Character Creation   Posted by Game Moderator.Group: public
Game Moderator
 GM, 16 posts
Mon 28 Dec 2015
at 04:32
Character Creation for Called to Adventure
There are SEVEN simple steps to character creation for this game.

(1) Generate Your Character's Ability Scores


Each character has six abilities: Strength (STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). The first step in creating a character is to determine these six scores.

These six scores will affect a character's possible profession. Each character class has minimum scores in a certain category called the Prime Requisite -- for example, Fighters must have a Strength of at least 9, as Strength is their Prime Requisite.

You can determine your character's abilities by choosing one of two methods:

  • Rolling the dice for random generation.
  • Using a point-buy system.


If you choose to roll the dice:
You will roll 4d6 seven times, discarding the lowest roll each time. Discard the lowest score of the seven rolls, and arrange the other six in any order you like according to class requirements. The scores must be used as-is -- points cannot be taken from one attribute and given to another (there will, however, be a chance to modify them after you have chosen a character class, below).

If you choose to use the point-buy system:
Start with 75 given points. All six abilities must be "bought" with these 75 points; the minimum score in any ability is 3, and the maximum is 18. The higher the desired score, the more points it will cost. The costs are charted below. scores 1-14 are at cost 1:1. Scores above 14 are as follows:

Desired Point	Attribute Cost

   15                16

   16                18

   17                21

   18                24

**Note: 75 points will lend to making a more diverse set of stats, but some that are not overly high.  Give and take... The goal is not to maximize every stat for heroes, but to be ordinary and become heroes through actions. If you are a MIN/MAX type player, this game is likely not for you.

Explanations of Attributes (as used in this game):
  • "Strength" is a measure of muscle power and the ability to use that power. Any character with a Strength score of 13 or above should consider one of the following four classes: fighter, dwarf, elf, or halfling. Strength is the prime requisite for the classes of fighter and dwarf, and one of the two prime requisites for the classes of elf and halfling.
  • "Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems. Characters with an intelligence score of 13 or better should consider the classes of magic-user or elf. Intelligence is the prime requisite for magic-users, and one of the prime requisites for elves.
  • The word "Wisdom" refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. A character with a Wisdom score of 13 or greater should consider the class of cleric, since Wisdom is the prime requisite of that class.
  • "Dexterity" is a measure of speed and agility. A character with a high Dexterity score is "good with their hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of thief and halfling. Dexterity is the prime requisite of thieves and one of the prime requisites of halflings.
  • "Constitution" is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Constitution is never a prime requisite.
  • "Charisma" is a combination of appearance, personal charm, and leadership ability. It helps the DM decide exactly how a monster will react to a player character. It also affects the number of retainers a character can hire and the morale of these hirelings. Charisma is never a prime requisite.

This message was last edited by the GM at 15:28, Fri 26 Feb 2016.

Game Moderator
 GM, 17 posts
Mon 28 Dec 2015
at 04:44
Character Creation for Called to Adventure
(2) Choose Your Character's Class

HUMANS
Most D&D characters will be humans. A human may be a cleric, fighter, magic-user, or thief. Humans are the most wide-spread of all races. The human traits of curiosity, courage, and resourcefulness have helped them to adapt, survive, and prosper everywhere they have gone.

Clerics
Clerics are humans who have dedicated themselves to the service of a god or goddess. They are trained in fighting and casting spells. As a cleric advances in level, they are granted the use of more and more spells. Clerics do not receive any spells until they reach second level, however (and have proven their devotion to their god or goddess). The prime requisite for clerics is Wisdom. A Wisdom score of 13 or greater will give the cleric a bonus on earned experience points.
  • RESTRICTIONS: Clerics use (d3+3) to determine their hit points. They may wear any armor and may use shields. Clerics are forbidden by their religious codes from using edged weapons, such as swords and arrows. A cleric may only use a weapon without an edge, such as a mace or sling.
  • SPECIAL ABILITIES: Clerics are very helpful with undead monsters (such as skeletons, zombies, and ghouls) are encountered. When a cleric encounters an undead monster, the cleric may attempt to "Turn" (scare) the monster instead of fighting it. If a cleric Turns an undead monster, the monster will not touch the cleric, and will flee from the area if it can.

Fighters
Fighters are humans who train for battle. It is their job to fight monsters and to protect the weaker members of a party. Great heroes such as Hercules were fighters.

