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    Spells of the Lydian Faithful, Part 2
    Posted on Tue, July 02, 2002 by Trickster
    chatdemon writes "A small group of travelling bards and minstrels huddles around a campfire somewhere along the Javan river in northeast Sterich. They've camped together simply for protection from the cold and the terrors that still, even 3 years after the end of the wars, come lurking out of the darkness of night, but tonight is a special night for these travellers, a night in which they hold bardic council and trade magics from around the land. Join them for another peek at the spells employed by Lydia's followers.

    Author: chatdemon


    Spells of the Lydian Faithful
    Part 2
    By chatdemon (corndemon@hotmail.com)
    (Used with permission. Do not reproduce or redistribute with express consent from the author.)

    In all of the following spells, the verbal component involves song, and the somatic component is either playing an instrument or dancing. The caster must make a perform check (DC 10) for each V and S component of the spell in order to successfully cast it.

    Tuning
    Alteration
    Level: Bard 0, Music 0
    Components: V, S, M
    Casting Time: 1 action
    Range: Touch
    Area: One musical instrument
    Duration: 1 hour
    Saving Throw: None
    Spell Resistance: No

    This simple spell allows you to quickly tune your instrument allowing for the best possible performances. A situational bonus of +1 to your perform checks made involving that instrument for the duration.
    Use of a knowledge: music check (DC 15) with this spell can allow you to fine tune the instrument to suit the tastes of a specific audience, for example dropping the tuning on a lute to create a lower, richer tone orcs and dwarves might enjoy. This increases the bonus to perform checks to +2 for the duration.
    The material component is a drop of oil which is rubbed along the strings, valves or skins of the instrument during casting.

    Transcription
    Evocation
    Level: Bard 2, Music 2
    Components: V, S, M
    Casting Time: 1 action
    Range: earshot (25 feet)
    Area: one songbook or scroll
    Duration: 1 song
    Saving Throw: None
    Spell Resistance: No

    This spell allows you to have a song you hear magically transcribed into your songbook. Note that you must be skilled in Knowledge: Music and Language: Musical Notation to make use of the resulting transcription. The notation for the song takes up 1d6 pages of your songbook, or one complete scroll.
    The material component is a vial of ink and a feather, which are consumed in casting.

    Song of the Dance
    Enchantment
    Level: Bard 4, Music 4
    Components: V, S
    Casting Time: 1 action
    Range: earshot (25 feet)
    Area: One Creature (capable of hearing the song) per point of the caster's Cha modifier (minimum of 1 target)
    Duration: 5 minutes per caster level
    Saving Throw: None
    Spell Resistance: No

    You are skilled at using your music to inspire greatness in dancers. The recipient of the spell is granted a +4 bonus to her Perform: Dancing checks while your song is played.
    You must spend a full round action each round to continue the spell, and may activate no other spells or effects while doing so.

    Song Of Bralm
    Enchantment [Mental]
    Level: Bard 5, Music 4
    Components: V, S
    Casting Time: 1 action
    Range: earshot (25 feet)
    Area: 20 foot radius per caster level
    Duration: 10 rounds per caster level
    Saving Throw: Will Negates
    Spell Resistance: No
    This spell allows you to peacfully lead insects insectoid vermin and insect like creatures (DM's discretion)on a happy dance away from the area you wish to clear them from. Creatures that fail the saving throw begin 'dancing' (buzzing about or scampering about happily in the cse of actual insects) and following, but not attacking, the caster. Formians, Thri-Kreen and other advanced insectoid creatures gain a +4 bonus to their saving throw against this spell.
    The caster must spend a partial action maintaining the song and may move at a rate equal to her normal movement. Any attempt to lead the insects into a dangerous situation (such as a fire) will result in all of them immediately attacking the caster, and further use of this spell will be denied the caster until Atonement is sought from a cleric of Bralm.

