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Bardic Spells (Songs)

Bardic Spells Bards are masters of the latent magics that dwell in words and music. Common bardic magic is used to perform and persuade, yet some bards use their creativity to devise new spells. Some new bard spells in game play are reproduced here.

 

Tone (Illusion)

Level: Clr 0, Brd 0

Casting Time: 1 action

Range: None

Components: V

Effect: Caster

Duration: 1 minute

Saving Throw: No

Spell Resistance: No

 

This cantrip allows the caster to reproduce any tone in the air around him. The sound is audible to all within 1". For every two levels of the caster, another tone can be added to produce more complex chords.

 

Tune (Illusion)

Level: Clr 0 (Yrinith), Brd 0

Casting Time: 1 action

Range: Close (10 ft.)

Effect: One instrument

Duration: Instantaneous

Saving Throw: No

Spell Resistance: No

 

This cantrip allows the caster to bring an instrument into tune. In the case of stringed instruments, only one string is tuned. The orision does nothing to make the instrument stay in tune thereafter.

 

Song of Glissande (Enchantment [Charm])

 

Level: Clr 1 (Yrinith), Brd 1

Casting Time: 1 action

Range: Medium (60 ft.)

Components: S, M

Target: One creature

Duration: 1 minute/2 levels

Saving Throw: Will negates

Spell Resistance: Yes

 

This spell creates a small, sparkling orb, about the size of a plum. The orb plays a delicate chiming tune and shifts colors in a hypnotic way. The target creature targeted must make a successful Will Save or stand motionless, as if caught in a daydream, until the duration ends or the target is roughly shaken. Any inflicted damage will immediately negate the effect. The orb can be destroyed by any damaging spell or the touch of a magical weapon. All other physical attacks pass through the sphere as if it did not exist. Breaking the target’s sight with the sphere is not enough to end the effect unless the music is also silenced. Once the spell ends, the target returns to normal activity, not even remembering being captivated unless reminded by another. This spell has no affect on the undead, outsiders, or any mindless creature or construct. The material component for this spell are 6 silver needles (cost 5gp) and a drop of rainwater.

 

Lullaby (Enchantment)

 

Level: Clr 2 (Yrinith), Brd 2

Casting Time: 1 action

Components: V, S, M

Range: Close (5 ft. /level)

Target: 30 ft. diameter circle

Duration: 10 minutes

Saving Throw: Will negates

Spell Resistance: Yes

 

Upon completion of this spell, soft music fills the area of effect and waves of drowsiness pass over the listeners. Each affected creature must a successful Will Save or fall into an enchanted slumber. Creatures so affected must be shaken violently for one round or take damage in order to wake up. The spell affects creatures as follows:

 

Hit Dice      # Creatures Affected

0-2             4-16

3-4             3-12

5-6             2-8

7+              1-4

 

The material components for this spell are a drop of milk and a rattle.

 

Mirth (Enchantment [Compulsion])

 

Level: Clr 3 (Yrinith), Brd 3

Casting Time: 1 action

Range: Close (10 ft./ level)

Components: V, S, M

Target: 20 ft. radius sphere

Duration: 2-5 minutes

Saving Throw: Will negates

Spell Resistance: Yes

 

This spell fills all creatures within the spell's area with fits of laughter. Creatures failing a Will Save succumb to the mirth. Laughing creatures receive a -2 on all "to hit" rolls, lose all bonuses to AC granted by dexterity, and are incapable of speech. The material component for this spell is a handpuppet of fine construction, dressed in bright costume, worth at least 2gp. It is consumed in the casting.

 

Joshua's Horn (Evocation [Sonic])

 

Level: Clr 4 (Yrinith), Brd 4

Components: V, S, M

Casting Time: 1 action

Duration: Instantaneous

Target: 100 foot cone

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

This spell creates an effect identical to the sounding of a horn of blasting. All creatures within the area of effect must make a save versus magic or suffer 1-10 points of damage, be stunned for 2 rounds, and deafened for 4 rounds. Those making a save sustain no physical damage, are stunned for 1 round and deafened for 2 rounds. In addition to this effect, a wave of ultrasonic sound (1" wide by 10" long) issues forth from the caster. This wave will cause 1d10 points of structural damage to metal, stone, and wood structures within its path. The material components for this spell are the cleric's holy symbol and a miniature brass horn.

 

Pipes of Pan (Enchantment [Compulsion])

 

Level: Clr 5 (Yrinith), Brd 5

Casting Time: 1 action

Range: Medium (120 feet)

Components: V, S, M

Target: Creatures within a 20 ft. sphere

Duration: 1 minute/ level

Saving Throw: Will negates

Spell Resistance: Yes

 

This spell produces a ghostly set of hovering pipes. Anyone hearing the pipes must make a successful will save or join in the frolic of the dance. A successful save negates the compulsion. Beings influenced by the spell can defend but not attack or cast spells. Further, the caster can send the pipes off in any direction, and all affected creatures will follow, ignoring even mortal dangers, although such allow for a new save. The pipes move 6" per round if so ordered. The material component is a set of reed pipes.

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