BATTLE BARD: An experimental class for Amtgard. Courtesy of Lord Squire Lathius of The Duchy Of The Rising Moon.

BACKGROUND: A Bard is someone who is basically a fighter with specialized spell abilities which can give strength and courage to those who fight with them and can bedazzle and confuse those who fight against them. They are minor Druids with abilities drawn from this class. They are based upon Verbal and Emotional spells and their natural abilities come from skills to observe and the respect others hold for them. Bards are ambidextrous and can cast magic with either hand. This is drawn from both fantasy Bards and historical Bards (in the Norse and Celtic traditions) The Bard was a person who went into battle beside the Monarch, used their voice for songs of inspiration for companions and to instill fear in the enemies. The Bard is an entertainer and a historian. They traveled greatly and had to be able to survive the wilds alone which gives reason for Druidic training. GARB:A Blue Sash or Baldric. The Blue should be bright and not be easily confused for black, purple, or white from a distance . Bards must carry a musical instrument in order to cast any spells. The Bard does not have to be able to play the instrument. Bards are not required to carry a spellbook. They are required to carry a list of the spells purchased which is used for Reeving purposes only.

WEAPONS: May use any combination of non-hinged Melee Weapons under 3 ft (includes Dagger), a single Long Sword (under 4ft), or a staff. Note that weapons will deduct from the Bard's available magic points.

WEAPON: COST: Dagger (Melee) 0 Short Weapons (under 3ft) 2 Long Sword 3 Spear - Staff 2 Hinged Weapon (eg. Flail) - Polearms - Shield 3 Bow -

ARMOR: None

SHIELD: Medium or smaller, Note that shields will deduct from the Bard's available magic points

IMMUNITIES: None

ABILITY LEVELS:

1st: Presence. Always on.

2nd: None

3rd: None

4th: None

5th: Mimic: Once per Game.

6th: None

ABILITY DESCRIPTIONS: PRESENCE: (always active) Due to respect and awe for the position, all barbarians except berserkers will not attack a bard. In addition, due to professional respect, Druids of a lower lever, Monks of a lower level, and Bards of a lower level will not attack a Bard. However, if a Bard attacks a barbarian, or a lower level Druid, Monk or Bard, that person is immune to the Bard's Presence for the rest of the game. Hitting somebody (even accidentally) or directing a spell at somebody (even if its not completed, non-threatening, or not a real spell), are examples of attacking and invalidate the effects of Presence for that person. A person cannot intentionally interfere with a Bard in an attempt to negate Presence, (this includes standing between a bard and another combatant in an attempt to be hit, or throwing oneself in the path of a spellball that was obviously targeted for someone else). In return, Bards may not intentionally use Presence as a shield to interfere with combat between two people. (eg. A Bard should not expect to be able to stand between 2 Barbarians in mortal combat and expect them to ignore him.) Because of this respect, Barbarians and Monks of 3rd+ level are immune to all Bard Spells that Charm or Control. In addition, Druids of 5th+ level are immune to all Bard Spells that Charm. NOTE: Presence is NOT active if the Bard picks up a game item. This is because it would effectively remove the Game Item from play for those players who are effected by Presence. If a Bard takes a game item, they should be ready to defend themselves from everybody. When the Bard Presence is inactive (the Bard is carrying a game item), any attacks by the Bard do not negate the effects of an active Presence. (ie. A Barbarian attacked when the Bard was carrying a game item cannot claim immunity to his Presence when the Bard is not carrying the game item.) Mimic (usable once per game) The Bard is an excellent observer and learns to use the first level abilities of other classes. Once per Game, the bard may utilize any non-magical abilities of any other class at 1st level (one class only) in addition to their own abilities and magics. Weapons, Armor, and shields may be used in accordance with the class being Mimicked with no Magic Point Cost. Monsters may NOT be mimicked, and Spell casters cannot Lend magic to the Bard. Available Spell points must remain consistent for all lives, whether or not Mimic is being used. A Bard does NOT regain magic points spent for weapons prior to using Mimic. (ie. A 5th level Bard buys a sword, losing 6 of their 30 spell pts. When they Mimic a Warrior and use a sword as a Warrior, they still cannot use those 6 spell points) A Bard may NOT Mimic an Anti-Paladin or Paladin without having been Knighted.

