Skald Class
Skald Class
knowledge.
Skald often join raids and trading expeditions, and on
A great deal of trust must exist between the DM and such ventures their talents are always appreciated.
the player of the Skald, as the spells made available to They may also set out on journeys simply to increase
the character are entirely at the DM’s discretion and their knowledge or to discover new inspiration for their
the benefits associated with Eddic Mastery and Word works of poetry.
Welding are negotiated between the player and DM,
akin to spell research in traditional AD&D. Skalds are expected to remember and recite historical
facts, mostly in the form of poetic Eddas. They are also
Artist: V-Shane expected to compose their own, unique works. These
works are often accounts of historic or contemporary
people and events, but they may also be shrewd
political commentaries, moral tales and satires that
expose important truths of society and self.
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The Skaldic vocation is ordered by members of ruling A Talent’s base percentage is equal to the character’s
Circles. Circle members have proven themselves to be score in the associated ability, as listed in Table 2. Upon
of sufficient skill in their trade, and are elected to that attaining a new level, the Skald gains the number of
body through consensus of their peers. Each regional Talent Points indicated on Table 3, with the player able
Circle is independent, but those Circles scattered across to allocate the points towards upgrading those skills as
a large swath of territory, such as a continent, may he sees fit. It is the player’s prerogative to assign his
come together in times of need. When this is so, the character’s Talent Points but care should be taken, as
Circles form a tradition-bound and ceremony-steeped the player’s DM will call for Talent checks to be made
conclave known as a Braid. A single ruler has never in situations that warrant them, assigning reactions
reigned over a conclave of Circles, as Skald believe and/or outcomes based upon the success or failure of
that there is strength in heeding a multitude of voices. the roll.
The last obligatory function of a Skald is to act as a voice
of the departed. It is said that Skald keep the mead Magic
halls of departed ancestors informed of their mortal
descendents’ affairs. Many say that without Skaldic Skald may cast magic according to the matrix
tales and insight, the afterworld would become blind presented in Table 3. Skaldic spells are not memorized
to mortal affairs, a belief that may, or may not be true. or granted, rather they are contained in the Eddas,
poetry that forms the esoteric knowledge of the Skald.
Skaldic Talents The frequency of casting and the power of skaldic spells
The class-based abilities of the Skald are represented are related to practitioners’ skills as justice and lore
by his mastery of specific Talents, and are adjudicated masters, and to the Skalds’ levels of influence and
with percentile rolls. A Skald may be a generalist or a abilities to perform via the concept of character level.
specialist, but only Skald with great talents in specific
disciplines will be highly respected by their people.
Character Level
one wizardly spell (tattoos duly 4 3 2 1 20
inscribed) each time he gains a 9 5 4 2 1 25 Scholarly Edda 4
level. The number of tattoos 10 5 4 3 2 20
inscribed limits the selection of the 11 5 4 3 2 1 20
Skald’s spells, while the character’s 12 6 5 3 2 1 20
13 6 5 4 3 2 25 Circle Edda
physical and psychic stamina limits
14 7 6 4 3 2 1 20
number of spells he may cast each
15 7 6 5 4 3 1 20
day. In this way, a Skald is a 16 7 6 5 4 3 2 1 20
“freecaster.” 17 8 7 6 4 3 2 1 20
18 8 7 6 5 4 2 1 25 Epic Edda
Skald spells should be chosen from 19 8 7 6 5 4 3 1 10
those second edition cleric or 20 9 8 7 6 4 3 1 10
magic user spell lists in the Player’s
Handbook (PHB). However, DMs should base final Scholarly Edda
judgment as to whether a particular spell is suitable to
her campaign upon the 'flavour' of the Skald class. Each Skald chooses one of the campaign-extant Epic
Spells suitable for inclusion would be those pertaining Eddas to study and master during the early part of their
to law and justice, detection and divination, knowledge training. These great works of poetry give Skald insight
and wisdom, performance, illusion and sound, theatrics, during their formative years, guiding and maturing the