The prime requisite for a fighter is Strength. Strong fighters can kill monsters more easily with their powerful blows. A Strength score of 13 or greater will give the fighter a bonus on earned experience points.
  • RESTRICTIONS: Fighters use (d4+4) to determine their hit points. In addition to this advantage, they may use any weapon, wear any type of armor, and may use shields.
  • SPECIAL ABILITIES: Though they have no special abilities like special sight or bonuses, fighters are very powerful characters. Their greater endurance (more hit points), strong armor, many weapons, and great strength make them a necessary part of every adventure.

Magic-users
Magic-users are humans who, through study and practice, have learned how to cast magic spells. Merlin the Magician was a famous magic-user.

The prime requisite for magic-users is Intelligence. A magic-user with an Intelligence score of 13 or better will gain a bonus on earned experience. A mage starts with two spells plus a number of spells equal to her intelligence bonus. One spell must be read magic.
  • RESTRICTIONS: Magic-users use (d2+2) to determine their hit points. They may not wear armor nor use shields and may only carry a dagger for a weapon.
  • SPECIAL ABILITIES: Magic-users use many powerful spells. As they gain levels of experience, they also gain the ability to cast more and more spells. Though they are weak at first, magic-users can eventually become very powerful.

Thieves
Thieves are humans who are trained in the arts of stealing and sneaking. They are the only characters who can open locks and find traps without using magic to do so. Due to these abilities, a thief is often found in a normal group of adventurers. As their name indicates, however, thieves do steal -- sometimes from members of their own party.

The prime requisite of a thief is Dexterity. A thief with a Dexterity score of 13 or greater will gain a bonus on earned experience points.
  • RESTRICTIONS: Thieves use (d2+2) to determine their hit points. They may wear nothing more protective than leather armor, and may not use a shield. They may, however, use any type of weapon.
  • SPECIAL ABILITIES: When striking unnoticed from behind, a thief gains a bonus of +4 on "to hit" rolls and inflicts twice the normal amount of damage. A thief's training includes learning how to pick pockets, move silently, climb steep surfaces, hide in shadows, open locks (with a set of lockpicks or burglar's tools), remove small traps (such as poisoned needles), and how to hear noises better than other humans. As a thief progresses in level, they become more proficient in these "thiefly" skills.

DEMI-HUMANS
Some players may wish to have demi-human characters (elves, dwarves, or halflings). Each type of demi-human is a class in itself. The demi-human races are cousin species to humans. Each character class is further explained hereafter.

Dwarves
Dwarves are short, stocky demi-humans about four feet tall. All dwarves have long beards. They weigh about 150 pounds. Their skin is earth-colored and their hair is dark brown, gray, or black. Stubborn but practical, dwarves love hearty meals and strong drink. They value good craftsmanship, and are very fond of gold. Dwarves are sturdy fighters and are especially resistant to magic. The prime requisite for a dwarf character is Strength. A Strength score of 13 or greater will give a dwarf a bonus on earned experience points.
  • RESTRICTIONS: Dwarves use (d4+4) to determine their hit points. They may advance to a maximum of 12th level of experience. Dwarves may use any type of armor and may use shields. The may use any type of weapon of normal or small size, but may not use long bows nor two-handed swords. A dwarf character must have a minimum Constitution score of 9.
  • SPECIAL ABILITIES: Dwarves are very hardy creatures and have better saving throws than most other character classes. Dwarves often live underground, and have darkvision which allows them to see 60 feet in the dark. They are expert miners and are able to find slanting passages, traps, shifting walls, and new construction one-third of the time when looking for them. All dwarves speak Common, Dwarvish, and the alignment tongue of the character, plus the languages of gnomes, kobolds, and goblins.

Elves
Elves are slender, graceful demi-humans with delicate features and slightly pointed ears. They are 5 to 5½ feet tall and weigh about 120 pounds. They can be dangerous opponents, able to fight with any weapon and use magic spells as well, but prefer to spend their time feasting and frolicking in wooded glades. They rarely visit the cities of men. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.

The prime requisites for an elf Strength and Intelligence. If an elf has a score of 13 or greater in both Strength and Intelligence, the character will gain a 5% bonus on earned experience points. If the elf's Strength is 13 or greater and their Intelligence is 16 or greater, that character will earn a 10% bonus on earned experience.
  • RESTRICTIONS: Elves use (d3+3) to determine their hit points. They may advance to a maximum of 10th level of experience. Elves have the advantages of both fighters and magic-users. They may use shields and can wear any type of armor, and may fight with any kind of weapon. They can also cast spells like a magic-user, and use the same spell list. A character must have an Intelligence of 9 or greater to be an elf.

