were his/her own. The character rolls his/her magic roll vs. the original summoner's magic roll for subjugation control of the summoned monster. The effect lasts until the summoned monster is dismissed or the caster is usurped again, but is not usable against Grand Summons or similar.
  • Crushing Despair - This spell destroys a single target's morale for a short time. For (Mage Level) rounds, the subject suffers a (-5 * Mage Level) (-50 at Level 10) penalty to combat and skill checks.
  • Cure Serious Wounds - The character is able to restore HP and heal damage. Restores 30% of total HP.
  • Curse of Disgust - This spell places a curse on a single target that makes him/her ill whenever a specific trigger is viewed. Magic defense only; this spell lasts until dispelled. Whenever the subject views the given trigger, it suffers Acute "Weak" status for (Mage Level) rounds.
  • Daylight - The character is able to create a temporary light that shines over (Mage Level) Areas, negating some area-wide shadow or fog effects. This effect lasts for (Mage Level) rounds.
  • Deep Slumber - This spell creates a delayed-effect enchantment on a single target, giving a small time gap before that character falls deeply asleep. Inflicts Acute "Sleep" status.
  • Delay Poison, Communal - This spell prevents deadly and unique toxins or poisons, such as Phazon Poisoning, Tiberium Infection, or overly strong diseases from overtaking the body. This spell doubles the "rollover" time for these effects once; that is, if something takes 10 rounds to progress to the next level, it will take 20. This spell affects (Mage Level) targets.
  • Dispel Magic - The character is able to remove the most recent Mild, Moderate, or Acute status effect placed on a single target.
  • Elemental Speech - This character is able to briefly communicate with Elemental-type creatures, powerful embodiments of the different elements in the universe. This does not sway their perception any, unless they appreciate the gesture of speaking in their language. Each casts lasts for (Mage Level) exchanges.
  • Fear - This spell inflicts a great fear upon a group of targets. Magic defense only; inflicts Mild "Stop" status on up to (Mage Level) targets.
  • Haste - This spell allows a single target to move much quicker for a short time. Grants Mild "Haste" status to a single target for (Mage Level) rounds.
  • Invisibility Sphere - This spell makes a small group of targets visually invisible for a short time. Grants (Mage Level) targets Moderate "Invisibility" effect for (Mage Level) rounds.
  • Mad Monkeys - This spell summons up to (Mage Level * 2) mischievious monkies that obey the caster's orders and receive Swarm Bonus to perform simple actions.
  • Major Image - This spell creates a single, lifelike illusion that emulates sight, sound, and even smell. The illusion can be passed through, and lasts for (Mage Level) rounds/actions. To see through the illusion, characters must pass a Sensory Perception check, with a DC equivalent to the caster's initial creation roll.
  • Overwhelming Grief - This spell forces a subject to suffer terrible sadness for a short time. Magic defense only; inflicts Acute "Sadness" effect on a single target for (Mage Level) rounds.
  • Phantom Driver - This spell creates an illusory pilot for a simple vehicle, such as a car, horse, or other similar one-operator vehicle for a short time. For (Mage Level) rounds, the ghost driver performs vehicle operations in lieu of another, and uses the caster's magic roll in lieu of Vehicle Operation checks.
  • Phantom Steed - This spell creates a shimmering, corporeal ghost of a horse that can be used for quick traveling. This horse is considered in prime condition at all times, and lasts for (Mage Level) hours per cast.
  • Remove Curse - This spell is able to remove lesser curses placed on a single target. Removes Mild "Curse" status.
  • Returning Weapon, Communal - The character is able to put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
  • Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.
  • See Invisibility - This spell grants a target the ability to see through most forms of invisibility easier. This spell negates the detection penalties on invisibility subjects for (Mage Level) rounds.
  • Sepia Snake Sigil - This spell creates an embossed pattern of a slithering serpent onto a flat, smooth surface that, when viewed, stops the viewer(s) in his/her/their tracks. This spell lasts until tripped or dispelled; when viewed, subjects roll Magic Defense against the caster's creation roll to avoid Chronic "Stop" status for (Mage Level) rounds.
  • Slow - This spell inflicts a temporal distortion on a single target that makes it move considerably slower than normal. Inflicts Moderate "Slow" status on a single target for (Mage Level) rounds.