words, symbols, glyphs, runes, charms and command. practitioners’ wordsmithing and recitation talents over
The range of spells the DM chooses to allow into her the course of study. The secrets and mystical teachings
campaign should provide a repertoire that is capable involved also invest the student with abilities and
of providing both offensive and defensive support to a knowledge that can be used for his benefit. At
party. particular levels a Skald is asked to demonstrate his
continuing mastery of the craft to his Circle through the
A sample spell list is provided in Table 4. Taken from the presentation of specific portions of the various Scholarly
PHB, this example attempts to make a Skald character Edda. This examination increases in difficulty until the 9th
versatile, but not overpowered relative to the traditional level, when a Skald is expected to have a total grasp
character classes. of, and be capable of eloquently presenting, his
culture’s basic eddic tradition. Masterful presentation
Development of the Skald of Scholarly Edda can be carried out at any time during
a particular character level, but if a point comes when
A Skald's development in power, abilities and a Skald cannot demonstrate a complete
understanding is manifest by his grasp of Edda, the understanding of and commitment to his people’s
verbal histories of his people. In his youth a Skald will edda, the Circle may assign punitive measures and
study various Scholarly Edda to learn the basics of hold the character at that level until the Circle approves
wordsmithing (stringing words together) and recital. his advancement (at the DM's discretion XP can still be
When his talents have sharpened sufficiently a Skald is earned, but the benefits of a new level are not
expected to make Edda of his own, the quality of which attained.) The character may try as many times as he
should be good enough to secure him a wishes to present the
place in a regional Circle. Some Skald Scholarly Edda, but is
may reach the pinnacle of their careers restricted to presenting
and undertake the crafting of Epic when the Circle meets,
Eddas, works of verbal poetry-art that usually no more than four
are immortalised in their cultures for times a year.
centuries to come.
Artist: V-Shane
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Table 4: Sample Skaldic Spell Table
Wizardly
Affect Normal Fires Alter Self Blink Confusion Avoidance Controll Weather Bigby's Grasp. Hand
Audible Glamer Darkness 15' Rad. Claiaudience Detect Scrying Bigby's Interp Hand Demi-shadow Magic Drawmij's Inst. Summ.
Change Self Deafness Clairvoyance Dimension Door Chaos Eyebite Dou-dimension
Charm Person Fog Cloud Delude Emotion Cont. Other Plane Geas Limited Wish
Color Spray Forget Explosive Runes Fear Dismissal Legend Lore Mass Invisibility
Comp. Languages Hypnotic Pattern Feign Death Fumble Distance Distortion Mass Sugestion Power Word Stun
Dancing Lights Invisibility Gust Of Wind Hallucionatory Terrain Domination Mislead Sequester
Friends Knock Invisibility 10' Radius Improved Invisibility Dream Programmed Illusion Shaddow Walk
Hypnotism Locate Object Leomund's Tiny Hut Leomund's Shelter False Vision Project Image Vanish
Identify Magic Mouth Lightening Bolt Minor Creation Seeming Shades Vision
Light Pyrotechnics Pro. Normal Missiles Rainbow Pattern Sending True Seeing
Message Rope Trick Sepia Snake Sigil Shadow Monsters Stone Shape Veil
Phantasmal Force Scare Spectral Force Shout Summon Shaddow
Sleep Shatter Suggestion Solid Fog Wall Of Force
Taunt Stinking Cloud Tongues Vacancy
Ventriloquism Whispering Wind Water Breathing Wizard Eye
The process of examination and elevation is carried out Example of a Scholarly Edda 1:
at a full assembly of the Circle, whereupon the Skald
must make successful composition and recital rolls to
demonstrate his mastery. As part of the process, Circle A poem narrating the life of a young girl who was
members will use their special talents to transform a orphaned in a raid and subsequently trained as a shield
successful petitioner’s spoken words into an ensorcelled maiden in the Hall of Jarl Offsard. The tale chronicles
ink which bonds to the prospect’s skin and takes the the Battle of Landrimm, where her shield wall stood
form of a lustrous tattoo. This eddic representation fuses against the might of Jarl Arfk and Goi Sirkil.