Halflings (Hin)
Halflings are small, tribal-natured demi-humans averaging only three feet in height and weighing about 60 pounds. They are are from the lands of the Hin, or Hinlands, a region of deep forest and tribal clans. They tend to be unusually brave, and seek treasures almost on an obsessive compulsive level.

The prime requisites for a halfling are Strength and Dexterity. A halfling character whose Strength or Dexterity score is a 13 or greater will receive a 5% bonus to earned experience. Halflings whose Strength and Dexterity scores are 13 or greater will receive a bonus of 10% to earned experience.
  • RESTRICTIONS: Halflings use (d3+3) to determine their hit points. They may advance to a maximum of 8th level of experience. Halflings can use any type of weapon and armor which has been "cut down" to their size. Thus, they cannot use a two-handed sword or a long bow, but may use a short sword or short bow. Halflings must have a minimum score of 9 in both Dexterity and Constitution.
  • SPECIAL ABILITIES: Halflings have better saving throws than most other character classes. They are very accurate with all missile weapons and gain a bonus of +1, in addition to Dexterity adjustments, on their "to hit" rolls when using them. Due to their small size and skills at dodging, halflings have a bonus of -2 on their Armor Class when being attacked by creatures larger than man-sized. When rolling for individual initiative (an optional rule) halflings add +1, in addition to any Dexterity adjustments. Outdoors, halflings are difficult to spot, having the ability to seemingly vanish into woods or underbrush. Halflings have only a 10% chance of being detected in this type of cover, and even in dungeons there is a one-third chance that a halfling will not be seen in normal light if the character finds some cover (such as heavy shadows), and remains absolutely quiet and still.


Prime Requisite Bonus XP Chart

Prime Requisite ScoreAdjustment to Experience
3-5-20%
6-8-10%
9-12No adjustment
13-15+ 5%
16-18+10%
  

This message was last edited by the GM at 22:14, Fri 29 July 2016.

Game Moderator
 GM, 18 posts
Mon 28 Dec 2015
at 04:45
Character Creation for Called to Adventure
(3) Adjust Your Character's Ability Scores


Note that this step is only available to those who rolled their scores; if you used the Point-Buy system, skip to step (4).

It is possible to raise one's score in a Prime Requisite by lowering the scores of some of the other abilities. This adjustment shows that a character may practice hard and learn how to fight or reason well, but at the cost of not developing another ability.

When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered.

For example, a magic-user might lower a Strength score of 15 to 9 (a drop of 6) in order to raise an Intelligence score of 15 to 18 (a raise of 6/2 = 3).

(4) Roll for Your Character's Hit Points

Hit points represent the number of "points" of damage a character can take during battle before dying. Any creature reduced to 0 hit points (or less) is dead. The more hit points a character has, then, the better the chance they have to survive a battle. On average, fighters and dwarves will have the most hit points; clerics, halflings, and elves will have an average number of hit points; and magic-users and thieves will have the least hit points.

Rolling Hit Points: Each time a character earns enough experience points to gain a new level, the character gets to roll for more hit points. Since first level characters are easy to kill, they receive the full dice equivalent of hit points at that level. On subsequent levels, use the following chart for your hit point dice roll:

• Cleric (1d3+3)
• Dwarf (1d4+4)
• Elf (1d3+3)
• Fighter (1d4+4)
• Halfling (1d3+3)
• Magic-user (1d2+2)
• Thief (1d2+2)

(5) Choose Your Character's Alignment


These basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment. The three alignments are named Law, Chaos, and Neutrality.

Players may choose the alignments they feel will best fit their characters. A player does not have to tell other players what alignment they have picked, but must tell the DM. (Most Lawful characters will reveal their alignment if asked, though.) When picking alignments, the characters should know that Chaotics cannot be trusted, even by other player characters.

The alignments give guidelines for characters to live by. The characters will try to follow these guidelines, but may not always be successful. If a DM feels that a player is not keeping to a character's chosen alignment, the DM may suggest a change of alignment or give the character a punishment or penalty.

