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Bard Spells

Copyright Cormac Doyle ©2000

Edited by Rich Kirkland for The Guild Companion

Teaching Tales

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Teaching I

Caster

C

caster

U

2)

Tales of Lore I

1 Target

C

caster

U

3)

Tales of Instruction I

1 Target

C

caster

U

4)

Tales of Prowess I

1 Target

C

caster

U

5)

Tales of Power I

1 Target

C

caster

U

           

6)

Teaching II

Caster

C

caster

U

7)

Academy of Knowledge I

Varies

C

caster

U

8)

Implant Memory I

1 Target

P

touch

F

9)

Tales of Lore II

1 Target

C

caster

U

10)

Tales of Instruction II

1 Target

C

caster

U

           

11)

Teaching III

Caster

C

caster

U

12)

Tales of Prowess II

1 Target

C

caster

U

13)

Tales of Power II

1 Target

C

caster

U

14)

Academy of Knowledge II

Varies

C

caster

U

15)

Implant Memory II

1 Target

P

touch

F

           

16)

Teaching IV

Caster

C

caster

U

17)

Tales of Lore III

1 Target

C

caster

U

18)

Tales of Instruction III

1 Target

C

caster

U

19)

Tales of Prowess III

1 Target

C

caster

U

20)

Tales of Power III

1 Target

C

caster

U

           

25)

Teaching V

Caster

C

caster

U

30)

Academy of Knowledge III

Varies

C

caster

U

50)

Implant Memory III

1 Target

P

touch

F

Teaching Tales

1. Teaching I — The caster’s next attempt at instruction receives a +10 bonus..

2. Tales of Lore I — The caster’s next attempt at teaching academic subjects automatically takes only 85% of the normal time.

4. Tales of Instruction I — As Tales of Lore I, except it accelerates the teaching of instructive skills.

5. Tales of Prowess I — As Tales of Lore I, except it accelerates the teaching of physical skills.

3. Tales of Power I — As Tales of Lore I, except the spell affects the caster’s ability to teach their student how to use or sense the Power.

6. Teaching II — The caster’s next teaching roll receives a +20 bonus.

7. Academy of Knowledge I — As any of the Tales I spells, except it allows the caster to teach as many people as he has ranks in his Teaching skill.

8. Implant Memory I — The caster may implant the memory of a simple event or person in the target’s mind. The target will believe that they experienced the memory unless irrefutable evidence is placed before them.

9. Tales of Lore II — As Tales of Lore I, except it only takes 70% of the normal time to teach the skill.

10. Tales of Power II — As Coda of Power I, except it only takes 70% of the normal time to teach the skill.

11. Teaching III — The caster’s next teaching roll receives a +30 bonus.

12. Tales of Instruction II — As Tales of Instruction I, except it only takes 70% of the normal time to teach the skill.

13. Tales of Prowess II — As Tales of Prowess I, except it only takes 80% of the normal time to teach the skill.

14. Academy of Knowledge II — As Academy of Knowledge I, except it only takes 70% of the normal time to teach the skill.

15. Implant Memory II — As Implant Memory I, except the memory can be more complex – several days or weeks worth of events, etc.

16. Teaching IV — The caster’s next teaching roll receives a +40 bonus.

17. Tales of Lore III — As Tales of Lore I, except it only takes 50% of the normal time to teach the skill.

18. Tales of Instruction III — As Tales of Instruction I, except it only takes 50% of the normal time to teach the skill.

19. Tales of Prowess III — As Tales of Prowess I, except it only takes 50% of the normal time to teach the skill.

20. Tales of Power III — As Tales of Power I, except it only takes 50% of the normal time to teach the skill.

25. Teaching V — The caster’s next teaching roll receives a +50 bonus.

30. Academy of Knowledge III — As Academy of Knowledge I, except it only takes 50% of the normal time to teach the skill.

50. Implant Memory III — As Implant Memory I, except the caster can completely override the targets original memory, giving them an entirely new memory. Note that this spell does not confer the knowledge of psychology necessary to craft an appropriate personality. Thus, this spell is often used to superimpose one person’s life history over another.

Special Notes

1) Note – spells of the same name are NOT cumulative. Thus a Teaching spell can be combined with one of the Tales or Academy spells, but not one of the other Teaching spells.

2) Power skills (as per School of Hard Knocks) are directed spells/psions, power awareness, power manipulation power point development and spells/psions. This also allows the teacher to try to teach the more personal skills such as Self Control and Awareness.

3) Academic skills (as per School of Hard Knocks) are Communications, Lore, Science/Analytic and Technical/Trade.

3) Physical skills (as per School of Hard Knocks) are Athletic and Combat (weapons, martial arts, body development, combat manoeuvres and special attacks/defences).

4) Instructive skills – Artistic, Crafts, Influence, Outdoor, Subterfuge and Urban skills must be both explained and experienced.