SPELL LEVELS: Magic Name: Type Uses Cost Max

1st Level Cancel S Unlimit 0 - Charm S 1/L 1 4 Klutz S 1/L 1 4 Stutter S 1/L 1 4 Terror S 1/G 1 4 Visit N 1/G 1 8

2nd Level Bardic Flag FE 1/G 1 4 Legend S 1/G 1 4 Liplock E Unlimit 2 - Muscles E 1/G 1 4 Truth S 1/L 2 2 Voice I N 1/G 2 2 Warchant E 1/G 1 4

3rd Level Extension N 1/G 2 - Imbue N 1/G 1 2 Hawkeye E 1/G 1 4 Monster Charm S 1/G 1 4 Mute S 1/L 2 4 Panic S 1/L 2 2 Sleep S 1/L 2 4

4th Level Emotion Control E 1/G 1 4 Honor Duel S Unlimit 1 - Lore S 1/L 1 2 Mass Sleep S 1/G 1 1 Voice II N 1/G 2 2

5th Level Charm Control S 1/G 2 2 Confound S 1/L 1 2 Fight Beyond Death E 1/G 1 4 Mass Charm S 1/L 2 4 Yield S 1/G 1 4

6th Level Awe S 1/L 1 2 Charisma E 1/G 1 2 Familiar N 1/G 2 1 Voice III N 1/G 2 2 Spell descriptions

FIRST LEVEL SPELLS:(Rhymer)

CANCEL T: Spell R: 50ft I: Repeat 2x "I cancel my magic" E: Negates Magic L: May only be used on own Magic N: Negates any spell that can be Dispelled. It includes all enchantments, spells with duration (such as Charm, Entangle, or Sleep), and spellballs before they are thrown. Does not include Spells that have an instantaneous affect (such as a lightning bolt after it hits somebody, or Heal.) 9

CHARM T: Spell (Charm) R: 20ft M: N/A I: Caster must identify (either by name or by class) and point at victim, say "Charm" and then say a short poem of (20 + words) E: The bard may make the subject perform a single task. The task cannot remove the subject from the playing area, put the subject in any real danger (example, "Go Climb that tree") and cannot last longer than a 300 count. Subject may not attack, touch any game item, cast magic, be attacked, or interfere with combat in any manner. For all battlefield effects, the subject is considered a non-combatant immune to all attacks (including mass spells) nor can they attack while charmed. Subject must drop game items immediately upon being Charmed. L: Barbarians, Monks of 3rd+ level, and Druids of 5th+ level are immune to this spell. Cannot be cast on own team. N: If the Bard dies before they can give the task to the subject or if the task cannot be performed, the subject stands immobile for a 300 count until the Charm wears off. It is advisable to place the charm within the poem.

KLUTZ T: Spell (Control) R: 20ft M: N/A I: Caster must identify (either by name or by class) and point at victim, then chant, 3x "thou art a klutz, and so drop that (object, be specific)". E: Causes victim to drop specified object. The object should NOT be thrown, but rather dropped right at the feet. The object may be immediately picked up again whenever possible. The object must be carried in a hand at the time of the spell and not worn. L: Barbarians and Monks of 3rd+ level are immune to this spell. N: Shields are Worn unless held one handed (i.e. a Madu). Game Items are always carried, even if tucked in a belt or shield.

STUTTER T: Spell R: 20ft M: N/A I: Caster must identify (either by name or by class) and point at victim, and repeats 2x "I stutter thy spell". E: Causes any spell currently being cast to be interrupted. Caster must start over to cast spell, the spell is not lost or used however. L: N/A N: N/A

TERROR: T: Spell (Emotion) R: 20ft M: N/A I: Caster must identify (either by name or by class) and point at victim, and chants 3x "I make thee terrified". E: Subject must flee back to their base. During transit, they may not affect or be affected by the game. Upon arriving, the subject announces loudly, "I fear nothing". L: Barbarians and Monks of 3rd+ level are immune to this spell. N: Subject may not be terrorized twice within their same life.

