Bardic Magic & Spells

Bardic Magic & Spells

Bardic magic is a highly specialized form of magic. The bard is often looked at as an individual who is the jack of all trades and master of none, and seemingly their magic follows this principle. In a manner that neither mage nor scholar fully understands, bards are able to draw forth magical energy by using music as their focal point. Some bards can produce magical effect by song whereas others utilize instruments or even a mixture of the two. A bard’s ability to channel this magic is expressed in chords. Unlike other spellcasting classes bards will not necessary begin the game with any capacity for magic at all, and this is determined by whether or not a starting character has purchased chords. In the event no chords have been purchased, no spells will be known and any magic the bard wishes to learn must be done in-game. In the event the starting character does have chords, he begins with the Light spell and three other random spells from his starting list. A bard’s spells seem to consist of a sampling of different schools and divine energies as well as several potent spells no other class can match. The overall power of their spells is limited, but the diversity of those spells is without question.

Light
Cost: 0
Incant: “I create this source of magical light.”
Effect: By using a glowstick the caster may activate it to represent a magical light spell. This spell requires no mana to cast and may be cast as many times as you have glowsticks. You may use this glowstick to light a room, mark a path or give to another individual. The spell lasts for as long as the glowstick lasts. Players must supply their own glowsticks. Check out our links page for merchants selling chemical and battery operated varieties.

Awaken
Cost: 1
Incant: “I wake you from your sleep.”
Effect: This spell will immediately awaken a sleeping or unconscious target. This spell works on normal and magical sleep brought upon by exhaustion, poison, venom, spell, potion, or waylay. This will not wake someone who is dying from lethal poison or during their death count from normal injuries.

Communication
Cost: 1
Incant: “I create a sphere of communication, 10 minutes.”
Effect: This spell allows everyone within earshot of the caster to speak and understand any spoken language for ten minutes. This will not work on creatures with no intelligence, most undead, or those speaking in gibberish.

Mighty Voice
Cost: 1
Incant: “Mighty Voice, strike you deaf 10 minutes”
Effect: This spell causes the target to be completely deaf for 10 minutes. This must be role-played and the target will be unable to hear cries for help, warnings to look out or someone rifling through the cabin he is supposed to be guarding. The target is still affected by skill and spell calls, because although he is “deaf,” calls are merely a mechanic for letting game participants know how to react to a skill or spell. Even if the victim doesn’t hear the slay or assassinate, it still will hurt him.

Minor Healing
Cost: 1
Incant: “I heal your/my body 1 health.”
Effect: This spell restores 1 health to an injured subject. Your health may never exceed your maximum through healing.

Ballad of Protection
Cost: 3
Incant: “I grant you/myself 2 magic armor.”
Effect: This spell grants 2 points of magical armor to the individual it is cast upon. This may not be stacked with any other magical armor (i.e. Barkskin, Ice armor) and if damaged the recipient of this spell will lose these magical armor points first.

Ballad of Vigor
Cost: 3
Incant: “I grant you/myself 2 magic health.”
Effect: This spell grants 2 points of magical health to the individual it is cast upon. This may not be stacked with any other magical health (i.e. Empowerment) and if damaged the recipient of this spell will lose these magical health points after he loses normal armor and before he loses his normal health. These points cannot be healed.

Singing Sword
Cost: 3
Incant: “I imbue this weapon with magic, 1 minute.”
Effect: This spell causes the weapon it is cast upon to function as a magical weapon for 1 minute. When the user of the weapon swings it, he should loudly call “Magic!” Although the attack still does its normal damage, it counts as magical damage and therefore will harm creatures only affected by magic.