  • Smug Narcissism - There hasn't been this much love in a room since Narcissus discovered himself. Magic defense only; for (Mage Level) rounds, the target character is unable to take any action that may threaten its appearance (such as offensive combat) and suffers from extreme hubris and vanity, to the point of causing distraction to him/herself and others around. The character suffers from Mild "Weak" status, and will take every opportunity possible to talk about itself and will spend as long as physically possible (beyond reasonableness) admiring itself in a reflective surface.
  • Speak with Animals - This spell allows a target to effectively and thoughtfully communicate with animals, speaking their "language" for (Mage Level) rounds/actions.
  • Summon Monster III - The character is able to summon 1 Level 3
  • Tiny Hut - This spell creates a magical shelter for a short time, which can be used as a safe resting and recuperating point when away from civilization. Lasts for (Mage Level) hours.
  • Tongues, Communal - The character and a group of allies are able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges (between each character, not total) and includes (Mage Level) characters per cast.
  • Vision of Hell - The character is able to mentally project a powerful series of illusory flashes into a group of targets' minds, attempting to paralyze and shake them. This spell forces an image of an illusory wasteland of fire, brimstone, floating fire heads, and other horrifying visions into (Mage Level) targets' minds. Targets roll magic defense to defend, and if they fail they are struck with Moderate "Stop" status for 5 rounds.
  • Arcane Concordance - Strengthens altering magic. Grants 'extension metamagic' effect to one target for 1d5 rounds without doubling MP costs. This spell doubles the duration of buffs/debuffs, such as 1d3 to 1d6, et cetera.
  • Aura of the Unremarkable - Surrounding creatures within 30 feet will accept strange behavior from the caster as normal and innocuous for 1d5 rounds, even if it's pointing a crossbow at a queen.
  • Blot - Ruins writings & carvings, reducing them to illegible smears. Affects surface writing only.
  • Channel the Gift - Allows the caster to transfer their own MP to fuel another's spellcast, channeling a green aura of sorts.
  • Coordinated Effort - Allows you to give the effects of one of your Adaptation Statistic Feats to an ally for 1d5 rounds. Choose the feat upon casting.
  • Displacement - When target is attacked, attacker rolls luck. On 500 or less the attack is an automatic miss due to an altered image of where the target actually is. Lasts 1d5 rounds.
  • Exquisite Accompaniment - Calls a magical instrument that maintains music for you for 1d5 hours. Cannot be damaged, but can be dispelled.
  • Feather Step, Mass - (Mage Level) targets can move through treacherous terrain without penalty for 1d5 hours, their footsteps light as a feather.
  • Fractions of Heal and Harm - When you deal damage with your next spell, it deals 75% of the damage it normally does, and heals you for the other 25%.
  • Glibness - You gain +20 bonus on Bluff checks with a silver tongue's aid.
  • Good Hope - Target gains +10 to roll bonus to all actions, emboldened with a sense of hope.
  • Harrowing - Alters the fortunes of a chosen target. Roll 1d3. 1: -25 to Luck checks. 2: No effect. 3: +25 to Luck checks. Lasts 1d5 rounds.
  • Haunting Choir - Spirits cause wracking pain to listeners resembling the howling moans of the dead. 1 target receives -10 to all rolls. (Will Resist Only)
  • Illusory Script - Writes on a suitable writing material; designate another character. Only this character can read the illusory script; it appears as an unintelligible mess to anyone else.
  • Invigorate, Mass - Temporarily relieves fatigue or exhaustion, granting a temporary +250 HP and Max HP per mage level to up to 3 targets for 1d5 rounds. When the spell wears off, the targets receive damage equal to the HP and Max HP they gained.
  • Jester's Jaunt - Teleports target within 30 ft. of itself. Must be upon solid, non-hazardous ground.
  • Lover's Vengeance - Target yourself or a lover. Target goes into Mild 'Berserk' status, and only targets the object of the caster's vengeance for 1d5 rounds or until the object of the caster's vengeance is slain.
  • Purging Finale - Removes one Mild or Moderate status effect on a target from the 'Off Guard' or 'Stop' family, restoring their senses.
  • Rain of Frogs - Summon a swarm of poisonous frogs. Targets up to 3 enemies, inflicting Moderate 'Poison' status.
  • Reviving Finale - Heals all allies for 5% of their max HP, the tune putting more pep in their step.
  • Sculpt Sound - Creates new sounds or changes existing ones into new sounds on one target. You cannot create sounds you are unfamiliar with. A spellcaster whose voice is changed dramatically in such a way cannot cast spells with verbal components.
