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BARD

Bard.jpg

Proficient in unarmed, blunt & bladed weapons

(See [Combat Rules] for weapon info)

Class Abilities:

Spells: All Bards can cast spells off the Bard spell list (Arcane Magic). They all must cast using a verbal, or musical component (Singing, reciting poetry, dancing, playing an instrument). The spellbook is the spells your class can use. You decide the flavor of casting and whether to learn each spell over time or know them all as an expert spellcaster from the start.

See the Combat Rules page for how casting works!

 

Bardic Knowledge (Passive): The bard will have more notable information about notable locations, people, legendary items, histories and legends. It doesn't hurt to ask a fellow player if their character is well known when meeting them for the first time!

 

Fascinate:  At Will, A bard may roll to use their music, dance or poetry to fascinate a person or group of people for one round. A successful roll for fascination will cause all people under the influence to pay attention to the bard. (Only people in a 20m maximum radius from the bard can be affected by fascination.)

 

Suggestion:  After fascinating a subject or group of subjects, the bard can roll to make a suggestion to their audience. If successful, subjects will have to perform the desired suggestion (will not work on suggestions of self harm) Suggestion may only work on a subject that is in the middle of being fascinated. (Meaning if you successfully fascinate a subject, your next action must be suggestion if you want to use it or you will have to fascinate again)

Spellbook:

Offense

Nightmare: Sends vision dealing damage and fatigue. (2DMG)

Animate Objects: Nearby objects attack your foe. (2DMG)

Insect Plague: Locust swarms attack creature. (2DMG)

Rage: (2 Post) Bard can go into rage as a barbarian can, and will do double damage for one round.*

​Sound Burst: Deals sonic damage to subject; stun for 1 round.(2DMG)

Shatter: Sonic vibration damages objects or crystalline creatures. (2DMG)

AOE (offense)

Shout: (2 Post) Deafens all within directional cone and deals sonic damage. (20M/2DMG)

Shout, Greater: (3 Post) Devastating yell deals sonic damage; stuns creatures, damages objects in 10M radius cone.* (3 DMG)

Summon 

Summon Instrument: Summons one instrument of the caster’s choice.

Summon Monster: Calls creature to fight for you. (NPC)

Daze/Fascinate

Daze: Opponent loses the next action.

Flare: Creates a flash of light, dazzles one creature for one round.

​Confusion, Lesser: One creature is confused (stunned) for 1 round.

Hideous Laughter: (2 Post) Subject loses actions for 2 rounds.*

Blindness/Deafness: (2 Post) Makes the subject blind or deaf.

Glitterdust: Blinds & outlines invisible creatures for 1 round.

Hold Person:(2 Post) Paralyzes one humanoid for 1 round.*

Hold Monster: (2 Post) As hold person, but any creature.*

Lullaby: (2 Post) Makes the subject drowsy and will fall asleep in 1 round. *

 

AOE

Enthrall: (2 Post) Captivates all within 20m.*

Hypnotic Pattern: (2 Post) Fascinates up to 4 closest creatures.*

Rainbow Pattern: (2 Post) Lights fascinate a group of creatures.*

Animal Trance: (2 Post) Fascinates up to six animals.*

Sleep: (2 Post) Put creatures within 10M to sleep for 2 rounds.

Scare:(2 Post) Panics people and creatures for 1 round. (10M)

Fear: (2 Post) Subjects within 20m flee for 1 round.*

Manipulation

Charm Person: (2 post) Makes one person temporarily your friend.*

​Charm Monster: (2 Post) Makes one monster believe it is your ally.*

Irresistible Dance: (2 Post) Forces subject to dance.*

Eyebite: (2 Post) Target becomes panicked, sickened, and comatose.* (24hr Max)

Song of Discord: (2 Post) Forces 2 specified targets to attack each other until one is unable to fight.*

Cause Fear: (2 Post) will cause fear in opponent, opponent's choice to be stunned for 1 round or to flee.*

Repel Vermin: Insects, spiders, and other vermin stay 10m. away.

Confusion: Subject is confused for 1 round.

Mind Fog: (2 Post) Confuses subject and makes thinking and focusing difficult.

Invisibility

​Blink: (2 Post) You randomly vanish and reappear for 1 round.*

Invisibility: Subject is invisible for 2 rounds or until caster moves.

 

Invisibility, Greater: (2 Post) As invisibility, but subject can attack and stay invisible.*

Invisibility Sphere: (2 post) Turns everyone in 10m invisible.*

Mislead: Turns you invisible, creates an illusory double. Invisibility lasts 2 posts or until you move. Double cannot land hits, and will disperse when hit.

Misdirection

Ventriloquism: Voice sounds as if it is coming from another place for 1 round.

Sculpt Sound: Creates new sounds or changes existing ones.

Ghost Sound: Illusionary sounds, create sounds when there’s nothing there.

Disguise

Disguise Self: Minor changes such as appearance of clothing, hair color, etc.

Alter Self: Change your entire form to appear as anything similar to your original size.

Seeming: Changes appearance of up to four people.

 

Veil: (2 Post) Changes appearance of group of creatures.

Illusion

Silent Image: Creates minor illusion of your design.

Shadow Conjuration: Creates Shadowy images like Silent Image.

Minor Image:  As silent image, plus some sound.

Major Image: As silent image plus sound, smell, thermal effects.

Permanent Image: (2 Post) Includes sight, sound and smell.*

Programmed Image: (2 Post) As major image, plus triggered by event.*

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

Mirage Arcana: As hallucinatory terrain, plus structures.