VISIT T: Neutral R: N/A M: N/A I: Bard Announces "Visit" and counts to 200. The bard may substitute a song or poem lasting 3 minutes instead. E: After casting, the bard must go amongst the enemy (this includes sitting at their base, wandering around the back lines, or talking to the lone assassin hiding behind a tree). During this time, the bard may not attack, touch any game item, cast magic, be attacked, or interfere with combat in any manner. For all battlefield effects, the Bard is considered a non-combatant until returning to their home base. While at the enemy base, he may confer with the enemy, entertain them, spy on anything immediately visible (may not turn things over, etc.) seduce the enemy captain, or whatever. To end the spell, bard must return to their home base and declare the visit is over. Spell ends the moment they come within 20ft of their home base. L: Bard may be attacked before the count (or poem or song) is completed. N: This spell cannot be Dispelled or Canceled. Bards are not required to remain stationary and may wander behind enemy lines.

SECOND LEVEL: (Charmer)

BARDIC FLAG: T: Fixed Area Enchantment R: Fixed Area, 20ft radius M: Blue Flag (Minimum size is 6 inches wide by 12 inches long), markers for 20ft radius (markers MUST be laid down) I: The Enchantment must be done in the following order. The Bard must Place the Flag In center of area, then mark the perimeter, and then say: 'Violence here is not the way, come all ye who wish to play, I hope there will not mar the day, a boorish boor with temper fey. So run and scamper, thither on, bring to me a place of calm, That I can take my rest upon, and ne'er more need to fear or qualm.' E: No violent acts may occur within the enchantment's area. Attack spells may not be cast within this space (attack spells are any spells that are not usually beneficial to the recipient: Heal is ok, Iceball is not). Nobody outside the perimeter can attack anybody inside the perimeter, or visa versa. People can attack through the Bardic Flag, but any hits within the Bardic Flag do not count. (eg. An mage can throw a spellball through and hit somebody on the other side, but if he hits somebody inside, it doesn't count) L: Bardic Flags may NOT be placed within 150ft of a base, 100ft of another Bardic Flag, or 50ft of Nirvana. Game items and prisoners (ie. subdued enemies) may NOT be taken inside a Bardic Flag. N: NO ONE Is Immune to these effects. Bard may only have one Bardic Flag active at a time. Bardic Flag ends when the caster dies. May be dispelled.

LEGEND T: Spell (Charm) R: 20ft. M: Blue Flag (Minimum size is 6 inches wide by 12 inches long) I: Caster must say "Legend" and then say a short poem of (20 + words) E: Effects a number of people equal to the Bard's level, that are within 20ft upon casting of spell, the Bard may select the victims if more than his level are present. The Bard and the victims then remove themselves from the battle area, up to 100 feet distant, and not within 20ft of a base. Once at the selected location, the Bard drops the Blue Flag. Once the spell is cast, the Bard and victims cannot be harmed until the blue flag is dropped. Bards must move directly to the final location and must drop the flag as soon as they get there, or within a 60 count. The Bard may move about within a 20ft radius of the flag while 'entertaining' his guests for up to a 300 count, during which time the hapless victims may not leave without the Bard's permission. The Bard may not be attacked within a 20ft radius of the Blue Flag while entertaining, but ranged weapons or spell balls may be lobbed in from outside the radius. Bards are encouraged to make the Legend as entertaining for the victims as possible, so as to avoid undue revenge at a later date. The Bard may free people from the Legend before the time limit is over if he so chooses. Bards may defend themselves, but the spell ends if the Bard is killed by a lucky shot from outside the 20ft radius. Once the victims have either been let go, or the time limit has run out, they are immediately given safe passage back to their home base, or behind friendly lines. They may not attack nor be attacked until they reach their destination. If any one enters the 20ft radius of the Blue Flag, they are ensnared in the Legend as well, provided the Bard is of high enough level to entertain that many people. (At the rate of 1 /level of the Bard.) L: May not catch members of the Bards own team. Barbarians, Monks of 3rd + level, and Druids of 5th+ level are immune. N: Even immune people may not attack from within the 20ft radius. Bard may kill those caught within the legend, but victims are allowed to defend themselves. Victims may also be killed by those outside of the 20ft radius. Legend ends if the Bard is killed.