  • Secret Page - Alters one page to hide its real content. Can be used on a spellbook to show another spell of equal or lower level known by the caster. Cannot be used on a spell scroll in this manner, but can still be used to hide a scroll's contents. A hidden page can only be revealed through speaking a special word.
  • Seek Thoughts - Detects thinking creatures’ thoughts regarding a topic chosen at casting.
  • Terrible Remorse - Creature is compelled to strike itself once on its turn. (Will resist only)
  • Thunderous Drums - A powerful drumbeat knocks over up to 3 targets. Targets must make an Endurance roll of DC 15*mage level. Upon failing, targets take *1 damage and are knocked down.
  • Witness - See through the target's eyes and ears for 1d5 hours.
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Re: new bardic spells

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Level 4 spells 160 MP to cast, *4 damage, 30 Spell Points
  • Break Enchantment - The character is able to break the enchantments and transmutations of another character. Removes Mild, Moderate, and Acute "Confuse," "Transform," and "Curse" status effects.
  • Cure Critical Wounds - The character is able to restore damage and HP to a single target. Restores 40% of total HP.
  • Detect Scrying - This spell makes a character aware of magical espionage via extrasensory perception. For (Mage Level) rounds, the subject of this spell learns if scrying or divination or other forms of magical spying is in effect within (Mage Level) Areas.
  • Dominate Person - This spell allows the caster to inflict its willpower on a weaker minded target for a short time. Inflicts Terminal "Confuse" status on a single target for (Mage Level) rounds.
  • Echolocation - The character is able to "see" within (Mage Level) areas in total darkness, or when suffering from "Blind" status up to (+1 Severity/2 Mage Levels) Severity (level 6-Acute, Level 8-chronic, etc.)
  • Freedom of Movement - The target is able to move easily through what would otherwise be inclement ground or objects to slow them. This effect removes Mild and Moderate "Slow" effects from a single target.
  • Ghostbane Dirge, Mass - The character is able to give the incorporeal physical form. For 5 rounds, up to (Mage Level) Ghost-, Spirit-, or Heartless-like target takes half-damage (instead of no damage) from non-magical weapons.
  • Hallucinatory Terrain - This spell creates a widespread illusion across still, natural terrain, allowing the caster to make others mistake forest for plains, desert for ocean, et cetera, affecting sight, sound, and smell. This spell lasts until dispelled, and to perceive the illusion requires a Sensory Perception check, DC 25 (+15 * Mage Level) (DC175 at Level 10).
  • Invisibility, Greater - This spell grants a single target a greater level of invisibility, amking them nearly impossible to detect by mundane means. Grants a single target Acute "Invisibility" effect for (Mage Level) rounds.
  • Neutralize Poison - The character is able to dissolve and prevent against poisons and other such toxins for a short time. This spell removes Mild, Moderate, Acute, and Chronic "Poison" statuses, as well as Mild and Moderate "Infested" statuses.
  • Phantom Steed, Communal - This spell creates a group of shimmering, corporeal ghosts in the likeness of horses that can be used for quick traveling. Creates (Mage Level) horses that are considered in prime condition at all times, and last for (Mage Level) hours per cast.
  • Rainbow Pattern - A twisting pattern of subtle, shifting colors weaves through the air, fascinating up to (Mage Level * 2) targets within it. Magic defense only; if a target fails to defend, the target can take no action other than to stare at the origin of the fascination dazedly, including the place where the cast originated from if the caster moves. This effect lasts for (Mage Level) rounds, or until the fascinated target is shaken, attacked, or an overtly offensive action is taken towards it.
  • Repel Vermin - The character is able to exude a spiritual presence that makes small vermin -- such as bugs, rodents, and flies -- away. Vermin flee from the Area the caster walks in for (Mage Level) rounds per cast.
  • Secure Shelter - This spell creates a comfortable, temporary shelter in the likeness of a small cottage that can be used as a comfortable, safe resting place. This effect lasts for (Mage Level) hours per cast.
  • Serenity - The character is able to inflict a "pacifist zone" around him/her that will strike offending targets with nonlethal pain and damage. This spell creates a zone of tranquility (Mage Level) Areas in diameter and fills minds inside of it with peaceful feelings. Those attempting to commit violence suffer the caster's nonlethal magic damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves using defensive actions, such as dodges, blocks, counters, and magic defenses, without suffering the effects.