the essence of the mastered poem to the Skald and
provides both benefits related to the
Level Tattoo Benefit
specific nature of the Edda and the
psychic stamina needed for general Scholarly 1 The Skald gains 1 weapon proficiency slot, specifically for shield
use.
spell casting. Failure to correctly present
Shields used by allies in Skald’s presence grant their users an
the Edda during the examination (i.e. Scholarly 2 additional +1 to AC
one or more failed rolls) causes the new The Skald may automatically parry one mêlée attack once per
pictorial to flow from the Skald’s body Scholarly 3 day
in an inky, black mess. Scholarly 4 Shields used by the Skald grant +2 to AC and saves
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Successful presentation may require more than one the Epic Edda may only be done once and, like
attempt, but only one attempt may be made during Scholarly and Circle Eddas, requires successful
each character level, from level 13 through level 16. composition and recital rolls. If successful, the epic
Once accepted, the Skald enjoys all the privileges of nature of the edda’s words form a new tattoo on the
that rank. However, if the Skald’s presentation has not Skald. If the presentation should fail, the practitioner
been accepted by the time he reaches the 16th level may work on another Epic Edda on a different subject,
then he is asked to leave the Skaldic order. Many but few Skald live long enough to accomplish such a
proscribed Skald then become wanderers or hermits, feat.
but on rare occasions, these Skald return at 18th level
with an Epic Edda inspired by their isolation and Example of an Epic Edda:
wanderings. If such an Epic Edda is successfully
delivered the wanderer may finally be accepted to a
Circle.
This Edda follows the course of a drop of blood shed in
Circle Edda normally persist for several generations; the Battle of Rotathin. From blade to cloth, to the
rising and falling in popularity, sometimes disappearing, washing bowl of a Wid (Druid), the blood falls to the
and occasionally remerging. These poems never gain earth. Resting beneath a sacred tree, the blood washes
immortality like the Epic Eddas and will eventually fade. over a berry, which is then taken up by a bird. Bearers
of the blood are infused with life, motivation and
emotion.
Example of a Circle Edda:
Level Tattoo Benefit
Skald. The Skald gains immunity to poison and
This edda follows the last days of an aged archer disease and may cast Goodberry once per
whose sight had all but failed him when he was Epic Edda
week, enchanting 1d4+1 berries that heal 2d8 HP.
called to his lord's banner. The poignant and Goodberries are efficacious for one day.
gripping poem teaches that, in the days prior to a
battle, a blind man’s ears learned more of his
comrades’ fears and hopes than a sharp-eyed man
Benefits of Circle Membership
ever could. Culminating with a terrible and moving
portrayal of two shield walls facing each other, the Skald elected to a Circle gain a vote on any motion or
edda tells that no hero stepped first onto the field that policy decision put to the body and are given leave to
day; rather, it was blind Wifthrick. With each word utilize the Cirlce’s resources. This includes things such as
bolstering his courage and purpose, and clutching a Circle real estate, personnel, items and facilities.
weapon he could no longer use, blind Wifthrick buoyed Circle members also gain a number of Skald students
the hearts of his comrades by bravely advancing to supervise, train and act as their assistants. These
against the opposing wall. Wifthrick’s brave death was students are of levels 1-3 and their number is based on
quickly followed by his comrades’ resounding victory. the Skald’s reputation score (a % score). One student
will approach the Skald for every 20% in
Level Tattoo Benefit reputation. Each time a Skald passes a 20%
+1 CHA, +4 to all morale checks for followers, quantile boundary a new student will request his
Circle Edda
immunity to fear tutelage.
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only one Skald is required and the ink created is woven
directly into the surface of the item. The abilities infused
into the item are dependant upon the words used. As
such, any welding requires successful composition and
recital Talent rolls, as well as the successful casting of
the desired spells.
Skald may enchant items with any of the spells they are Spells that Perform–
able to use, but the level of spell infused into the item
may only be 2, or more, levels below that which the Performance Spells for
Skald can cast. For example a 13th level Circle Skald
could enchant items with up to 3rd level spells; even Bards…others
the most experienced Skald would be limited to
enchanting items with 5th level spells.