LIPLOCK: T: Enchantment R: Touch M: Yellow cloth I: Touch recipient and repeat, 5x 'Remain the truth still', tie Cloth to subject. E: Bearer cannot be forced to speak under any informational gathering except Tracking. L: Cannot be cast on Barbarians. N: May only be cast on each player once in a given game, disappears once bearer dies.

MUSCLES T: Enchantment R: Touch M: Yellow cloth strip. I: Bard repeats 10x 'I make thee strong.'; ties on cloth. E: Bearer's melee weapons all do double damage. A one point blue weapon becomes a two point blue weapon. A two point, red weapon becomes a four point red weapon. L: Cannot be cast on Barbarians N: Treat as Warrior Enhance, one-handed weapons may not damage shields.

TRUTH: T: Spell (Charm) R:20 ft M: N/A I: Caster must identify (either by name or by class) and point at victim, say "Truth" and then say a short poem of (20 + words) E: The bard may ask the victim a single 'yes or no question that must be answered truthfully. The victim may not be harmed during this time. L: Barbarians, Monks of 3rd + level, or Druids of 5th+ level are immune. N: N/A

VOICE I T: Neutral R: N/A M: N/A E: Allows the bard to purchase 2 magic points (i.e. - not 2 magics) of Druid magic from 1st and 2nd level. L: If a Bard purchases Voice I, they cannot purchase Voice II or Voice III. N: Druidic Magics bought with Voice may be dispelled as normal.

WARCHANT T: Enchantment R: Touch M: Yellow Cloth I: Touch recipient, repeat 10x 'May the fury of war fill thee' . Tie cloth on subject. E: Bearer may ignore the first physical hit they receive as long as the bearer is saying a war chant, such as 'Murder, murder. Hate, hate. Kill, kill. Mu- til-ate.', 'Bakulu, Bakulu, Bakulu, -Hey!', 'Vivat Grendel!', etc. As soon as the bearer is struck physically, or the bearer stops chanting at any time from the incantation, the enchantment is lost. L: May not be cast on Barbarians N: N/A

THIRD LEVEL: (Harper)

EXTENSION T: Neutral R: N/A M: N/A I: say "Extension" loudly prior to starting spell E: If spell has no range it gives spell a 20 ft. range, 20ft range goes to 50ft, 50ft goes to 100ft, and doubles in range after that. L: N/A N: Is not used up unless the accompanying magic is fully cast. Extension can be stacked by calling extension multiple times before casting, (i.e. "Extension, Extension ," prior to a 20ft spell makes it 100ft). May be used with Druidic Magic purchased with Voice I, II, or III.

HAWKEYE T: Enchantment R: Touch M: Strip of Yellow cloth. I: Bard repeats 10x 'Thou hast the sight of the Hawk'. Tie on cloth. E: Bearer of this enchantment does + 1 point of damage with all missile weapons. (A throwing knife does 2 pts., a short bow 3 pts., a long bow 5 pts.) . L: May not be cast on Barbarians N: Do not treat weapons as red weapons, this is not a warrior enhance.

IMBUE: T: Neutral R: N/A M: N/A I: None E: Allows the bard to purchase 2 magic points (i.e. - not 2 magics) of 1st or 2nd level Bard Magic. L: N/A N: N/A

MONSTER CHARM T: Spell R: 20 ft. M: None I: Bard repeats 2x'(Monster), how bored thou must be, Listen to a song that Is just for thee.' E: Monster is pacified for as long as the Bard is singing or playing for a maximum of 300 count. Monster may not be harmed during this time. L: Bard must stay within 20 ft. of monster. Only works on Monsters and only one Monster at a time. N: Quest Restrictions May Apply. Quest Monsters who are immune do NOT need to notify the Bard until after the spell has been attempted. During normal Battlegame situations, works on all Monsters, even those Immune to charms and subduel. Bard may be harmed during spell by anyone except Monster. Bard must stay within 20 ft. of monster.