  • Shadow Conjuration - The character is able to "summon" a shadowy conjuration of a myriad of different creatures, with only a fraction of real strength unless the illusions are believed to be real. The caster can create up to (Mage Level) levels of illusory lesser summon monsters (if Level 10: 1 level 10, 2 Level 5s, 3 Level 3s and 1 Level 1, etc.) that are at their beck and call. All targets in the surrounding areas must make a Magic Defense check vs. the caster's "summon" roll to determine if they are real or not; if a target succeeds, the monster's attacks are all at Level 1 magic damage, but if the target fails, the monster's attacks are all at full magic damage.
  • Shadow Step - The character is able to move rapidly point-to-point within (Mage Level / 2) (round down) (5 at Level 10) Areas through naturally occurring shadows as if teleporting. The destination must be line-of-sight from the beginning point. Each individual movement spends requisite MP.
  • Shocking Image - The character is able to create a series of mirror images around him/herself that guise the character's own movements. When the character is attacked by anything, the defender rolls a die to determine if he/she is targeted or if it is a mirror image of him/her. A caster can have up to (Mage Level) mirror images, and "1" will always be the caster him/herself. If it is a spell or a ranged attack, the image is simply destroyed; if it is a melee attack, though, striking the image prompts a Reaction check, DC 25 + (15 * Mage Level) (DC 175 at Level 5) to avoid being shocked for the caster's magic damage. This effect lasts for (Mage Level) rounds or until all the images are destroyed.
  • Shout - This spell creates a series of powerful sonic waves that strike and blow back a group of targets. Deals Force-based magic damage and (+1 Severity/2 Mage Levels) (round down) (5 at Level 10) "Knockback / Wall Rush" effect to (Mage Level) targets.
  • Sonic Thrust - This spell creates a column of sonic energy that emanates from the caster's hand, striking a group of enemies and blowing them backwards. Deals magic damage and inflicts Acute "Knockback / Wall Rush" effect.
  • Speak with Plants - This spell allows a target to speak and communicate with plants and plant-based creatures, including monsters. This spell allows for (Mage Level) rounds of communication per cast.
  • Summon Monster IV - The character is able to summon 1 Level 4 lesser creature to fight for him/her for 5 rounds.
  • Ancestral Gift - A ghostly ancestor appears and gives you a gem weapon up to Aquamarine, which you may use beyond the 1d50+20 unskilled cap. The weapon vanishes if it leaves your person.
  • Apparent Master - Charm makes a construct regard you as its master for 1d5 hours. Affects only the mindless such as golems & animated objects.
  • Dance of a Hundred Cuts - Target gains +4*mage level to attack rolls and +1 combo hit every 4 mage levels for 1d5 rounds, gaining the grace of a dancer amidst his/her combat style.
  • Daze, Mass - Cancels 1 action of up to 3 targets, dazing their senses. (Will Resist Only)
  • Denounce - Worsens attitudes toward target creature. Target receives -15 to Diplomacy checks for 1d5 rounds/hours.
  • Dimension Door - Teleports you a short distance, as well as one other target which you must be in contact with. Range is 200*(mage level) feet. Destination must be visible or familiar. If there is a solid body in the destination area, the spell fails and the caster (and additional target if applicable) takes *2 damage.
  • Discordant Blast - Target takes *2 sonic damage and 1 area of knockback from a sudden blast of sound.
  • Envious Urge - Target becomes envious for 1d5 rounds. Will try to steal from or disarm a random ally or enemy every turn, taking a valuable, weapon, or prized possession. Can make a will-resist check every turn to negate this effect against the original cast.
  • Heroic Finale - Choose a target to take an additional action at the end of the round, for an encore that may win the day.
  • Hold Monster - Causes Acute 'Off Guard' status on 1 target, paralyzing them momentarily.
  • Legend Lore - Lets you learn tales about a person, place, or thing. If you are in the same general location as said legend, casting time is 1d4*10 minutes. If you only have detailed information on the legend, time is 1d10 days. If you only know rumors, time is 2d6 weeks. In this time period you cannot participate in missions and the like; you may only partake in normal activities (sleep, eating, etc). At the end of this time period, roll luck. On a 51+, more rumors and legends about this being are brought to mind. On a 501+, more current information is given into the caster's mind. On 801+, more forgotten or unknown details can be offered.
  • Locate Creature - Points caster in direction of desired creature. This creature must have been seen before.