Definitions of Alignments (as used in this game):

  • Law (or Lawful) is the belief that everything should follow an order, and that obeying rules is the natural way of life. Lawful creatures will try to tell the truth, obey laws, and care about all living things. Lawful characters always try to keep their promises. They will try to obey laws as long as such laws are fair and just. If a choice must be made between the benefit of a group or an individual, a Lawful character will usually choose the group. Sometimes individual freedoms must be given up for the good of the group. Lawful characters and monsters often act in predictable ways. Lawful behavior is usually the same as behavior that could be called "good".
  • Chaos (or Chaotic) is the opposite of Law. Is the belief that life is random, and that chance and luck rule the world. Everything happens by accident, and nothing can be predicted. Laws are made to be broken, as long as a person can get away with it. It is not important to keep promises, and lying and telling the truth are both useful. To a Chaotic creature, the individual is the most important of all things. Selfishness is the normal way of life, and the group is not important. Chaotics often act on sudden desires and whims. They cannot be trusted, and their behavior is hard to predict. They have a strong belief in the power of luck. Chaotic behavior is usually the same as behavior that could be called "evil".
  • Neutrality (or Neutral) is the belief that the world is a balance between Law and Chaos. It is important that neither side get too much power and upset the balance. The individual is important, but so is the group; the two sides must work together. A Neutral character is most interested in personal survival. Such characters believe in their own wits and abilities rather than luck. They tend to return the treatment they receive from others. Neutral characters will join a party if they think it is in their own interest, but will not be overly helpful unless there is some sort of profit in it. Neutral behavior may be considered "good" or "evil" (or neither!), depending on the situation.

This message was last edited by the GM at 03:06, Fri 03 June 2016.

Game Moderator
 GM, 19 posts
Mon 28 Dec 2015
at 04:52
Character Creation for Called to Adventure
(6) Go Shopping.

To determine how much money your character has, roll 3d6 and multiply it by ten.  This is how many gold pieces your character has to spend (according to fate and recent background), and it represents their current resources in their life.  Note that clerics must have a holy symbol in order to cast spells or turn the undead; thieves must have thieves tools in order to pick locks or remove traps.

Purchase weapons from the list on the link below; all costs are listed in gold (GP).

Link to Weapons list
Link to Ammo chart & weapon footnotes
Link to Armor List
Link to Equipment List
Link to ThAC0 chart (to hit armor class zero)

Just a few notes on selecting equipment:
We will be using encumbrance rules, meaning that a character can only carry so much before they cannot move anymore. Basic encumbrance rules are fairly lenient though -- most weight will come from armor, weapons, and treasure.

A small sack will hold 200 coins (or about 20 pounds); a large sack will hold 600 coins (or about 60 pounds), and a backpack will hold 400 coins (about 40 pounds). A water/wineskin carries a quart of liquid at a time.

A lot of items players might want are not on this list. For weapons and armor, choose only what is here. For other items, it can be assumed that any character has basic role-playing props: oil and rags to clean their armor and weapons, a sewing kit to mend clothes, a shaving kit, and so on. These items cannot, however, be used to affect game situations outside of RP. If there's something your character needs to purchase not on the Equipment list for game purposes, note the DM.

(7) Name Your Character and Decide on a Basic Background.


This is the final step, but it can also be the most time consuming one: it's time to name your character, and account for their life to this point in time.

Backgrounds do not have to be extensive, but should be more than just the old cliche of "a wandering mercenary whose parents are both dead". You don't have to decide it all right now, but all important information should be pre-approved by the DM before it comes into play.

This message was last edited by the GM at 05:28, Mon 28 Dec 2015.

Game Moderator
 GM, 530 posts
Thu 4 Aug 2016
at 23:31
Original D&D style Bard
The Bard

Prime Requisite: Dexterity and Charisma.
Other Requirements: Dexterity and Charisma scores of 9 or higher.
Experience Bonus: 5% for Dexterity and Charisma 13-15; 10% for Dexterity and Charisma 16-18.
Hit Dice: 1d3+3 per level up to 9th level.

Armor Allowed: Up to chain mail; shield permitted if less than large-sized.
Weapons Allowed: Any one-handed.

Special Abilities: Bard spell-songs, charm ability, some Thief abilities (see below).
Saving Throws: As Thief of same level.
THAC0: As Thief of same level.
Thief Abilities: Any bard can use the following abilities as a thief of the same level - Climb Walls, Hear Noise, Hide in Shadows, Move Silently, subject to penalties for wearing heavier armour.

