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MAG.E 4
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MAG.E 4 (Disk 1 of 2).adf
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1977-12-31
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@4NEW SPELLS FOR BARDS
====================
@3Pitch (Evocation)
@1
Level: Cantrip
Range: 0
Components: V
Duration: 2 rounds
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This cantrip sounds a perfectly-tuned note from out of
nowhere. The note is centered on the caster, and can be
heard from a distance of 20 feet. Things that block normal
noise (walls, curtains, Silence 15' Radius, etc.) block
this as well.
This spell is useful for tuning instruments "by ear",
or with the help of a Tune cantrip. It is also slightly
disturbing to those around the caster, as any single note
would be if held out for two rounds.
To cast this cantrip, the bard must speak out loud the
name of the note he wishes to hear, such as "Middle C", "B
Flat", or "Quarter-step above the first F Sharp above High C".
-- -- -- -- --
@3Tune (Alteration) Reversible
@1
Level: Cantrip
Range: 0
Components: V or M
Duration: Instantaneous
Casting Time: 1
Area of Effect: 5 foot radius sphere
Saving Throw: None
With this cantrip, the bard can bring one note of an
instrument in tune with either a hummed note, the
equivalent note played by a second instrument (in which
case the component of the spell is that other instrument,
which is obviously not consumed in the casting; what good
would that do?), or the result of a preceding Pitch cantrip
(q.v.). The one note will end up perfectly in tune with
the reference note. As many instruments as are in the area
of effect can be brought into tune at once.
A well-Tuned instrument (with two or more Tuned notes)
has the effect of making the bard's songs more melodious
and enjoyable; this has the game effects of reducing the
saving throws of hostile creatures vs. the bard's
mood-altering story telling by 1, as well as making the
bard's morale-boosting song affect the listeners for half
again as long (i.e. one and a half rounds per level) as it
usually does.
Too many notes perfectly Tuned on an instrument,
however, will have a negative effect on other bards in the
area, who will realize that the Tuned instrument has been
magically altered to sound so perfect. For each note above
one that the instrument has been Tuned, the hostile bard
personally gets a +1 to his saving throw vs. the playing
bard's friendly effects.
Although the Tuning is instantaneous, the effects of
the cantrip last for a while. In perfect conditions
(humidity on the low side, comfortable temperature, no
rough handling), the instrument will stay Tuned for a week.
In less than perfect conditions (typical adventuring abuse,
for example), the instrument will have to be re-Tuned every
day. If the instrument is taken apart for storage, such as
flutes or other woodwinds are, the instrument will have to
be re-Tuned every time it is reassembled.
The reverse of this cantrip, Untune, causes one note of
the specified instrument to become horribly out of tune.
It also has the side effect of turning the caster's hands a
brilliant red for one turn after the cantrip is cast,
unfortunately.
-- -- -- -- --
@3Kazago's Lock Pick (Alteration)
@1
Level: 1
Range: 0
Components: SM
Duration: 1 day + 1 day per 5 levels of the caster
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
This spell allows the bard to pick locks. The bard's
Pick Pockets percentage roll becomes an Open Locks
percentage roll, and the bard is treated as a thief in this
respect for the entire duration of the spell.
This spell is different from both the second-level
Knock spell and the Unlock cantrip in that it can possibly
affect much more than one lock, and that its effects are
far less certain. It is especially useful on fact-finding
missions where the bard is worried about coming across many
locked doors along the way.
The material components for this spell are a set of
thieves' picks and tools, which are not consumed in the
casting.
-- -- -- -- --
@3Minor Annoyance (Illusion)
@1
Level: 1
Range: 5 feet per level
Components: VS
Duration: 1 round per level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Negates
This spell creates the illusion (sound and feel) of a
mosquito flying into the victim's ear. The victim will
then act appropriately, which usually means stopping and
trying to get the illusionary mosquito out of his ear,
until either a successful saving throw vs. spell is made,
or the spell expires.