  • Modify Memory - Changes/alters up to the last 5 minutes of subject's memories. (Will Resist Only)
  • Primal Scream - Free yourself from enchantments, paralysis effects, and other such magical alterations.
  • Shield of the Dawnflower - Unarmed & small-weapon attackers, when they attack the caster, are dealt *1 damage from a disc of pure, searing sunlight upon the caster's arm acting as a shield.
  • Summon Accuser - Summons a single accuser devil from Hell to do your bidding for 1d5 hours. Can transmit visions back to the caster, for they make good spies.
  • Unseen Crew - Create 1 unseen crewmember per caster level to attend to a ship's riggings and other affairs.
  • Utter Contempt - Target receives -20 to Diplomacy checks for 1d5 rounds due to complete and utter contempt for other beings. (Will Resist Only)
  • Virtuoso Performance - For 1d5 rounds, the caster may use two bardic spells in 1 action at the expense of their next, smoothly transitioning between casts with ease.
  • Wall of Sound - A wall of pwoerful sound deflects and damages creatures. All who come within 10 feet of the wall take *1 sonic damage.
  • Wandering Star Motes - Outlines subject, produces light and cancels concealment. Target must make a will save against the original cast or s/he loses their next action. Will saves must be made until success, or target remains dazed. On a successful Will check, Wandering Star Motes move on to another enemy. A target can only be affected once; after all enemies have made a will save, the spell dissipates.
  • Zone of Silence - Keeps eavesdroppers from overhearing you. Any attempting to eavesdrop faces a Listen DC increased by 20*mage level.
Level 5 spells 250 MP to cast, *5 damage, 40 Spell Points
  • Dispel Magic, Greater - The character is able to remove the most recent Mild, Moderate, or Acute status effect placed on up to (Mage Level) targets.
  • Dream - This spell allows a caster to send a message in the form of a dream to a familiar, sleeping target across great distances.
  • False Vision - This spell creates an illusion that is only visible to magical espionage, fooling would-be spies and divinators. The illusion lasts for (Mage Level) rounds, and forces a scryer or detector to beat the illusion cast roll in order to see through it.
  • Joyful Rapture - The character is able to balance the emotional states of him/herself and many of his/her allies to save them from despair or fury. The character is able to remove Mild, Moderate, Acute, and Chronic "Confuse," "Stop," "Sadness," "Trouble", and "Fury" status effects.
  • Mind Fog - This spell creates a light haze that permeates through the air within 1 Area; it is not enough to cloud the eyes... at least not the physical ones. While within the affected Area, all targets suffer a (-25 * Mage Level) (-250 at Level 10) penalty to their Intelligence and Willpower statistics. The cloud lasts for (Mage Level) rounds.
  • Mirage Arcana - This spell creates a widespread illusion across still, natural terrain, allowing the caster to make others mistake forest for plains, desert for ocean, et cetera, affecting sight, sound, and smell. This spell can also disguise structures such as buildings, or create entirely illusory structures. This spell lasts until dispelled, and to perceive the illusion requires a Sensory Perception check, DC 25 (+15 * Mage Level) (DC175 at Level 10).
  • Nightmare - This spell sends a frightening visage to a single target in an effort to paralyze it in fear. Magic defense only; deals nonlethal magic damage and inflicts Moderate "Weak" and Acute "Stop" effects for (Mage Level) rounds.
  • Seeming - This spell allows a caster to disguise a group of willing subjects in different ways. This spell superficially changes the appearances of (Mage Level) subjects and grants a (+5 * Mage Level) (+50 at Level 10) bonus to Disguise checks while under the effect. The effect lasts for (Mage Level) rounds/actions.
  • Summon Monster V - The character is able to summon 1 Level 5 monster to fight for him/her for 5 rounds.
  • Bard's Escape - You and allies escape an emergency by teleporting to safety. Range is 50*mage level feet. Can target all allies.
  • Cacophonous Call, Mass - Up to 3 targets' heads are filled with loud, raucous noise that renders them unable to focus on anything requiring attention. Target can only move for 1d5 rounds. (Will Resist Only)
  • Cloak of Dreams - Living creatures within 5 ft. fall asleep. Cloak lasts for 1d5 rounds. Attackers can make a will save against the original cast to resist the effect.
  • Covetous Aura - An aura of covetousness surrounds the caster. Caster may also gain the benefits of a spell meant for someone else. The spell must be a harmless spell of level 3 or lower.
  • Cure Light Wounds, Mass - Heals 10% Max HP for all allies.