Weapon Mastery: Begin with two weapon choices; additional choices as per other non-fighter classes. An extra choice per 200,000 xp gained after level 36.

From the earliest days of prehistory, there have been people whose calling it has been to sing the songs of others’ deeds, to contribute to the lore of a people. In many cultures, the bard is the individual who serves this purpose. He or she would often travel the land, learning of great events by witnessing them, or by hearing of them from other travellers. In many ways, bards were the only source of news the average person had, and they were often the means by which cultural lore was passed down through the generations. In the D&D® system, bards fill this role, but they also possess a unique talent – the ability to sing what are known as “spell-songs”.
In a typical adventuring party, a bard is a competent fighter and an adequate scout – he or she will not need to be protected at all times. They can wield most weapons, and wear light and medium armour, and their prowess is bolstered by their spell-songs. Additionally, bards can be good information gatherers through their skills and charisma, thus helping the rest of the party acquire important clues over the course of their adventures.
The level advancement chart for the bard is:

Bard's Experience Table
LevelXPTitleSpell Songs/Level
10Apprentice1/0/0/0/0
21,925Musician2/0/0/0/0
33,850Performer2/1/0/0/0
47,700Lyrist2/2/0/0/0
515,400Poet2/2/1/0/0
630,000Sonneteer2/2/2/0/0
760,000Troubadour3/2/2/0/0
8120,000Minstrel3/3/2/1/0
9240,000Bard3/3/2/2/0


Bardic Thief Skill Penalties
Armour TypeHSMSHNCL
Scale mail-5%-15%-5%-15%
Chain mail-10%-20%-10%-20%

Class Skills: required at creation is Singing, Music(instrument), Gather Information, and Storytelling<list>
[*] 3rd, charm person once/day
[*] 9th, charm monster once/day
[*]15th, charm plant once/day
[*]21st, charm masses once/day</list>

Spell Songs

Spell-songs are musical compositions that draw upon and shape the ambient magical energies of the world; they neither rely on symbols (as runic magic does), nor do they depend on magical formulae and complex invocations. As such, bardic magic does not actually “create” anything – it can only manipulate what already exists, and in so doing evoke sounds, sights, sensations, smells, and feelings – in other words, the bard works more on the level of illusions and influence. Nevertheless, the performance of a spell-song can influence the recipient to do, feel, or think many things. As such, spell-songs that affect the senses immune to sensory attacks (such as constructs).

The means by which spell-songs can be obtained differ considerably from the spells used by magic users or clerics. As bardic lore is predominantly oral in nature, if a bard wishes to increase the number of spell-songs he or she knows, they will have to learn them from a bard of higher level. Often, the senior bard will require a favour of the seeker – essentially a quest – in exchange for the spell-song. When the spell is obtained, the younger bard must spend at least one week in intense study with his or her teacher.

Spell-songs may also be written on scrolls, but this is quite rare, and they are often found only in bardic conservatories (more on this below). Even so, such scrolls are closely guarded by their owners, as they are usually intended to remain as a record of a particular bard’s achievements long after his or her passing, so that their music need not be lost to the community of bards. Therefore, an adventuring party would seldom find a bard scroll in a treasure hoard. If and when they are found, bard scrolls resemble complicated sheet music – the notes to be played are written down, and supplementary notes concerning the timing of lyrics (if any) and other relevant information are written in code, such that they resemble musical notes, as well. This bardic code is a closely guarded secret, much like the meanings of the words intoned by magic-users, or thieves’ cant. As with thieves’ cant, the bardic code can also be used to convey simple messages or ideas; these are often written into mundane songs, and thus are detectable only by other bards.

As a bard advances in level, his or her repertoire of spell-songs - those that have been committed to memory, and the complexity of the songs that may be sung - will increase, as shown on the level advancement chart. Each spell-song may be sung only once per day, and all of them are committed to memory (except in the case of powerful mental attacks, such as feebleminding). This differs considerably from magic-users, who must memorise their spells, and clerics, who must pray for them. When singing a spell-song, the bard may choose whether or not to call forth the magical potential of the song itself. In this way, he or she may simply sing them for entertainment purposes, with no magical side effects on the patrons. It should be noted that the bard’s spell-song repertoire increases only until 20th level, after which no further improvements are possible.

DMs should also note that the number of spell-songs listed on this chart indicates how many songs of each level a bard may sing per day, and still be able to use their magical effects. Any magical song may be sung any number of times after its magic has been triggered, but it will possess no power until the next day. Until then, it is a mundane song, but still beautiful, nonetheless. Prior to singing any spell-song, a bard must decide whether or not to invoke its magical powers.