The spell takes effect at the beginning of the round
after it is cast. This means that it cannot be used to
interrupt a spell, although it can be used to keep spells
from being cast in the round(s) afterward.
The victim gets a saving throw at the time of the
casting, and then at the end of each round thereafter.
-- -- -- -- --
@3Sangfroid (Abjuration)
@1
Level: 1
Range: 0
Components: VSM
Duration: 1 turn per level
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell confers immunity to all "nuisance" cantrips
and first-level spells cast upon the bard. In addition, it
gives the bard a +4 bonus to his saving throws vs. nuisance
spells of second level or higher.
Nuisance spells are those that do no damage, but are
designed to adversely affect the bard's concentration,
train of thought, or senses. Most Illusion and Charm
spells fall into this category, as do Blindness, Deafness,
and such spells that otherwise cause blindness or deafness.
All three variations of the Annoyance spell (qq.v) are
included as well. There are more such spells, but an
exhaustive list here is unwarranted.
This spell is primarily used while performing, as it
keeps outside events such as hecklers and Taunt spells from
interrupting the bard's performance.
The material component for this spell is a chip of
granite.
(Yes, it's a pun; one of the gods in my game is named
Sangfroid the Uncaring. Nevertheless, it's a real word;
it means "imperturbability", but "imperturbability" is
too long a word for the name of a Bard spell.)
-- -- -- -- --
@3Annoyance (Illusion)
@1
Level: 2
Range: 5 feet per level
Components: VSM
Duration: 1 round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This is a more powerful version of the first level
spell Minor Annoyance (q.v.), in that it creates the
illusion of a bumblebee flying into the victim's ear. The
victim only gets one saving throw; if successful, the
annoyance lasts for only one round. The spell's effects
start at the beginning of the next round, just like Minor
Annoyance.
The material component of this spell is a dead insect.
If an actual dead bumblebee is used, the victim's saving
throw is made at -2.
-- -- -- -- --
@3Memorize Song (Enchantment/Charm)
@1
Level: 2
Range: 0
Components: VS
Duration: Permanent
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell enables the caster to memorize the next song
he hears. From then on, the caster can sing and play the
song exactly as he heard it, without worrying about
forgetting verses or notes later on in life.
This is especially useful for traveling minstrels, who
must remember someone else's songs for a long time in order
to sing them (in other words, "spread the news") in faraway
lands.
-- -- -- -- --
@3Transcribe Song (Alteration, Evocation)
@1
Level: 2
Range: 0
Components: SM
Duration: 1 round
Casting Time: 2
Area of Effect: One piece of paper
Saving Throw: None
This spell converts sound waves from a song currently
being played within earshot of the bard to musical notation
onto a piece of paper the bard has in his possession. It
will transcribe up to one round's worth of music into the
musical notation most familiar to the bard.
This spell is useful for keeping records of new songs,
or for keeping track of songs the bard is worried about
forgetting. It does not work well for conversations, since
it does not transcribe the words of songs, only the noted
of the song itself.
The material components for this spell are a piece of
paper or parchment, two ounces of good ink, and a grain of
diamond dust.
-- -- -- -- --
@3Major Annoyance (Enchantment/Charm)
@1
Level: 3
Range: 5 feet per level
Components: VSM
Duration: 1 round per level of the caster
Casting Time: 3
Area of Effect: One creature
Saving Throw: 1/2
This is an even more powerful version of the Minor
Annoyance and Annoyance spells (qq.v.). It makes the
victim's leg hurt, exactly as if he has barked his shin on
something. Although causing no damage, it is painful
enough to disrupt spell casting in the round it is cast in,
as well as subsequent rounds, to the limit of the spell.
The victim also suffers combat penalties: Armor Class
bonuses due to high dexterity are negated, and attacks are
made at a -2 penalty.
A successful save vs. this spell reduces the duration
of the spell to one round per two levels of the caster, and
reduces the attack penalty to -1.
The material component is a coffee bean, carved to look
like a miniature table.