  • Deafening Song Bolt - Blast of song deals *3 damage. Target suffers -25 to Listen checks for 1d5 rounds.
  • Foe to Friend - Redirect an enemy creature's next attack to another enemy. (Will Resist Only)
  • Frozen Note - Paralyzes a creature listening to your song. Target cannot take action as long as this spell is used. (Will Resist Only)
  • Heroism, Greater - Target is emboldened by a hero's spirit. For (Mage Level) rounds, a single target benefits from a +5/Mage Level bonus to all rolls, Chronic "Offense" status, and Moderate "Endure" status.
  • Ki Shout - Target takes (1*(mage level)) sonic damage and loses an action from a concentrated blast of sound.
  • Mislead - Turns you invisible and creates illusory double of yourself for 1d3 rounds.
  • Persistent Image - Maintains an image with visual, auditory, olfactory, and thermal components for 1d5 rounds/hours.
  • Phantasmal Web - Catches subjects in illusory web. Target cannot attack or cast for 1d5 rounds. (Will Resist Only)
  • Resonating Word - Creates a lingering blast of sound that reverberates in a target's eardrums. Deals *5 damage to 1 target. Must also make a will check against the cast for 3 rounds. 1st failure = Mild 'Off Guard' status. 2nd = Moderate 'Off Guard' status. 3rd = Acute 'Off Guard' status.
  • Shadow Evocation - Creates shadowy image of a wizard/sorcerer of at most level 4. This shadow deals 1/5 normal damage on spellcasts. Enemy can make a Will check against the original cast to dissolve the image.
  • Shadow Walk - Step into the shadow plane to travel rapidly at 50 mph. It's impossible to accurately judge distance and terrain from the shadow plane. If the caster and allies appear where there would be a solid body, they are shunted 1000 feet in a random direction and take *0.5 damage until they reach an empty space.
  • Shadowbard - Shadowy duplicate starts a bardic performance. For 1d5 rounds this 'double' can remain, casting bardic spells only. This double has access to all of the caster's bardic spells level 3 and below.
  • Song of Discord - Forces target, in a state of mental chaos, to attack his/her allies for 1d5 rounds. (Will Resist Only)
  • Stunning Finale - Stuns 3 targets for 1 round in a flourish of powerful notes. (Will Resist Only)
  • Suggestion, Mass - 1 target per 2 mage levels (round down) are influenced by a 1- or 2-sentence suggested course of activity. The suggestion must be logically reasonable or the spell will not work. (Will-Resist Only)
  • Unwilling Shield - Target receives half the damage you receive, linking your pain to theirs. (Will Resist Only)
  • Vengeful Outrage - Target is compelled to destroy one enemy, gaining Mild 'Berserk' status as well, for 1d5 rounds. Target must be recognizable or familar. (Will Resist Only)
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Re: new bardic spells

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Level 6 spells 360 MP to cast, *6 damage, 60 Spell Points
  • Animate Objects - The character is able to give temporary spiritual "life" to otherwise inanimate, mundane objects, such as brooms, boxes, or ladders to move themselves at a caster's whim and follow simple, pointed directions. This spell creates a temporary "Flunkies" effect, giving a character up to (Mage Level) small-to-medium sized minions to perform simple actions with swarm bonus. The effect lasts for (Mage Level) rounds/actions before the life is drained from the objects.
  • Cat's Grace, Mass - The character grants a bonus of +20 Dexterity/Mage Level to up to (Mage Level * 2) targets for movement and dodging purposes (+200 at Level 10).
  • Eagle's Splendor, Mass - The character grants a bonus of +20 Spirit/Mage Level (+200 at Level 10) to (Mage Level * 2) characters for 5 rounds.
  • Euphoric Tranquility - A creature under the effect of this enchantment enters a state of euphoria. The target treats all creatures as dear friends and abhors violence, but may rise up to protect itself if violence is perpetrated against it.Furthermore, if the creature is interacted with, or questioned while under the effects of this spell, it is considered to be helpful to any questions, though any advice or answers it gives may be disjointed or stream of consciousness due to its euphoric state. This effect lasts for (Mage Level * 2) rounds.