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of the Bard’s spell restrictions.
Furthermore, there tends to be a
larger number of lower level
Performance spells than usual.
This is especially true of Zero level
spells and Cantrips due to the
Bard’s first level restrictions to
casting Cantrips and Zero level
spells.
Performance Spells
Categories
Painting Spells: These Performance spells require a Power Chords: Power Chords are more complex
painting to be painted by the Bard to cast. These are versions of Power Notes. While certainly quick casting,
often Artificer spells as well. they may take a bit longer to cast than Power Notes
but with increased power. Power Chords may also
Performance Enhanced Spells: These spells may not require repetition of the chord with slight variations in
require a specific performance skill to cast but they are timing, and other aspects extending the casting.
enhanced or improved with the help of one or more Sometimes, the repetition of the Power Chord is not
performances when cast. Sages debate whether they required but optional, increasing the power of the spell
truly are Performance spells since they do not require being cast with each repetition.
a skill to learn or cast.
Power Ballads: These Performance spells are usually
Group Performance Spells: These Performance spells longer casting requiring both the Musical Instrument
require many performers in order to be cast, including and Singing skills. Most will take between 3 and 6 rounds
the Bard. to cast with some extending to 10 or 12 rounds. The
longest known Power Ballad spell takes 23 rounds to
One Hit Wonders: These Performance spells can only, cast.
for some odd reason, be cast once per day.
Subsequent castings of these spells within 24 hours by Musicals: These highly unusual Performance spells
the same Bard will result in spell failure and spell point require multiple Musical Instrument, Dancing, Acting
expenditure. Some One Hit Wonders have different and Singing skill checks from multiple persons, one of
casting period restrictions, either more or less frequent, which must be an Arcane spell caster. Musicals tend
such as once every turn, every hour or once every to take an extremely long time to cast, often hours, or
week, every month, or even every year. Arcane what seems like hours, at least.
research into these spells has not, so far, resulted in
improvements to the casting restrictions of these spells. Concept Albums: These unusual Performance spells
require multiple castings of different specific
Triple Threats: These Performance spells require three Performance spells requiring both Musical Instrument
performance skills to cast making them more difficult to and Singing skills each. The Performance spells are
cast but often having more elaborate effects. linked in some type of way ultimately resulting in a
grandiose effect. It has never been fully explained what
Striking a Pose: These Performance spells require that an “album” is exactly. The term “Concept Album spell”
the Bard strike a perfect, very specific and accurate, was initially coined by a travelling troupe of troubadours
pose to produce an arcane effect. This pose often known by the unusual and misspelled name of, Beatles.
requires the Miming or Acting skill. Another Concept Album spell was developed by a
travelling troupe of troubadours whose name has been
One-Liners: Also known as Power Phrases, Power Lines, lost to history. They are simply referred as “Who?”.
or Power One-liners, these Performance spells are similar These are not to be confused with the other well-known
to Arcane power words but require that a specific line contemporary travelling troupe of troubadours, the
from a play, poem, novel or other similar text, be spoken Guess Who.
in an exact manner and emotion. One-Liners are often
combined with Striking a Pose category of spells and Performance Spell Examples
also tend to be quick casting.
Many of the Performance spell examples are level zero
Power Sounds: These spells require the Bard to produce (0). These zero level spells are a level of spells discovered
a very specific accurate sound to cast. They often on Arentia long ago that are roughly in power between
require the Whistling, Humming, Singing or Musical Cantrips (found in the 1 st Edition AD&D Unearthed
Instrument skill check with some requiring combinations Arcana and possibly other works, or the Wizard’s Spell
of more than one of the above skills. Compendium Volume 4 for 2nd edition AD&D) and 1st
level spells. They increase the granularity of spells
Power Notes: These Performance spells involve the use between Cantrips, which are very weak and first level
of a specific and precisely played note with a musical that, which tend to be significantly more powerful.