Once a bard reaches 9th level, he or she can write their own spell-songs, due to their accumulated knowledge and experience. The rules governing the creation of spell-songs are the same as those which apply to magic-users, and, assuming the spell-song was created successfully, the bard’s repertoire will be increased, but he or she will still not be able to exceed the maximum number of spell-songs for that level each day.

Instruments:
In order for most spell-songs to have any effect, a bard must have a magical musical instrument in his or her possession. This can be of any sort appropriate to the bard’s native culture, but it must be enchanted. A simple enchant item cast by a magic-user would be sufficient, or a wish. Once an instrument has been enchanted, it may be used to play spell-songs. A bard’s instrument is likely his or her most prized possession, and he or she would be loath to part with it. The DM may decide to allow a starting bard PC to have his or her own magical instrument, much as magic-users have their own spell books at the start. If not, it would be easy to add one to any reasonably sized treasure hoard.

Singing and Playing:
For spell-songs of levels 1-2, the bard only needs to play an instrument, or sing (this will be noted in the spell description), for one round prior to invoking the effects of the spell-song itself. Spell-songs of levels 3-5 generally require the bard to both sing and play an instrument for that one round (hence, woodwind instruments, such as flutes, are often unsuitable for such spell-songs, unless the song’s description notes otherwise). Spell-songs that are more combat-oriented (these are marked in italics on the chart below) often require the bard to sing and/or play an instrument for the spell-song’s duration, which is limited only by the bard’s Constitution. If for any reason the spell-song itself is interrupted, that attempt is ruined and cannot be tried again until the next day. It should also be mentioned that a bard may not employ the effects of more than one spell-song at a time - both will cancel each other out.

Bards may also ply their trade for money. If a bard is singing a mundane song, telling a story, or playing an instrument, he or she may earn up to 5 cp per person (5 gp per person if the audience consists of nobles). If the skill check is successful, the amount earned is 1 cp per person, plus an extra cp for every point scored under the skill. For example, if the bard’s singing skill is 14, and a 12 is rolled, then the amount earned will be 3 cp per person (1 cp plus an extra 2 cp for the two points rolled under 14). If a spell-song is played without invoking its magical effects, the amount earned for playing in front of a commoner audience should be in silver pieces instead of copper (for a maximum of 5 sp per person), while nobles might provide an additional 10-20% tip, in recognition of the fact that such songs are of exquisite beauty. In any case, a failed skill roll could result in a hostile audience.

Spell-Song List:
Having discussed the basic rules for magical bard songs, it is now necessary to present a list of spell-songs for use in any D&D® campaign. Please note that this list is by no means an exhaustive one. The names given are the titles of the songs. As with spells, each spell-song is described according to its duration, its range, and a brief description.

First Level Spell-Songs:
Eternal Wanderer:
Range: 10’ +2’/level of bard
Duration: 4 hours +1 hour/level of bard
Effect: Increases the movement rates of the recipients of this spell-song.
When performed, this spell-song allows the bard and anyone within his or her immediate vicinity movement rates are tripled, and they do not tire. In this way, many miles may be covered in a matter of hours, with no ill effects on the travelers. After singing this song, the travelers must spend an equivalent number of hours resting as were spent travelling.

Faerie Lights:
Range: 10’ + 10’/level of bard
Duration: 6 turns
Effect: Creates floating lights that provide a 30’ radius illumination.
This spell-song creates a series of shimmering lights that dance around any target, organic or not. They provide the same amount of light as a conventional light spell, providing enough light to illuminate an area with a radius of 30’. The lights themselves dance and flicker, seeming to have lives of their own. Apart from dazzling any creatures with animal intelligence or lower (save vs. paralysis or be stunned for 1d6 rounds), this song has no other effects.

Lullaby:
Range: 40’
Duration: 1d4 hours
Effect: Makes creatures within range fall asleep.
When sung, this spell-song puts a number of Hit Dice worth of living, sentient creatures equal to his or level, within range, fall asleep. Creatures whose Hit Dice is less than half of the bard’s level receive no saving throw; others may make a saving throw vs. Spells to avoid this spell-song’s effect. When performing this spell-song, the bard may choose which creatures will be affected, as long as the Hit Dice limit has not yet been reached, and as long as the target creatures remain within range. This means that if some creatures make their saving throws one round, they may succumb the following round if they remain within range, until the bard has sung a number of rounds equal to his or her Constitution score, after which no other creatures may be affected. Those who fall asleep can be awakened by shaking or poking them for 1d4 rounds, but otherwise will remain asleep for 1d4 hours. Only creatures of man-size or smaller may be affected by this spell-song.