  • Geas/Quest - The character is able to place a divine mandate on a single character, forcing them to either complete a set of tasks laid out before it or suffer the consequences... This spell places a "mandatory" quest on a single character, which can be as closed- or open-ended as needed, but geas/quests that are too open-ended or impossible by the user's own ability can only last a period of (Mage Level) days at maximum. So long as the character stays on a "voluntary" path towards the goals of this quest or task, they suffer no consequences; if the character stops or is prevented from carrying on the task, it begins to suffer the "Curse" status effect. The first week incurs Mild "Curse" status; after a month, Moderate; after two months, Acute; after six months, Chronic; after a year, Terminal. A Geas can be removed by a Curse-curing spell, but someone attempting to break the geas must roll against the caster's original spell cast result each time the "break" is attempted. Otherwise, this spell lasts until the quest is completed or it is successfully dispelled.
  • Overwhelming Presence - The character exudes a powerful, intimidating spiritual pressure, causing all targets within (Mage Level) Areas to either pass a Magic Defense check or be magically forced to bow and submit themselves to the caster as if he/she were divine or had similar power over the characters. This effect lasts until the caster's concentration is broken.
  • Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.
  • Summon Monster VI - The character is able to summon 1 Level 6 lesser creature to fight for them for 5 rounds.
  • Analyze Dweomer - Reveals magical aspects of surrounding subjects. May examine magical auras as a free action for 1d5 rounds/hours.
  • Brilliant Inspiration - 1 target, lasts 1d5 rounds. The target rolls twice when taking an action on their turn, and may use the higher roll due to a surge of inspiration. This does not apply to dodging.
  • Charm Monster, Mass - Charms up to 3 monsters to aid you for 1d5 rounds. (Will Resist Only)
  • Cure Moderate Wounds, Mass - Invigorates and heals 20% of Max HP to all allies.
  • Dance of a Thousand Cuts - Adds +5*mage level to attack and +1 combo hit every 2 mage levels to 1 target, giving the target the grace and swiftness of a skilled blademaster.
  • Deadly Finale - Deals *3 damage to as many as 3 targets with a final flourish and blast of sound.
  • Dirge of the Victorious Knights - Call forth special illusions of mounted Hellknights. Deals *6 damage divided among enemies as the caster sees fit as they are trampled by the hellknights' steeds.
  • Eyebite - Imbues target with a trembling sense of fear. Target rolls Luck. -10/fleeing/KO On 901+, no effect. 501-900, -10 to all actions for 1d5 rounds. 101-500, -10 to all actions and Acute 'Terror' status for 1d5 rounds. 100 or lower, character receives -10 to all actions, Acute 'Terror' status, and Sleep for 1d5 rounds. (Will Resist Only)
  • Find the Path - Shows most direct way to a specified destination such as a city, lake, dungeon, or keep so long as it is prominent (a hunter's cabin, for example, is not).
  • Fool's Forbiddance - Confuses enemies who come within a magical emanation centered on you. Lasts 1d5 rounds. All enemies within the area are afflicted with Moderate 'Confuse' status. Area is 5 feet around the caster. (Will Resist Only)
  • Fox's Cunning, Mass - This spell grants up to 3 targets a boost to their Intelligence statistic for a short time, sharpening their minds. This raises their Intelligence by (+20 * Mage Level) (+200 at Level 10) for (Mage Level) rounds/actions.
  • Getaway - Teleports a group of predetermined allies and creatures to a predetermined location. Range: within the same plane. Allies can choose to stay if they wish.
  • Heroes' Feast - Provides an hour-long feast for up to (mage level) allies. Grants +500 temporary Max HP per mage level and +5 to all actions for 12 hours.
  • Irresistible Dance - Forces subject to dance in place for 1d5 rounds, taking no other actions (including dodge). (Will Resist Only)
  • Permanent Image - Permanent illusion, including sight, sound, smell, and thermal effects.
  • Pied Piping - Compel creatures with a common physical trait to follow you, such as hair color, eye color, age, subtype, etc. (Will Resist Only)
  • Programmed Image - An illusory image triggered by something normally detectable and discernable by the senses, which includes olfactory, visual, auditory, and thermal elements.
  • Project Image - Illusory double from shadow plane can talk and cast spells. Double is intangible and lasts 1d5 rounds.
  • Shout, Greater - A mighty shout/war cry deals *3 sonic damage and knockdown to as many as 3 targets.
  • Sympathetic Vibration - Deals *6 damage to a standing structure via strong vibrations that ignore the solidity of the structure. Ineffective on a non-freestanding target.
  • Veil - Changes appearance of up to 3 targets to whatever you wish. A will check can be made against the original cast to see through the illusion.
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