instrument. Power Notes can be considered the
musical equivalent of Power Word spells. They will often On Arentia, zero level spells are used by advanced
be quick casting but some may require sustaining the apprentices who have mastered Cantrips, and first level
note for extended periods of time. Power Notes are Bards who have not yet mastered the basics of 1st level
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spells. While they are much less powerful than first level Pun Intended (Performance: Comedy)
spells, some Wizards still use the zero level spells they
learned as an apprentice as they can be useful in some Level: 0
situations. Two zero level spells can be memorized for Type: Enchantment / Charm
each 1st level spell slot. Range: 10'
Components: V, S
At the DM’s option, a 1st level Bard may be permitted Duration: Special
one zero level spell slot at first level with the slot being Casting Time: 1 Segment
replaced at 2nd level by a 1st level spell slot. On Arentia, Area of Effect: Special
the zero level spell slot is retained throughout the Bard’s Saving Throw: None
spell progression at higher levels. More details about
This spell permits the caster to negatively affect a target
zero level spells may be found in future articles.
sentient creature every round by telling a bad pun that
hurts the target both physically and mentally hindering
The following are some examples of Performance spells
combat abilities.
found on Arentia. Most of these spells refer to the Bard
instead of the Wizard or the caster. This is not to restrict The caster does not need to perform a successful
the use of these spells exclusively to bards but to express comedy check during casting, but every round he may
that most of the time, Bards will be the ones learning tell a bad pun to a target sentient creature that can
and casting these spells. understand him. If the Comedy skill check is successful
at a cumulative penalty of 1 for every round a pun was
Mickey Mouse March (Performance: Singing) told successfully or not, the creature is so affected by
the pun that he will be at a penalty of 1 on to-hit rolls,
Level: 0 skill checks and saving throws until the end of the round.
Type: Enchantment/Charm Furthermore, if the pun is successful, the caster receives
Range: Voice a bonus of 1 on to-hit rolls to attack the target this round.
Components: V, S The telling of the pun takes 1d3 segments but does not
Duration: Until Rest count as an action as long as no other actions were
Casting Time: 1 Round taken this round.
Area of Effect: Special
Saving Throw: None This spell lasts until the Comedy skill check penalty is
equal to the check itself, leaving no chance of success
Who is the leader of the guild or until the caster has not used a pun, successfully or
That's made for you and me not, for 3 consecutive rounds.
M-I-C-K-E-Y M-O-U-S-E
Ybgib's Tap Dancing Feet (Force, Performance: Tap
This spell permits the Bard and all within hearing to Dancing)
march more efficiently reducing fatigue, decreasing
the need for rest and therefore increasing the distance Level: 0
travelled in a day. Type: Invocation / Evocation
Range: 10' + 1' / Level
The Bard and all marching with him must sing one of Components: S, M
many marching songs. At the start of the march, and Duration: Special
every hour until the Bard rests, a Singing skill check must Casting Time: 1 Segment
be rolled at a cumulative penalty of one per times the Area of Effect: Force Feet
Singing skill check was rolled in the last 48 hours. If Saving Throw: None
successful, the group requires no rest stop for the next
hour increasing the distance travelled by 10% and This spell creates magical force in the shape of two feet
providing a bonus to Endurance skill checks equal to that follow the caster's tap dancing steps. The Bard can
the caster's maximum spell level. If unsuccessful, then mentally control the tap dancing to accompany his
the normal travelling rules apply for that hour. own dancing.
The singing can be performed for 6 consecutive hours To cast this spell, the Bard must roll a successful Tap
after which the group must stop for a rest and food. Dancing skill check. If the check fails, the spell fails but
The spell can be cast again for another 6 hours after no spell points are expended. Each round, the Bard
eating and a third time after that if desired. must roll a successful skill check or the tap dancing feet
do not tap dance. The Tap Dancing skill check is not
While this spell is about a mouse of some kind, it is, oddly, at any additional penalty, but the Bard will eventually
not a nature spell. tire and may have penalties due to physical exertions.
The spell ends when the Bard stops tap dancing.
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The material components for this spell are two specially The spell will end 1d3 rounds after the Bard stops singing
crafted metal or wooden plates that would be and playing the musical instrument.
attached underneath each shoe to perform tap
dancing. They are not consumed in the casting. Encounters with female persons will be at reaction
adjustment penalty of 4 for one day per round this spell
Much like Bigby, Ybgib was never a real Wizard on is active.