Moonlight Shadow:
Range: 50'
Duration: 1d4 turns
Effect: Deepens surrounding shadows.
This spell-song may only be cast on a moonlit night, or in daytime in an area with considerable shadow. The bard calls to the shadows y singing or quietly playing this spell-song, causing them to appear to deepen and thicken over a period of 1d6 rounds. The spell-song affects an area of roughly 30' diameter. Once complete, the shadowy area grants the bard (or a thief or rake) a +25% bonus to his or her Hide in Shadows roll, or provides a flat 25% chance for non-thief classes to Hide in Shadows. The area of effect for this spell increases by 5' diameter, and the Hide roll bonus by 5%, for every three levels of the bard, to a maximum of 60' diameter and 55% bonus at 19th level. The range, duration, and casting time are unchanged.

Seeker of Magic:
Range: 0’ (bard only)
Duration: 6 turns
Effect: Detects magic within a 20’ x 20’ x 20’ area.
When sung, thus song reveals the magical nature of all magical items within the area of effect. All magical items, including those worn, will have a soft blue halo about them for the duration of the spell. There is a 3% chance per level that the bard can identify correctly the exact nature of the magical object(s) examined, as per the magic-user’s analyze spell - though he or she will not be able to find out the number of charges (if any).

Second Level Spell-Songs:

Bellow:
Range: 50’ + 5’/level of bard
Duration: 1 round
Effect: Creates a blasting cone of sound.
After singing this spell-song for one round, the bard may shout the next round, creating a cone of sonic force 40’ wide at its far end, which inflicts 2d6 damage on everyone within the area of effect. In addition, those within the cone must save vs. Death Ray or be deafened for six turns. Every three levels after 3rd level, the bard will inflict an additional 1d6 damage with this spell-song, such that a 6th level bard’s bellow will do 3d6 damage, up to a maximum of 13d6 damage at 36th level.

Flight Be True:
Range: 20’ + 10’/level of bard
Duration: Special
Effect: Temporarily enchants one arrow, quarrel, or sling stone each round.
This spell-song allows the bard to temporarily enchant one missile weapon attack each round, as long as he or she is singing and playing his or her instrument, and is succeeding in all required checks. That attack gains an extra +4 to hit, as well as the ability to injure creatures that would normally be immune to non-silvered or non-magical attacks, provided the creature is alive. The bard may sing this song for a number of rounds equal to his or her Constitution score, after which time he or she will pass out for 1d4 hours. If the spell-song is stopped before then, no ill effects result.

Guardian Angels:
Range: 15’ +5’/level of bard
Duration: 10 rounds
Effect: Improves the armour classes of the recipients temporarily.
Once sung, this spell-song emboldens the bard and other recipients, providing them with a bonus of -2 to their armour classes for the duration of the spell-song’s effect. This bonus is applied against all attacks made by opponents. This spell-song also renders the recipients, for its duration, immune to all effects from other spell-songs.

Hero’s Chant:
Range: 10’ +2’/level of bard
Duration: Special
Area of Effect: Inspires one’s allies to fight with renewed vigor.
This spell-song invigorates and inspires friendly combatants within range, conferring a bonus of +1 on all attack and damage rolls against opponents, a +1 to saving throws, and a +1 bonus to morale. Unlike other combat-oriented spell-songs, this one must be sung continuously in order for its effects to be enjoyed. The bard may sing this song for a length of time in rounds equivalent to his or her Constitution, after which he or she will fall unconscious for 1d4 turns. If he or she stops singing before this point, there are no ill effects.

Tireless Hero:
Range: 10’
Duration: Eight hours
Effect: Bard and anyone within 10’ may go without rest for eight hours.
When this song is sung, all within its area of effect will instantly feel as though they have just had a full night’s sleep. Any penalties for fatigue are eliminated, and parties otherwise needing to sleep for the night will be able to go without rest.