MUTE T: Spell (Control) R: 20 ft M: None I: Caster must identify (either by name or by class) and point at victim, and repeat 5x "I silence thee." E: The victim cannot speak or cast magic for a count of 100. L: Barbarians, and Monks of 3rd + level are immune. N: N/A

PANIC T: Spell (Emotion) R: 20 ft radius. M: None I: Bard repeats 2x 'May all of thee flee in panic from me'. E: A number of people, equal to the level of the Bard, must return to their base. Should there be more people than the level of the Bard be within 20 feet, then the closest individuals to the Bard, up to his/her level must flee (i.e. if Baird Yardspinner casts panic as a 3rd level Bard, then the three closest people from the other team must return to their base Immediately). L: Only affects the other team. Barbarians, and Monks of 3rd + level are immune. N: N/A

SLEEP T: Spell (Control) R: 20ft. M: N/A I: Caster must identify (either by name or by class) and point at victim, repeat 2x "Listen and let the fighting cease, Close your eyes and sleep in peace." E: Victim must lie down and sleep for a 300 count. L: Barbarians and Monks of 3+ level are immune to this spell. Sleep does not affect people on the Bard's team. N: Sleeping people cannot be killed and their equipment may not be moved or destroyed.

FOURTH LEVEL (Spellsinger)

EMOTION CONTROL T: Enchantment (Charm/Control) R: Touch M: Blue cloth I: The bard states 5x "Emotion Control", and ties on this enchantment to the person. E: The bard immediately specifies which one of the following applies to the enchanted person: a) Berserk-Affects the recipient as: 1. 2 points all over Natural Body Armor 2. Melee Weapons are considered Bladesharped or Bludgeoned 3. Recipient may not wear or use any other Armor besides the Berserk Natural Body Armor 4. May not use a shield of any kind 5. May not use any projectile weapons, including all forms of bows 6. May not retreat unless outnumbered 5 to 1 or facing magic 7. Spellcasters may only use verbal magics while berserk,they may not cast enchantments, neutrals (except extension), nor may they cast spellballs. 8. Cannot be stacked with other enchantments. b) Immunity to Charm/Control: Affects the Recipient as: 1. Is immune to the following: Awe, Charm, Charm Control,Confound, Hold Person, Honor Duel, Klutz, Legend, Lore, Mass Charm, Mute, Sleep, Truth, and Yield. c) Immunity to Subduel- Affects the recipient as: 1. Is immune to Subduel Blows 2. Is immune to the following: Entangle, Flesh to Stone, Hold Person, Iceball, Mass Sleep, Paralyzation, Petrify, Shove,Sleep, and Yield. d) Immunity to Emotional attacks. 1. Is Immune to the following: Fear, Confusion, Feeblemind, Terror, and Panic. e) Confidence- the person may utilize his own class abilities as if he were one level higher than he actually is for a period of time not to exceed 30 minutes. L: Can NOT be cast on Barbarians, Monks of 3rd+ level, and Druids of 5th+ level because they are immune, therefore, they can NOT take this voluntarily. N: Not usable on Self.

HONOR DUEL T: Spell (Control) R: 20ft M: None I: Caster must identify (either by name or by class) and point at victims, and Repeats 5x "Remain This Duel Pure". E: Both people identified by the Bard, one from each team, must be within the range of the spell. Each contestant is protected from outside forces. The victor is allowed safe passage to their home base or behind friendly lines, ignoring all wounds till arrival. L: May not be members of the same team without a Reeve's permission. Spell lasts until one dies or it is dispelled or canceled. Barbarians and Monks of 3rd+ level are immune. N: Combat is limited to a reasonable area. If one of the contestants identified is Immune to Magic or Immune to Honor Duel then the spell is lost and no one is affected.

LORE T: Spell (Charm) R: 20 ft. M: N/A I: Caster must identify (either by name or by class) and point at victim, Yells "Lore" and then says a short poem (20 + words). E: The bard may ask the victim a yes or no question which he must answer truthfully, and may continue to ask yes or no questions until the bard receives a "no" answer. Reeves may also choose to grant the bard one small piece of useful information per game to further define "lore" (very useful in quests and special scenarios). Victim may not be harmed during questioning. L: Does not work on Barbarians, Monks of 3rd+ level, or Druids of 5th+ level. N: May only be cast upon own teammates with a Reeve's permission. Quest restrictions may apply.

