Bard

Description: The Bard is a musical character who uses his talent for music and his charm as its means for survival. The Bard also uses music to affect the emotional states of those around him. The Bard may only use one handed white and yellow weapons, bows and arrows and daggers. The Bard is restricted to an AC of 3 and may only use bucklers as shields.
 

Skills:

Rank 2: Charm - In order to earn a living for one’s self, the Bard may be required to perform for an individual for wages. At a certain point the charm built up by the character may be useful in this endeavor. To perform an act of Charm, the Bard must select his target by engaging with that person in conversation for at least 30 seconds and then declaring “Charm.” At this point the Bard must perform (sing, dance, play instrument) for the individual for an additional 30 seconds per level of the target. At the end of the routine, the individual then must pay 10% of whatever stones he carries upon his personage. Charm may not be used upon a player engaged in battle, someone inflicted with mortal wounds, or upon the same person twice in one event day. This is a normal Battle Skill.

Magical Abilities:

Rank 3: Song of Sanctuary
Battle Spell
Length: 350 words
Range: Self
Materials: A white cloth
Ballad of Sanctuary is much like this Cleric’s spell. After the incantation, the white cloth must be held above the head with both hands. If at any time the caster’s arms rest on their head, the spell is negated and the spell would need to be recast.

Rank 3: War Harmonics
Battle Spell
Length: 200 words
Range: One weapon
Materials: Blue Ribbon (tied around weapon)
By reaching a state of deep song, the Bard is able to make one weapon that he wields resonate and is thus able to deliver a single double hit. The spell is restricted to white and yellow weapons. If the Bard lets go of the weapon for any reason, the spell is cancelled.

Rank 5: Ballad of the Fallen Hero
Battle Spell
Length: 75 words
Range: 1 creature by touch
Materials: White cloth 4" wide with black musical notes
This spell raises the morale of a wounded soldier and temporarily heals one light wound until the end of the battle. If the limb is hit again after the spell has been cast upon it, the limb suffers a mortal wound (unless hit by a yellow weapon, then the limb is lightly wounded). After the battle, the limb goes limp again and must be healed again.

Rank 6: Ballad of Clarity
Adventure Spell
Length: 250 words
Range: 1 creature by touch
Materials: Yellow Headband
This spell provides a shield against mind magic. This will last against ONE spell only, even in death. Spells like Nature Love, Feeble Mind and the like are protected against.

Rank 6: Anthem of Asylum
Battle Spell
Length: 400 words
Range: Varied
Materials: White Rope with white flags attached
The Bard may use this spell to keep himself and others out of harm’s way. After casting the spellsong, the Bard holds a long white rope over his head and can not be harmed nor can inflict damage upon others for as long as the player holds the rope up. For each additional rank past 6, the Bard may include one other person (up to a toal of six people, including the caster) in the spell as long as the other people included in the spell also hold the same rope above their heads. All other players must remain at least one foot away from the people under the spell. A chain of individuals under this spell may not enclose other players not affected by the spell. Requires a length of white rope; at least 24 inches for every person to be placed under the spell.

Rank 8: Dischordant Devastation
Battle Spell
Length: 225 words
Range: Throw
Materials: Black and Blue spellball
This spell causes a barrage of violent music with a terrible reaction. Upon contact the spellball does black damage on impact and causes anyone within a 3’ radius of the point of impact to run away from the songcaster for either 3 minutes or 100 feet.

Rank 11: Cacophany of Rage
Adventure Spell
Length: 375 words
Range 6' radius of impact
Materials: Blue and Orange spellball
This spell causes the targets within 6' of the point of impact to be immediately enraged with each other and be able to interact with each other for 4 minutes. The spell will be disrupted if one of the people within the target in is killed. The spell has no effect if there is only one person in the effect radius.