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Bard

With a song in their hearts, bards take an instrument in one hand and a weapon in the other to fight their foe with pure creativity. Whether on a stage or fighting in the field, the bard is skillful and adept with magic, a blade and a silver tongue. Being storytellers, actors, song masters, dancers, and poets, the Thraelian bard uses their gift of lore and natural born skill to entertain the masses found in one realm or another.

The bard uses a combination of spells and throwing weapons offensively and relies on its evasion defensively.

Available Spell Circles

(Bards begin with 3 spell circles):

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Vedic Prime – Vedic Exercises & Rotes

This circle is available to Bards, Empaths, and Illusionists.

Number Name Cost Description
vp01 Mental Intrusion 1 The most basic of vedic manipulations, this spell will allow the caster to intrude into a targets mind and cause a slight bit of damage.
vp02 Kinetic Compression 1 Using only his willpower, the caster can strike out at his foe, causing damage to his enemy's physical self.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
vp03 Foresight 3 This spell will allow the caster to invest the ability to predict what actions may take place, thus improving the ability to defend reflexively. The bonus scales with focus skill.
vp05 Glimpse 10 Upon focusing to a single target, this spell will allow the caster to glimpse where he or she is at the present time.
vp07 Vedic Mastery 7 Causing the workings of the mind to be clearer, this spell will improve the ability of the caster to focus on his or her vedic spells. The bonus scales with focus skill.
vp10 Empowerment 10 This spell will grant the caster an increase in strength and stamina for when in tough physical scuffs at a penalty to wisdom and reasoning. The bonus scales with focus skill.
vp11 Precognition 11 Like foresight, this great Vedic exercise will give the caster a great view into the future. Unlike foresight, this spell grants vastly superior ability to dodge incoming assaults dependent on the caster's focus skill.
vp13 Serenity 8 Reaching into the mind of a target, this spell will render him, her or it in a serene-like state, lacking the motivation to attack.
vp30 Grand Vedic Mastery Impressive This spell has been disabled pending class revisions.
Via Ira Zem – Songs of Wrath

This circle is available to Bards.

Number Name Cost Description
viz01 Shriek of the Gryphon 2 Chargable warding spell that deals sonic damage.
viz03 Song of Aggression 3 Chargable spellbolt that deals sonic damage.
viz06 Song of Lulling 5 Stuns the target. Instant cast. This spell has its own cooldown.
viz09 Song of Silence 9 Afflicts the target with silence. This spell has a target-based cooldown.
viz12 Song of the Willow 12 Slows the actions of the target.
viz15 Resonance 15 Adds a temporary sonic flare to a weapon. The damage on the flare scales with focus skill.
Via Min Zem – Lesser Songs

This circle is available to Bards.

Number Name Cost Description
vmz01 Dance of the Spirite 5 Provides a physical bonus to the evasion skill. The bonus scales with focus skill.
vmz04 Song of Kenning 8 Drawing upon years of practice and worldly knowledge, the bard can weave threads of essence around an item through this song and interpret certain hidden attributes or traits.
vmz09 Song of Renewal 10 The bard uses his or her words to draw upon the very weave, causing it to mold around the bard and group to cause an increased renewal of magical energies.
vmz12 Song of Reflection 12 By singing the time-proven lyrics of this song, the bard weaves an invisible shield of essence around his or her group, creating a chance for incoming arcane and warding attacks to be somewhat hampered.
vmz15 Song of Sonic Weapon 15 Provides the ability to create sonic darts by snapping, which can then be thrown at a target.
Via Mar Sani Qel – Linkings

This circle is available to Bards, Empaths, and Illusionists.

Number Name Cost Description
vmsq02 Thought Sever 5 This spell removes telepathic connections and can be targeted to specific channels.
vmsq05 Telepathic Projection 10 With this spell, the caster is able to send his thoughts over distances.
vmsq08 Dual Link 8 This spell gives the caster the power to link his mind with another and share conversation.
vmsq11 Thoughtnet 11 This spell gives the caster the power to converse over the thoughtnet.
vmsq13 Group Link 13 This spell gives the caster the power to converse through telepathy to all in his group.
vmsq16 Clairvoyance This spell is currently disabled.
vmsq19 Hive Mind This spell is currently disabled.
Via Vas Thespis

This circle is available to Bards.