Arentia. It is thought that the name was used because
Bigby spells dealt with force hand spells, so Ybgib would Carlin's Comedy Hour (Performance: Comedy)
deal with force feet spells.
Level: 1
Arentian Woman (Performance: Singing & Musical Type: Enchantment/Charm
Instrument) Necromantic
Range: Voice
Level: 1 Components: V, S
Type: Enchantment / Charm Duration: The Rest of the Day
Range: 0 Casting Time: One Hour
Components: V, S Area of Effect: Special
Duration: Special Saving Throw: None
Casting Time: 1 Segment
Area of Effect: Target Female They say laughter is the best medicine. Of course, who
Person the heck are "they"?
Saving Throw: None
Through the use of comedy while casting this spell, the
Arentian woman, stay away from me Bard magically relaxes all who listen attentively and
Arentian woman, mama let me be enables them to heal more quickly. The standard daily
Don't come a-hangin' around my door non-magical healing progression is therefore increased
I don't wanna see your face no more by one. Thus, an adventuring party will be healed one
I got more important things to do hit point at the end of the day, people being tended
Than spend my time growin' old with you to through the Healing skill while adventuring will heal
Now woman, I said stay away 2 hit points, and so on.
Arentian woman, listen what I say Artist: JEShields
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This spell requires a successful Comedy performance Electric Field Damage Range
skill check before expenditure of spell points. If 1 1 5'
unsuccessful, the spell fails, but the spell points are not 2 1-2 6'
expended.
3 1-3 7'
Because the successful performance uplifts the Bard, 4 1-4 8'
the effects of this spell apply to him as well. 5 1-5 9'
6 1-6 10'
Each consecutive day the spell is cast incurs a 7 1-7* 11'
cumulative penalty of one to the comedy skill check.
8 1-8 12'
The penalty reduces by one per day this spell is not cast.
The reason for this is that the Bard needs time to come 9 1-9* 13'
up with new comedy material. 10 1-10 14'
11 1-11* 15'
This spell is not cumulative with itself or other similar spells. 12 1-12 16'
Relaxed is relaxed. Cumulative castings do not increase 13 1-13* 17'
the relaxed state nor does it increase the hit point bonus.
14 1-14* 18'
Jorje Karlin's specialty was comedy. He felt the world 15 1-15* 19'
would be much better off if we just learned to laugh. 16 1-16* 20'
Nobody knows why he misspelled his name in the title 17 1-17* 21’
of the spell... 18 1-18* 22’
19 1-19* 23’
Electric Boogaloo (Lightning, Metamagic, Performance:
20** 1-20 24'
Dancing)
*Roll a D8/D10/D12/D20 as appropriate
Level: 1 rerolling results above the maximum
Type: Invocation / Evocation damage **Maximum Electric Field is 20
Range: Special
Components: V, S A save versus magic will halve the damage.
Duration: Instantaneous The electric field can be increased each
Casting Time: Special segment of the round up until, and including,
Area of Effect: Target Creature segment 10. Thus, a good initiative roll is quite
Saving Throw: Half important for damage optimization.
While the Bard is dancing the Surprisingly, this spell was not researched by a
Electric Boogaloo, an electric Bard. It is commonly believed that Ohm, the
field builds up in his body that can discoverer of Ohm’s Arcane Laws and
be released against a target amateur dancer, created this spell after he
creature inflicting electric damage. found some correlations between special body
movements and electricity. It is not known why Ohm
The electric field starts out at zero chose not to include his name in the title of the spell.
and increases every segment the Perhaps he was embarrassed to be associated with the
Bard rolls a successful Dancing skill strange moves this spell requires.
check, increasing the damage caused to
the target creature when the electric field
is ultimately released. Each segment
during casting, roll a Dancing skill check.