The effects of this spell-song may not be utilized for more than three days in a row, nor may this song be sung more than four times a week. Otherwise, the bard and his or her companions will suffer penalties for fatigue as per the normal rules - the body can go without sleep only for a short while. After the spell-song’s duration expires, the recipients must rest for at least six hours, though a second casting will obviate this need. If this is done, the rest requirement would then be 12 hours, and this cannot be avoided by a third invocation of this spell-song.

Third Level Spell-Songs:

Epic Battle:
Range: 10’ +5’/level of bard
Duration: 12 rounds
Effect: Creates an illusory battle scene up to 20’ x 20’ x 20’ in size.
This spell-song allows the bard to create, from his or her imagination, any battle scene up to 20 feet cubed in size. The scene will be realistic, and is capable of moving with the bard - all those seeing it must save vs. Spells in order to recognise it as an illusion, otherwise they will be awed by what they see, and be stunned for 1d6 rounds. Most often, the scene is of an epic battle, or of a great hero defeating his foes. The images can be placed anywhere within range by the bard, such that the party can appear to be bolstered by several powerful-looking warriors or wizards. In any case, all images have an armour class of 9, and if touched will disappear. As with magic-user phantasma force spell, those “killed” by an illusion will fall unconscious, but only for 1d6 rounds.

Requiem Melody:
Range: 120'
Duration: Special
Effect: Saddens 4d4 Hit Dice worth of creatures.
When the bard begins to sing this requiem, 4d4 Hit Dice worth of creatures, ogre-sized or smaller, become overcome with sorrow (-1 to attacks and damage, no save) and must make a saving throw vs. Spells in order to avoid the other effects of the spell-song. If the saving throw is successful, the penalty lasts only as long as the bard continues to play the song, which is a maximum of one round per Constitution point. If the saving throw fails, the victim falls into despair, mourning his or her ill fortune (real or imaginary), and unable to perform any action. This bout of depression can last for a maximum number of rounds equal the bard's Constitution (see rules above). The spell-song only works against intelligent (i.e., those with an Intelligence of 3 or higher) creatures.

Whether or not the bard stops singing before a number of rounds equal to his or her Constitution has passed, he or she must make a Wisdom check to hold off the negative emotional energies that were summoned with the spell-song. If the save succeeds, the bard is stunned for 1d4 rounds; if it fails, the bard passes out for one round per round spent singing.

Song of Binding:
Range: 30' + 10'/level of bard
Duration: 1 round/level of bard
Effect: Paralyses up to four creatures.
This spell-song is similar to the magic user spell hold person. The bard can paralyse up to four creatures of Medium size (up to 7' tall), two creatures of Large size (7+' to 12' tall), or one creature of Huge size (12+' to 25' tall); it has no effect on creatures greater than 25' in height (Gargantuan size). The victims must be within the range of the spell-song and must listen to the song for at least one round in order to be affected. Each victim can avoid the effects by making a successful saving throw vs. Paralysis, otherwise they are convinced that they are paralysed. The paralysis lasts for one round per level of the bard and can be dispelled in the normal ways (such as the spell free person), or by the reverse of this song (see below).

Song of Freedom:
Range: 30' + 10'/level of bard
Duration: 1 round/level of bard
Effect: Frees up to four creatures within range from the effects of paralysis.
This spell is the opposite of the spell-song called Song of Binding. It has the same range and characteristics of that spell-song, and can be used to permanently negate all paralyzing effects in the area (from spells such as hold person, as well as ghouls’ touches). As long as the duration lasts, all paralyzed creatures within range are filled with newfound energy, and are allowed a new saving throw vs. Paralysis each round to free themselves of any paralyzing effect that is holding them.

View From Afar:
Range: 0’ (bard only)
Duration: 3 turns
Effect: Allows the bard to see places up to five miles away.
The effects of this spell-song are much like that of a crystal ball. Upon singing the song, the bard can see any location up to five miles away. He or she only needs to know the name of the place, and a brief description, in order to see it. His or her point of view of this location can rotate up to 360 degrees at will, but cannot move. The bard may look at different locations within the duration by naming different places and descriptions, and so may obtain a form of “movement” in this way, though far less accurate than that of a wizard eye spell. This spell-song cannot allow the bard to see through solid objects, or at any place shielded by magical wards or enchantments. Also, while the spell-song is in effect, the bard is in a trance-like state; there is no awareness of surroundings or events. Should the bard be injured in any way, his or her concentration is broken, and the spell-song is ruined.

This message was last edited by the GM at 23:34, Thu 04 Aug 2016.