Bard Spells 3.0: Difference between revisions
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<table border="1" cellpadding="4"><th>Name</th><th>Abbrev</th><th>Type</th><th>Skills</th><th>Slots</th><th>Min Prep</th><th>Max Prep</th><th>Difficulty</th><th>Availability</th><th>Description<th> |
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<tr><td>Aether Wolves</td><td>aew</td><td>Battle Area</td><td>Debilitation</td><td>1</td><td>1</td><td>20</td><td>Introductory</td><td>Live</td><td>The use of Aether Wolves will cause eerie, unearthly howls to be heard by those who are outside of your group -- so realistic as to seem like actual giant wolves approaching in slavering fury! Those who succumb to this auditory illusion will freeze or flee from the area, depending upon your skill and the strength of the enchante. In addition, the distracting howls may reduce the deceived's ability to focus on magic abilities, effectively draining their attunement. Such misdirection is nothing new to the Bards, and this enchante is a prime example of how they can be used effectively to influence those around you.</td></tr> |
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<tr><td>Blessing of the Fae</td><td>botf</td><td>Non-Battle Area</td><td>Augmentation</td><td>1</td><td>5</td><td>20</td><td>Basic</td><td>Live</td><td>Fae are unusual creatures, some of which bear natural attunements to the mana around them and the ability to coax it to their will. It is through the use of this enchante that you tap into the peripheral auras of the wily sprites that usually skulk near Bards, increasing the capacity and restorative qualities of your own ability to harness mana, and allowing you to share these benefits with others who are in range of your song.</td></tr> |
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<tr><td>Eye of Kertigen</td><td>eok</td><td>Battle Area</td><td>Utility</td><td>1</td><td>5</td><td>20</td><td>Basic</td><td>Live</td><td>The Eyes of Kertigen shall watch over you and your coin as you use this enchante, which heightens your skills of perception by a marked degree. Should you gain enough proficiency with the Eye, you may achieve the ability to sense the presence those who are hidden and invisible, and even knock those who are not in your group out of their concealment. It is rare the Bard that has seen this last, however, for it requires great skill and can be quite taxing to maintain.</td></tr> |
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<tr><td>Glythtide's Joy</td><td>gj</td><td>Battle Area</td><td>Warding</td><td>1</td><td>5</td><td>20</td><td>Basic</td><td>Live</td><td>Glythtide's Joy is a curious enchante, one whose origins have been long lost to the annals of time. However, due to its properties in protecting you and your group from targeted magic, it is strongly suspected to involve the rather unique properties of the Lesser Nagas. Those creatures, which live beyond the realm of sight and sound, bear the ability to warp the flow of mana around themselves in response to their will -- and this is strikingly similar to the function of Glythtide's Joy.</td></tr> |
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<tr><td>Nexus</td><td>nexus</td><td>Non-Battle Area</td><td>Augmentation</td><td>1</td><td>5</td><td>20</td><td>Basic</td><td>Live</td><td>The magical music of Nexus encourages Elemental mana in the area to flow more easily, resulting in an increase in that available for the spells of Bards and Warrior Mages. As a side effect to this, mages of all types may find their spells easier to cast while a Bard maintains the song. Nexus itself once had lyrics long ago, retelling the story of a powerful wizard's experiments, but most of the verses have been lost. Thankfully, the music alone is potent, but one wonders how intense the forgotten words would make it.</td></tr> |
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<tr><td>Sanctuary</td><td>sanctuary</td><td>Non-Battle Area</td><td>Warding</td><td>2</td><td>10</td><td>30</td><td>Basic</td><td>Live</td><td>The notes of Sanctuary allow you to disrupt the flow of clairvoyance and sound for as far as your voice may reach, creating an area through which one will find it very difficult, or impossible, to locate those inside of it through magical means. Even creatures, confused by their inability to orient themselves, will be hindered in their attempts to casually wander into the area." |
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"This enchante once received wide use by Bards who sought to hide their locations, or those who protected dignitaries and scholars from harm, but was lost three decades ago when the last True Bard that knew it fell to the onslaught of Tenebraus. It is only through the fortunes of fate that his journal was recovered and notes recently deciphered enough that we may make use of this enchante once again.</td></tr> |