    Song of Dalt
    Alteration, Evocation
    Level: Bard 3, Music 3
    Components: V, S, M
    Casting Time: 1 action
    Range: 10 feet
    Area: One creature or lock
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You are skilled at helping rogues focus their attention while picking locks though creating an almost clockwork rythm for them to work by. The target (any creature with the pick locks skill) immediately gains the effects of taking 20 on their next pick locks check. In the event no such creature is available, this spell has a 10% chance per caster level of duplicating the effects of a Knock spell.
    The material component is a small golden key (5 gp value) which is consumed in the casting as an offering to Dalt.

    Song of Jascar
    Alteration
    Level: Bard 2, Music 2
    Components: V, S
    Casting Time: 1 action
    Range: earshot (25 feet)
    Area: 20 foot radius
    Duration: 1 hour per caster level
    Saving Throw: None
    Spell Resistance: No

    You have learned to muster your music into a rythmic chant that inspires climbers to move faster and more safely. All creatures affected gain a +3 circumstance bonus to their climbing checks for the duration of the spell. The caster must spend a free action each round (only accounted for if combat ensues) maintaining the chant.

    Song of Llerg
    Enchantment [Mental]
    Level: Bard 5, Music 5, Druid 4
    Components: V, S, M
    Casting Time: 1 action
    Range: 0 (centered on caster)
    Area: 5 foot radius per caster level
    Duration: 3 rounds per caster level
    Saving Throw: Will negates
    Spell Resistance: No

    You have learned to focus your music so that it soothes the minds of even the wild beasts. The material component is a clay Llergan Totem (a small statuette in the form of the an animal) blessed by a cleric of Llerg. Normal animals (those of intelligence 1 or 2) in the area of effect are subject to the effects of an Animal Friendship spell for the duration. The cleric must spend 1 free action per round maintaining the effect, during which no other spells or magical effects may be initiated.

    Bardic Council
    Alteration
    Level: Bard 6, Music 5
    Components: V, S
    Casting Time: 1 round
    Range: earshot (25 feet)
    Area: 20 foot radius
    Duration: 1 hour per caster
    Saving Throw: None
    Spell Resistance: No

    It is common practice for the bards and Lydian minstrels of the Sheldomar to share campgrounds with each other as they travel, exchanging tales, songs and news of the realm. Long ago a group of clerics developed this spell that expedites the exchange of information in these fleeting gatherings. All Lydian clerics, and any bards present in the area of effect are granted a +10 bonus to all Int, Wis, and Cha related checks during the duration of the spell. Others present are unaffected, but may benefit second hand from the added information that is shared via this spell's effects. The effects of this spell do not stack if it is cast simultaneously by multiple casters.


    Note: Bard, Cleric, Wizard, Sorceror"
     
    Related Links
    · More about Spells of Oerth
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    Most read story about Spells of Oerth:

    Revised & Expanded Druid Spell List

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    Re: Spells of the Lydian Faithful, part 2 (Score: 1)
    by Nellisir (nellisir@attbi.com) on Tue, July 02, 2002
    (User Info | Send a Message)
    Also good spells, BUT...

    Song of the dance is woefully underpowered. A 4th level spell that only affects one person, only grants a +4 bonus, and requires the caster to devote essentially all her time to maintaining it?

    Likewise, song of dalt seems very weak. higher level casters are almost better off sending the rogue away before they cast this spell.

    Song of bralm might be reworded to affect non-intelligent or low intelligence vermin? Also, what about summoned vermin (re summon swarm)?

    For skill-affecting spells, consider jump. Affects creature touched for 1 min/level, grants +30 bonus to Jump skill.

    Cheers
    Nell.



    Bardic council (Score: 1)
    by Nellisir (nellisir@attbi.com) on Tue, July 02, 2002
    (User Info | Send a Message)
    This too seems underpowered. Maybe +3 or even +5 bonus, Area of effect 25'+5'/2 lvls burst centered on caster?

    N.



    Re: Spells of the Lydian Faithful, part 2 (Score: 1)
    by chatdemon (corndemon@hotmail.com) on Wed, July 03, 2002
    (User Info | Send a Message | Journal)
    I've taken the previous comments into account, and fixed a couple errors, and editted the spells accordingly.




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