 

Weave Tale

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Calming Tale

1 Target

Varies

10'

Fm

2)

Confusing Tale

1 Target

Varies

10'

Fm

3)

Charming Tale

1 Target

Varies

10'

Fm

4)

Orate I

Self

1 Min/Lvl (C)

self

U

5)

Sleep Tale

1 Target

Varies

10'

Fm

           

6)

Teaching Tale

1 Target

Varies

10'

Fm

7)

Tale of Warning

1 Target

Varies

10'

Fm

8)

Persuasive Tale

1 Target

Varies

10'

Fm

9)

Orate II

Self

1 Min/Lvl (C)

self

U

10)

Tale of Forgetfulness

1 Target

Varies

10'

Fm

           

11)

Tale of Fear

1 Target

Varies

10'

Fm

12)

Calming Tale True

50' R

Varies

self

Fm

13)

Orate III

Self

1 Min/Lvl (C)

self

U

14)

Charming Tale True

50' R

Varies

self

Fm

15)

Sleep Tale True

50' R

Varies

self

Fm

           

16)

Persuasive Tale True

50' R

Varies

self

Fm

17)

Teaching Tale True

50' R

Varies

self

Fm

18)

Orate IV

Self

1 Min/Lvl (C)

self

U

19)

Tale of Warning True

50' R

Varies

self

Fm

20)

Tale of Forgetfulness True

50' R

Varies

self

Fm

           

25)

True Oratory

Self

1 Min/Lvl (C)

self

U

30)

Tale of Terror

1 Target

Varies

10'

Fm

50)

Tale of Terror True

50' R

Varies

self

Fm

Weave Tales

1. Calming Tale — Allows the caster to tell a very soothing tale to his audience. The target cannot take any aggressive (hostile) action while the caster speaks, and for the same duration after the caster finishes speaking.

2. Confusing Tale — Allows the caster to tell a bewildering and confusing tale to his audience that prevents the target from making decisions or initiating action. They may continue to fight current foes, or in self-defence.

3. Charming Tale — Allows the caster to tell a tale that will cause the target to believe that the caster is the target’s best friend. This lasts for as long as the caster speaks, and for the same duration after the caster stops speaking.

4. Orate I — Allows the caster to gain a +15 to any vocal action during the spell duration – most influence skills, acting, singing, tale telling, poetic improvisation etc.

5. Sleep Tale — Allows the caster to tell a very boring, yet comforting tale to his audience. The target will fall into an enchanted sleep (cannot be awakened) while the caster speaks, and for the same duration after the caster stops speaking. After this duration ends, the target falls into a natural sleep.

6. Teaching Tale — For as long as the caster speaks, and for the same duration after the caster stops speaking, the target will believe the reasoning and ideas that the caster expresses are correct and valid.

7. Tale of Warning — For as long as the caster speaks, and for the same duration after the caster stops speaking, the target will become more cautions, and will tend to heed the caster’s warnings without hesitation or doubt.

8. Persuasive Tale — Allows the caster to tell a very convincing story to his audience. The target will be convinced to carry out a single suggested act that is not completely alien to him (e.g., suicide, blinding himself, etc.).

9. Orate II — As Orate I, except the bonus is +20.

10. Tale of Forgetfulness — Allows the caster to tell a very odd tale which the audience will forget as soon as the story is finished, recalling nothing specific about the tale, only that it was a very good story. In addition to this, the target will forget an amount of time equal to the length of the tale. This mnemonic lapse can be of any specified past period specified by the caster.

11. Tale of Fear — Allows the caster to tell a tale of horror and terror, generating massive fear on the part of the audience. The target is frozen in terror for as long as the caster speaks, and for the same duration after the caster stops speaking.

12. Calming Tale True — As Calming Tale, but affects everyone within earshot.

13. Orate III — As Orate I, except the bonus is +45.

14. Charming Tale True — As Charming Tale, but affects everyone within earshot.

15. Sleep Tale True — As Calming Tale, but affects everyone within earshot.

16. Persuasive Tale True — As Persuasive Tale, but affects everyone within earshot.

17. Teaching Tale True — As Teaching Tale, but affects everyone within earshot.

18. Orate IV — As Orate I, except the bonus is +60.

19. Tale of Warning True — As Tale of Warning, but affects everyone within earshot.

20. Tale of Forgetfulness True — As Tale of Forgetfulness, but affects everyone within earshot.

25. True Oratory — As Orate I, except the bonus is +75.

30. Tale of Terror — As Tale of Fear, except the target must resist the spell each round that the tale is being told, or die of fright.

50. Tale of Terror True — As Tale of Terror, but affects everyone within earshot. The caster may choose only to terrify the audience, freezing them in their seats for as long as the caster speaks, and for the same duration after the caster stops speaking.

Special Notes

1) A Bard must gain a degree of co-operation from their audience before they can cast a Tale. For example, a Bard can counsel an aggressive ally (casting a Calming Tale), but not the enemy. Similarly, an enemy that is actively attacking them cannot be Held, but the guard at the gate can be confused (Confusing Tale) into allowing the bard and their companions into the city.

2) Teaching and Warning Tales – The duration for "Believability" is only assuming that the information given by the Bard is blatantly false. The closer the Bard’s position was to the audience’s, the longer they will believe.

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