Story Based Spells (OOC Consent Check-in)

Dominate Person: (3 post) Controls humanoid telepathically. Lasts 1 scene.*

Geas: (2 Post) Commands subject.* (24hr Max)

​Suggestion: (2 Post) Compels subject to follow stated course of action.*

Modify Memory: Changes subject’s memories. Target player decides the permanence of these changes and decides how to undo the spell if they wish.

Heal

Cure Light Wounds: Cures 1HP.

Cure Light Wounds, Mass: (2 Post) Cures 1HP, 20m radius.*

Cure Moderate Wounds: (2 post) Cures 2HP.*

Cure Moderate Wounds, Mass: (2 Post) Cures 2HP, 20m radius*

Cure Serious Wounds: (2 Post) Cures 3HP.*

Heroes’ Feast: Food for 10 people cures wounds. (Noncombat)

Soothe

Remove Fear: Suppresses fear.

Calm Emotions: (2 Post) Calms creatures, negating emotion effects.

Delay Poison: Stops poison from harming the subject for one IC hour.

Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. (Must identify the poison first)

Utility

Contingency: Sets trigger conditions for another spell.

Prestidigitation: Perform harmless tricks such as small sounds, smells, snuffing a candle, etc. Clean or soil a small object, conjure a small temporary nonmagical trinket or illusory image for a round.

Mage Hand: 5-pound telekinesis.

Unseen Servant:  Invisible force obeys your commands. (noncombat use only)

Animate Rope: Makes a rope move at your command.

Sympathetic Vibration: (2 Post) Deals damage to freestanding structure.*

Grease: Makes a 10m area or one object slippery.

Fixing/Creation 

Mending: Makes minor repairs on an object.

Bag of Holding: The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. People held inside can only survive for up to 20 minutes. If the bag is damaged, the contents spill on the ground around you.

Tiny Hut: Creates shelter for ten creatures.

Secure Shelter: Creates sturdy cottage.

Alarm: Wards an area against intruders. If set conditions are violated, a high pitched alarm will sound.

Communications

Comprehend Languages: You understand all spoken and written languages. Lasts one scene/encounter.

Speak with Animals: You can communicate with animals.

Animal Messenger: Sends a Tiny animal to a specific place with a message.

Speak with Plants: You can talk to normal plants and plant creatures.

Dream: Send a message to anyone sleeping.

Message: Whispered conversation at distance. 20m range, very hard for others to hear.

Whispering Wind: Sends a short message over a long distance.

Legend Lore: Lets you learn tales about a person, place, or thing.

 

Writing

Erase: Mundane or magical writing vanishes.

Illusory Script: Only intended reader can decipher.

Secret Page: Changes one page to hide its real content.

Sepia Snake Sigil: (2 Post) Creates text symbol that immobilizes reader.*

Find

Know Direction: You discern north.

Detect Secret Doors: Reveals hidden doors within 20m.

Detect Magic: Detects spells and magic items within 20m. Reveals strength of spell (how many casters/roll total to dispel).

Analyze Dweomer: Reveals magical aspects of a subject. What spells are active, their strength (how many casters/roll total to dispel), and how much time it has left (if applicable).

​Identify: Reveals magical properties of an item. Effects of all spells and contingency triggers the item holds, and how to activate them.

Locate Creature: Indicates direction to familiar creature. (OOC Consent check-in)

Find the Path: Shows the most direct way to a location.

Locate Object: Senses direction toward object (specific or type).

Seeing

Light: Object shines like a torch.

Dancing Lights: Creates an array of little lights to illuminate an area.

Scrying: Hear or see at a distance, works through walls within 10m.

Clairaudience/Clairvoyance: (2 Post) Hear or see at a distance, works through walls within 20m.*

Detect Scrying: Alerts you to magical eavesdropping.

See Invisibility: Reveals invisible creatures or objects. (2-post if used against another player)

Hide

Glibness: Your lies escape magical discernment.

Obscure Object: Masks object against scrying.

Nondetection: Hides subject from divination, scrying.​

False Vision: Fools scrying with an illusion.

​Zone of Silence: Keeps eavesdroppers from overhearing conversations.

Silence: Negates sound within 20M. Lasts a scene.

Darkness: (2 post) 20m radius of supernatural shadow.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Movement

Phantom Steed: Magic mount appears for 1 scene.

Haste: One creature moves faster (+2 to dodge/escape rolls) for 1 round.

Shadow Walk: (2-post) Step into shadow to travel rapidly. Cannot be used to post into scenes.*

Gaseous Form (2 Post): Subject becomes insubstantial and can fly slowly. May move through tiny cracks. Cannot be used to post into scenes.*

Feather Fall: Objects or creatures fall slowly.

Doors & Opening

Open/Close: Opens or closes small or light things, doors. May fail if the target is heavy or magically locked (Dispel locks first).

Dimension Door: (2 Post) Teleports you anywhere within 20m. May go farther when not in combat. Cannot be used to post into scenes.*

Mage’s Magnificent Mansion: Door leads to extradimensional mansion. (Cannot be used in combat)

Charms - May only hold passive spells (spell cannot be cast in rp) (i.e. use Endure Elements like undead magic sunscreen, or Locate Creature like a compass), but these have a much longer battery life and may last up to 3 months (We won’t keep track of these, but use this to promote your own rp!). Charms need to be recharged by any magic user capable of the charm’s function.

Potions - May come in liquid, cream, gel or powder form and may be applied topically or ingested. Potions are single-use spells and may be made in batches up to 3. Spell must be something within the creator’s spellbook that can be cast on a person, single target. First post use it, next post they take effect.

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