If successful, add the Bard's maximum spell
level to his current electric field. Once the
Bard decides to release the electric field
on a target creature, the spell ends
and inflicts damage at a maximum
range as follows:
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Footloose (Performance: Dancing) understand him. If the comedy skill check is successful
at a cumulative penalty of 1 for every round the wit was
Level: 1 used successfully or not, the wit inflicts one point of
Type: Enchantment / Charm magical physical piercing damage. The use of the wit
Range: 10' + 2' / Level takes 1d3 segments but does not count as an action as
Components: V, S long as no other actions were taken this round.
Duration: Special
Casting Time: 1 Round This spell lasts until the comedy skill check penalty is
Area of Effect: Target Person equal to the check itself, leaving no chance of success
Saving Throw: Special or until the caster has not used the magic of the wit for
3 consecutive rounds.
This spell causes the target person both seen by and
seeing the Bard to suddenly dance along with the Bard. Swamp Trolls (Metamagic, Performance: Singing &
The spell requires a successful Dance skill check to be Musical Instrument - Stringed)
cast. If unsuccessful, the spell fails but spell points are
not expended. Level: 2
Type: Necromancy
Every round, the Bard must roll a successful Dance skill Range: Hearing
check at a cumulative penalty of 1 past the first round. Components: V, S
The spell lasts until the round after the Bard either stops Duration: Special
dancing or fails a skill check. Casting Time: 5 Segments
Area of Effect: Swamp Trolls
Dancing for this spell counts as an action for the Bard. Saving Throw: None
He will be at a penalty of 2 to his armor class and may
move at half speed while dancing.
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The Bard must have experienced the full effects of the Amused to Death (Metamagic, Performance: Any and
monster he wishes to affect. The Bard must also have All)
researched the strengths and weaknesses of the
monster in question. The Bard must then spend enough Level: 6
time writing the song and music with the proper arcane Type: Alteration
power appropriate for this spell. He will then write these Enchantment / Charm
in his spell book as if this were a brand new second level Evocation / Invocation
spell requiring the necessary special ink, quill, and space Necromantic
in the spell book. Except for the Bard's voice and Range: Voice & Sight
musical instruments, no additional research materials Components: V, S
are required. Duration: Instantaneous
Casting Time: Special
Learning to Fly (Nature, Performance: Dancing) Area of Effect: Special
Saving Throw: Special
Level: 3
Type: Enchantment/Charm As part of the casting of this spell, the Bard must
Range: 0 successfully perform a minimum of three performance
Components: V, S, M skill checks (triple threat) each taking one round to
Duration: 1d12 Hours / Level complete. At the beginning of every round past the
Casting Time: 1 Turn third, the Bard must decide if he has finished casting or
Area of Effect: The Caster if he wishes to spend yet another round performing and
Saving Throw: None casting the spell.
Through the successful performance of a native During the casting of this spell, all enemies within
Arentian Eagle dance, this spell polymorphs the Bard hearing and sight of the Bard will stop and view the
into an eagle. The Bard must successfully perform the performances. A successful saving throw versus spells
dance then leaps off of a dangerous high place such will enable the viewer to walk away from the
as a tall building or a cliff. performance. A second successful saving throw versus
spells will enable the viewer to act as normal. Any
For the duration of the spell, the caster has all the person threatened with an attack or actually attacked
characteristics of an eagle or some other suitable large immediately receives another saving throw at a bonus
normal non-magical bird of prey, except for hit points. of 20. Saving Throws are required every round for every
person within sight and sound of the Bard's performance.
At any time on the ground, the caster may transform
back into his normal form healing 1d6 hit points. The Upon being cast, the spell literally amuses all viewing
caster may only cast this spell once per day. persons to death. Unless a saving throw versus Death
Magic is rolled successfully, their bodies disintegrate
The material component for this spell is an eagle feather leaving their shadow imprinted on the nearest surface.
which is consumed in the casing.
Each successful performance skill check to date will
incur a penalty of 1 to all saving throws for this spell.
Each unsuccessful performance skill check to date will
provide a bonus of 2 to saving throws for this spell.
Performance skill checks can be repeated on
subsequent rounds during the casting but these will be
at a cumulative penalty of 2 per times repeated.
Artist: V-Shane
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