Number Name Cost Description
vvt01 Writing Cantrips 20 When cast, this can have multiple effects depending on what you have in your offhand:
  1. Create a piece of ethereal vellum of a random color. You can specify this color by cast <color>.
  2. Prepare a brush or quill for use by creating ink or paint.
  3. Wipe off the cover of a closed book.
  4. Wipe off the current page of an open book.
  5. Wipe off the exterior text of a rolled piece of parchment.
  6. Wipe off the interior text of an unrolled piece of parchment.
vvt03 Infinite Tune 5 Prevents an instrument from detuning. Lasts an hour+.
vvt06 Paint Dome 6 The bard creates a protective dome around himself and his group with paint.
vvt09 Polyglot 18 Allows the bard to speak any language it can speak perfectly, and hear any language to perfection for the duration of the spell.
vvt12 Stagefighting 12 Provides the bard with physical damage resistance that scales with focus skill.
vvt15 Prestidigitation 30 You store a single item in your mind, able to be called out when you cast this spell again.
Via Vas Zem – Greater Ballads

This circle is available to Bards.

Number Name Cost Description
vvz02 Song of Bravery 4 Provides a mental dexterity bonus to the bard's group. The bonus scales with focus skill.
vvz04 Song of Inspiration 4 Provides a mental evasion bonus to the bard's group. The bonus scales with focus skill.
vvz09 Song of the Stalwart 9 Provides a bonus to vitality and stamina to the bard's group. The bonus scales with focus skill.
vvz12 Song of Battle 12 Provides a mental bonus to archery, melee, and thrown to the bard's group. The bonus scales with focus skill.
vvz15 Song of Marksmanship 15 Group mental kinesis and gnosis bonus. The bonus scales with focus skill.

Skills

(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)

Skill Value
Alchemy Bad
Animal Handling Normal
Archery Good
Armor Very Bad
Channeling Bad
Conditioning Bad
Evasion & Dodging Good
First Aid Normal
Fishing Normal
Focus Very Good
Foraging Normal
Gnosis Good
Kinesis Very Good
Larceny Good
Lockpicking Good
Lore Very Good
Mechanisms Normal
Melee Weapons Normal
Observation Good
Outdoorsman Good
Parry Normal
Shields Bad
Skinning Normal
Sorcery Bad
Stealth Good
Tactics Normal
Throwing Very Good
Unarmed Combat Normal

Spoiler Information

You enter a small alcove and come into a cozy den-like room. A fire crackles merrily in a large fireplace that takes up most of the south wall. A scarlet tapestry partially covers a window in the east wall that overlooks a forest primeval. Antique instruments are mounted with care on the remaining two walls, and a thick floral rug embraces the floor with its warmth. Facing the fire is an overstuffed leather chair. Also here is Aurorah, seated in an overstuffed leather chair, and John, leaning casually on the back of the chair.

Aurorah says, "Come, my darlings, gather around me. May I offer you a flask of Emerald Fyre? It was brewed by my grandmother, you know. So you wish to know the secrets of being a bard?" Aurorahs eyes twinkle with merriment. "The cardinal rule is..." Aurorah leans in as if she is about to share an intimate secret, "...practice, practice, practice!"

Aurorah continues, "First may I suggest that you take the tour with your local tour guide and acquaint yourself with your new home. This will be crucial to your future endeavors." She pauses a moment to wet her throat with a sip from her flask. "Next you should gainfully employ yourself somehow. There are always packages that need to be delivered, and the fishing is wonderful off of the docks."

John coughs slightly and interjects, "If you happen to be the type that prefer not to deliver for Bhond or smell of fish, there are other options, too." Glancing askance at Aurorah he adds, "Not that there's anything wrong with that, of course." John grins, straightens his longcoat, and says, "Contrary to popular belief, a bard's life isn't always filled with frolicking about, strumming harps and drolling tunes. It certainly can be, but those of us with the propensity for bard-dom are not only musically inclined, but talented in other areas, too. For one, we've all a proficiency for smaller weapons, such as knives or rapiers. Throwing daggers has also long come naturally to bards, and we're quick to learn the art of evasion. With the right fighting form, a bard can be a fierce and formidable foe." With an idle grin, he adds, "And we're also good with alliteration."

Aurorah flashes John a brilliant smile and continues, "During this time you may be considering, 'Lugging packages and angling is great, but when do I learn how to harness the colossal talent I just know I have?'" Aurorah smiles wryly. "For that, you will have to visit the Lyceum."

