BARD Garb: Bardic blue worn on or with a bright tunic (white, yellow, orange, etc.). Bards must carry, a musical instrument. Weapons: Any single handed sword, dagger, staff. Note that the use of weapons will deduct from the Bard's available magic points. Armor: None. Shield: Small round. Note that it will deduct from the available magic points. Magic: May cast spells and enchantments. Levels: See section on magic. WEAPON COSTS FOR BARDS (from available spell points) cost per 10 points of magic: Bard dagger 0 short (3 ft.) 3 long (4 ft.) 4 staff 2 shield 3 MAGIC POINTS magic points useable to buy magic at that level Magic User's 1st 2nd 3rd 4th 5th 6th level 1 10 2 10 10 3 10 10 10 4 7 8 7 8 5 6 6 6 6 6 6 5 5 5 5 5 5 The following tables list the magic available to magic users at their respective levels. The tables list the magic's name, its type, number of uses ("u" means unlimited), cost, and max number purchased. Note that all magical balls cast at the same time must be thrown at the same time. An unlimited number may be carried. The max listing in their cases is the maximum number that may be simultaneously charged and thrown. BARD MAGIC Magic name type uses cost max 1st level Cancel S unlimited 0 - Charm S 1 /life 2 2 Presence N 1/game 1 4 Visit N 1/game 1 8 2nd level Legend S 1/game 1 4 Liplock E unlimited 2 - Truth S 1/life 2 2 3rd level Extension N 1/game 2 - Imbue N 1/game 1 2 Sleep S 1/life 2 4 4th level Emotion control E 1/game 1 4 Honor duel E unlimited 1 - Lore S 1/life 2 2 5th level Mimic N 1/game 2 1 Mute S 1/life 2 4 Yield S 1/life 2 4 6th level Voice N 1/game 2 1 1st Level (Rhymer) Cancel T: spell I: repeat 2x "I cancel my magic." R: 50 ft. E: negates magic. L: may only be used on own magics. Charm T: spell I: a short poem (20 + words) must be spoken. R: 20 ft. E: the bard may make a single reasonable request (go touch a green book in the library, etc.) of the victim. The bard may not force his victim into danger, and the victim may defend himself. Having completed the task, the victim is free to carry on as he will. N: may not force the victim to attack or magic his own teammates. Presence T: neutral E: due to respect and awe for the position, all barbarians except berserkers will not harm a bard. Also, due to professional respect, all druids and monks of a lower level than the bard will not aftack him. The drawback here is that no bardic magic except visit will work on monks above 2nd level or barbarians. The exception here is voice. Visit T: neutral I: bard must perform (music, ballads, jokes, etc.) once "visit" is declared loudly and has counted to 200. E: bard may enter and sit within an enemy's fort for as long as he likes, talking with and entertaining the enemy. Neither the bard nor the enemy may make any hostile moves toward one another during this time. The bard must declare when he is leaving (and must then return to his base before doing anything else. Visit ends when he reaches his base. L: bard may be attacked before the count is completed. Note that most monsters will not respect bardic visit. 2nd Level (Charmer) Legend T: spell 1: a short poem must be spoken (20 + words). R: 2Oft. E: the bard and victim then move to an out of the way place within 100 yds. of the bard's choosing, where the bard will perform for him. The bard and the victim cannot be attacked by anyone in a 20 ft. radius. The bard may defend himself but at the cost of canceling the spell. Additional people that approach within 20 ft. may also be ensnared (up to a total number of victims equal to the bard's level). L: not useable within 20 ft. of a base. N: victims may be slain, but only at the cost of the bard losing his visit neutral for the rest of that game. Liplock T: enchantment M: strip of yellow cloth I: hold wand in left hand, repeat "remain the truth still" x 5, tie on cloth. E: bearer cannot be forced to speak nor otherwise respond to questions asked under talk to dead and similar magics. Does not affect tracking. L: may only be cast on each player once per battlegame. N: can't be cast on barbarians. Disappears when the person comes back to life. Truth T: spell I: a short poem must be said (20 + words). R: 20 ft. E: the bard may ask the victim a single "yes or no" question which he must answer truthfully. N: the victim cannot be harmed while answering the question. 3rd Level (Harper) Extension T: neutral I: say "Extension" loudly prior to starting spell E: doubles range of spell for one use, If spell has no range it gives spell a 20 ft. range. N: Is not used up unless the accompanying magic is fully cast. Imbue T: neutral E: allows the bard to purchase 2 magic points (i.e. - not 2 magics) of 1st or 2nd level magic. Sleep T: spell I: repeat 2x "listen and let the fighting cease, close your eyes and sleep in peace." E: victim must lie down and sleep for a 300 count. R: 20ft. L: sleeping people cannot be killed; may not be used on one's teammates. N: barbarians and monks of third level and above are immune to this spell. 4th Level (Spellsinger) Emotion control T: enchantment M: white cloth I: the bard states 5x "emotion control", and ties on this enchantment to the person (not useable on self). The bard immediately specifies which one of the following applies to the enchanted person: a)berserk- as per the barbarian ability. b)immunity to charm- as per the monk ability. c)immunity to subdual- as per the barbarian ability. d)immunity to fear, confusion, feeblemind and other emotional attacks. e)confidence- the person may utilize his own class abilities as if he were one level higher than he actually is for a period of time not to exceed 30 minutes. Honor Duel T: enchantment M: two or more yellow cloths I: hold cloths in left hand, repeat 5x "remain this duel pure". Tiecloth on each contestant. E: each contestant is protected from outside forces. The victor is allowed safe passage to safe territory, preferably their home base, ignoring all wounds till arrival. L: may not be members of the same team without a Reeve's permission. Enchantment lasts until one dies or It is dispelled or canceled. N: Combat is limited to a reasonable area. Lore T: spell I: a short poem must be said (20 + words). R: 20 ft. E: the bard may ask the victim a yes or no question which he must answer truthfully, and may continue to ask yes or no questions until the bard receives a "no" answer. Reeves may also choose to grant the bard one small piece of useful information per game to further define "lore" (very useful in quests and special scenarios). 5th Level (Songweaver) Mimic T: neutral E: the bard may utilize any non-magical abilities of any one other class at 1st level (one class only, must be announced), for one life. Mute T: spell I: repeat 5x "(person's name), I silence thee." E: the victim cannot speak or cast magic for a count of 100. R: 20 ft. Yield T: spell I: repeat 3x "yield thy arms and resist no longer, come unto me and be my captive." E: victim must lower weapons and surrender immediately, moving straight to healer, then may begin 500 count. If they are not killed, when they have counted they may return to their base. L: may not be kept from the healer by subdual or force. N: other magics can still physically affect the viciim. 6th Level (Great Bard) Voice T: neutral E: allows the bard to purchase 5 magic points (i.e. - not 5 magics) of druid magic from any level.