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<tr><td>Albreda's Balm</td><td>alb</td><td>Battle Area</td><td>Utility\Debilitation</td><td>1</td><td>8</td><td>23</td><td>Basic</td><td>Live</td><td>This spell blankets the area around the magician with soothing calm. Should he weave the magic with enough charm and skill, it will pacify anything that attempts to engage him in combat. Though dangerous in other ways to them, Albreda's Balm also has a following among Empaths, for it allows them free passage through places where they would otherwise be set upon by wild beasts.</td></tr> |
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<tr><td>Abandoned Heart</td><td>abh</td><td>Targeted Area</td><td>Debilitation\Targeted Magic</td><td>2</td><td>15</td><td>60</td><td>Esoteric</td><td>Live</td><td>This enchante is one marked by depression, pain, and finally reluctant surrender to the inevitability of death: |
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And all we could ever do, |
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From love to lust, |
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In the end is wasting time, |
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'til death welcomes us. |
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From its melancholy introduction to the final lyrics, Abandoned Heart saps the very will to live from those who hear it. Wounds have been known to open and bleed faster, normally stoic and steadfast individuals become less disciplined and break down, and enduring animals and mounts quickly fatigue and become weak in the presence of a Bard singing this enchante. Many have foul words for those Bards who insist on performing Abandoned Heart.</td></tr> |
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<tr><td>Rage of the Clans</td><td>rotc</td><td>Non-Battle Area</td><td>Augmentation</td><td>2</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>This spell will rouse all in the area to fight with heightened ferocity in combat. Because of this, in times past it was the most often used spell when a Bard went to war. Unfortunately, the wide-reaching effects of the singer's voice often enhanced the combative abilities of both friend and foe, and the use of this spell caused more carnage than anything else. After one especially bloody battle it was renamed to 'Rage of the Clans' ... and it has borne that name so long now that none remember what its original name once was.</td></tr> |
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<tr><td>Faenella's Grace</td><td>fae</td><td>Non-Battle Area</td><td>Augmentation</td><td>1</td><td>1</td><td>20</td><td>Introductory</td><td>Live</td><td>This enchante will heighten the attention and scholarship abilities of those in the area, causing them to grow more attentive while listening or teaching a class. It can also hasten the speed at which classes you teach impart their knowledge. Knowledge of this enchante was closely guarded during the times when Bards dwelt in hiding, for it provided an easy way in which one may train a small group of students in secret in a relatively short amount of time.</td></tr> |
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<tr><td>Misdirection</td><td>mis</td><td>Battle Area</td><td>Debilitation</td><td>3</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>Misdirection is utilized in a manner that is unusual with Bardic magic. Rather than drawing attention to the Bard due to the music, the caster sets to motion tones that sound nothing like music, which can distract nearby foes. Anyone who falls under the influence of this spell, at the time it is cast, may find that these distractions make it difficult to pay attention to all sorts of activities.</td></tr> |
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<tr><td>Demrris' Resolve</td><td>der</td><td>Battle Area</td><td>Debilitation</td><td>3</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>Easily described as channeling your own resolve, your last surge of steely will and strength when all else seems lost, Demrris' Resolve creates an auditory illusion that slams into those around you. This stampede-like sound causes its victims to fall to the ground in fear of the terrors your magic inspires. What one actually hears depends on those affected by it, but let me tell you one thing: not one of the possibilities is a happy one.</td></tr> |
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<tr><td>Drums of the Snake</td><td>dots</td><td>Non-Battle Area</td><td>Augmentation</td><td>3</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>Renowned for its usefulness, Drums of the Snake will attune the magician to the tribal rhythms of nature, greatly increasing their own ability in activities that require a steady hand and good coordination. The magic ebbs and pulses around its caster, much like a drum beat, providing benefit to any follower of the magician who stays near.</td></tr> |