"When you enter the Lyceum and see the Florilegium, head west to the Vedic Hall. Enter the doors, go through the arched teakwood door and find Marrek. Have a seat on a pillow and meditate for a bit. Hell wake up soon enough and teach you some very interesting things about the power of the mind."

Aurorah looks into your eyes pointedly. "Our minds power is what makes our spells work. This lecture is crucial, so be sure to pay attention. It will teach you the basics of the spell list called Vedic Prime. Any other lectures can wait until you are a far more experienced bard. The spell lists that we do not learn in the Lyceum are learned by reading sheet music and scrolls that are in certain merchant shops around and about the lands. Be sure to save your coin and invest in these treasures!"

"Spells, you say?" Aurorah taps her chin. "I will give you a brief summary. Aurorah recites,

"Vedic Prime are songs of the mind,
Via Mar Sani Qel link minds in kind.
Via Min Zem inspires and renews,
Via Vas Zem charms life and death too.
Via Yelm Zem are chants that will thrill,
Stun, calm and ultimately kill."

Aurorah pauses for a moment.

John chuckles deeply and mentions, "One of the most important abilities you need to use your offensive bard spells in combat is focus. The ability to stay focused sharpens your spell song skills into a blade which will make the difference between being laughed at by your opponents and causing significant, mortal damage." He grins ruefully and says, "Trust me, I've had both happen."

Nodding to John, Aurorah goes on, "What is lore, you ask? Lore is a skill that we as bards need to have in order to master our instruments. To hone this skill there are certain things that you can do. Firstly, there are shopkeepers and other skilled artisans who with the right question and the right amount of coin would love to train you in all areas that you would seek training in, especially the art of battle. We bards may be lovers," Aurorah drops a wanton wink, "but we can be damned good fighters as well. Secondly, there are actions that raise lore skills. I have, in the past, drawn a spell circle or two to increase my lore skill, much to the amusement of my channeler friends; my circles somehow always look lopsided. Oh well, if you are musical it is rare to be artsy as well. I am told listening to music and playing music will also increase lore, albeit slowly."

John leans an elbow casually on the edge of the overstuffed chair and says, "The ability that allows us to deftly manipulate musical instruments doesn't end with musical instruments." He grins. "If you can play that intricate mess of wires and tuning pegs at breakneck allegretto, imagine what you can do with a lock pick. We're intrinsically deft, don't forget that."

After a slight pause, John adds with a lopsided grin, "And no, I didn't say 'intrinsically daft,' although that might often be the case." He scratches his chin thoughtfully for a moment and adds, "Regardless, we're good with our hands. If you've the desire for your path to lead down what one might call the 'shady road,' I think you'll be pleasantly surprised how naturally those abilities come to you."

Aurorah takes another brief sip from her crystal flask, seeming to relish the flavor of its contents. She leans back in her chair, shifting her weight. "Once you have increased your lore a bit, you may choose to purchase an instrument. On your travels about town and in seeking out your teachings for lore, you should have happened upon an instrument shop or two. The glass cases there were quite smudged from my nose prints, of that I will assure you." Aurorah laughs ruefully. "Bring some coin; they are not so dear, but dear enough."

John raises a finger and mentions wryly, "And make sure to compliment the Maestro. He loves compliments."

Aurorah arches an eyebrow in your direction, her eyes filled with shock. "You dont know how to play? To play your instrument you must play with feeling! I can play my mandolin quickly, softly, slowly, joyfully or mournfully. When my song is finished, and my playing is through, I STOP my mandolin to orchestrate a beautiful ending." Aurorah gazes fretfully at the ceiling and mutters something about bards in this day and age. "Be sure to tune your instrument every single time you play it. Yes, I said every single time you play it. A sloppily tuned instrument is a detriment to the ears. A well-tuned instrument will help you play better."

Aurorah beseeches you with her eyes. "I cannot urge you enough to find a group of people, bring your instrument forth, and play. Sharing music will not only benefit your learning, but theirs. The more lives you touch with music, the more your life is touched.

John nods agreeably and says, "This is also an excellent way to earn coin. You'll find there are many who are happy to bestow a few royals on a bard or bardess willing to give freely of their talents."

Aurorah chuckles at John and makes a shooing motion with her hand. "Go now and share your gift. May the bright blessings of Ghent shine upon you." Aurorah turns and faces the fire, a contemplative smile playing across her face as John takes the flask from her hand and raises it to his lips.