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<tr><td>Ellie's Cry</td><td>elc</td><td>Non-Battle Area</td><td>Utility\Augmentation</td><td>1</td><td>1</td><td>93</td><td>Introductory</td><td>Live</td><td>Ellie's Cry is the simplest example of the complex arts of resonance and dissonance. The magician may enchant his subject with the capacity to unleash a sublime cry. The cry can only be vocalized in the most stressful and emotional state possible -- the dying scream.. Unleashed, the cry allows the magician who cast the spell to know not only that his subject has died, but exactly where on Elanthia his last stand took place. While the cry remains unheard, the urgent beauty of it can compel the subject to heightened, if stressful, levels of music performance.</td></tr> |
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<tr><td>Harmony</td><td>harmony</td><td>Non-Battle Single-Target</td><td>Augmentation</td><td>3</td><td>25</td><td>100</td><td>Esoteric</td><td>Live</td><td>Harmony will resonate in the mind like a favorite song, enhancing your efforts physically, mentally, and lending grace to your movements. With it, you will find your thoughts and action blend in perfect harmony, greatly enhancing your combat prowess. The use of this enchante is not easy to master, and it may take quite some proficiency with your own abilities at sustaining the pattern of your song before you see marked results.</td></tr> |
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<tr><td>Hodierna's Lilt</td><td>hodi</td><td>Non-Battle Area</td><td>Augmentation</td><td>2</td><td>5</td><td>25</td><td>Basic</td><td>Live</td><td>This enchante causes everyone in the area to enter a meditative state, enhancing their abilities to heal their bodies and spirits. Legend holds that this enchante has been used in varying forms in cultures across Elanthia for centuries, for everything from aiding healers, to supporting indefatigable armies in war, to lending strength to the Rakash and Prydaen during their migration across the continent.</td></tr> |
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<tr><td>Resonance</td><td>resonance</td><td>Non-Battle Area</td><td>Augmentation</td><td>2</td><td>15</td><td>100</td><td>Advanced</td><td>Live</td><td>This enchante is a curious one. It creates a powerful, sympathetic resonance in any weapons you hold, driving in a rhythm similar to your own heartbeat, allowing you greater skill and power with the weapon's use. However, you should only use this enchante when holding a weapon that you bear great proficiency in, or the weapon may instead twist its way from your hands each time you attempt to pick it up. Like many enchantes, the origins of Resonance are long lost, though it is believed that the tales of "singing swords" are in fact the results of this enchante.</td></tr> |
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<tr><td>Breath of Storms</td><td>bos</td><td>Targeted Single-Target</td><td>Targeted Magic</td><td>1</td><td>5</td><td>100</td><td>Basic</td><td>Live</td><td></td></tr> |
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<tr><td>Caress of the Sun</td><td>cars</td><td>Non-Battle Single-Target</td><td>Utility</td><td>0</td><td>1</td><td>18</td><td>Introductory</td><td>Live</td><td>When calling upon Caress of the Sun, you will notice an Elemental effect that flows around you and all members of your group, warming and drying clothing and instruments. Further moisture will fail to accumulate so long as you are able to perform. Though a deceptively simple enchante, Caress of the Sun can serve admirably through even fierce storms and waves.</td></tr> |
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<tr><td>Desert Maelstrom</td><td>dema</td><td>Battle Area</td><td>Debilitation\Augmentation</td><td>2</td><td>5</td><td>20</td><td>Basic</td><td>Live</td><td>Taming the magic of the Desert's Maelstrom enchante will allow you to weave a shield of sound around you and members of your group. Though the effects of this enchante are predominately carried by the force of sound, the sand and dust kicked up only add to its effects. Because of this, those outside its area of effect will find it difficult to employ ranged attacks, whether magical or otherwise, due to the hampered visibility. Those inside the protective embrace of the Desert's Maelstrom will find the music aids their evasive movements and balance.</td></tr> |
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<tr><td>Phoenix's Pyre</td><td>pyre</td><td>Targeted Area</td><td>Targeted Magic</td><td>2</td><td>15</td><td>60</td><td>Esoteric</td><td>Live</td><td>The Phoenix's Pyre is aptly named, for it will cause the air around you to heat and spark in a manner akin to the winds borne by a grassfire. As it sweeps through the area, all naphtha that has been spilled or splashed will spontaneously ignite, then spurred further to flare higher than would normally be possible!</td></tr> |
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Latest revision as of 20:55, 16 July 2015
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