MASS SLEEP: T: Spell (Control) R: Sight M: N/A I: Bard repeats 400x 'Mass Sleep (current count)'. E: Everybody (both teams) within sight of the Bard is asleep for a 300 count. L: Barbarians and Monks of 3rd+ level are immune. N: Sleeping people may NOT be killed and their equipment may not be moved or destroyed. However, it can be moved up to 10ft away. Sleeping people may stand up where battlefield conditions prohibit lying down.

VOICE II T: Neutral R: N/A M: N/A E: Allows the bard to purchase 2 magic points (i.e. - not 2 magics) of Druid magic from 1st to 4th levels. L: If a Bard purchases Voice II, they cannot purchase Voice I or Voice III. N: Druidic Magics bought with Voice may be dispelled as normal.

FIFTH LEVEL (Song Weaver)

CHARM CONTROL T: Spell (Charm) R: 20 ft. M: Blue arm band or head band. I: Caster must identify (either by name or by class) and point at victim, repeats 2x 'Thou mind and body belong to me. Come be my slave, you are no longer free.' E: After casting, subject must put on blue arm band or head band (provided by casting Bard) and have a blank look on his face. Subject must perform any task (except casting magic) that the Bard specifies. (It cannot violate the subject's civil rights and must be kept within game terms.) Task can be complex, examples being 'Defend me, 'Attack a Teammate,' 'Steal your Flag and return it to my Base.' etc. Subject may not be ordered to cast any magic. The spell lasts for a 300 count, and the subject is obligated to complete all tasks given to them to the best their ability for the 300 count or until killed, whichever comes first. If the subject completes a task within a 300 count, he is free until the Bard issues a new task. L: Barbarians, Monks of 3rd+ level and Druids of 5th+ level are immune. No one may be Charm Controlled twice in one game. N: May not be cast on own teammates. Can be Canceled, Dispelled or negated by a Yield spell, Charisma or another Charm Control. CONFOUND T: Spell (Charm) R: 20 ft. M: None I: Caster must identify (either by name or by class) and point at victim, repeats 2x 'May you believe whatever you hear'. E: Causes a person asking a riddle, puzzle, question, or quiz to believe that the answer given was right even though it may have been wrong. L: Barbarians, Monks of 3rd+ level and Druids of 5th+ level are immune. N: Quest restrictions may apply.

FIGHT BEYOND DEATH: T: Enchantment R: Touch M: Strip of yellow cloth and red arm or head band. I: Bard repeats 2x 'May Battle Fury Carry You Beyond Death'. E: Bearer may fight for ten seconds beyond their death. Bearer should announce 'Fight Beyond Death' and announce his count as he fights. Leg and arm shots against bearer after Fight Beyond Death has been called will incapacitate the limb. (ie. Person is killed by a shot to the torso, calls Fight Beyond Death and begins counting, a leg shot drops him to his knees) Fight Beyond Death allows the person to recover all leg and arm wounds. (ie. If both legs are cut off to kill a person, they call Fight Beyond Death and stand up. If a leg is hit after this, the leg is lost again and the person must drop to their knees again.) L: Barbarians and Monks of 3rd+ level are immune. If the bearer is killed by any of the following spells, or his body is destroyed by any other means, then he can no longer Fight Beyond Death (or finish the ten count if already started): Fireball, Call Lightning, Sphere of Annihilation, Firewall, Firetrap, or a siege weapon (or monster's equivalent white weapons). N: Armor (including natural) that was destroyed before death, is still destroyed.

MASS CHARM T: Spell (Charm) R: 20 ft. radius M: None I: Bard says 'Mass Charm' and follows with a 20+ word poem. E: As per Charm (see previous), but affects everyone in a 20 ft. radius, including own teammates. L: Barbarians, Monks of 3rd +, and Druids of 5th+ level are immune. N: Everybody caught in Mass Charm is given the SAME Charm. Charms are not given out individually. YIELD T: Spell (Control) R: 50ft M: None I: Caster must identify (either by name or by class) and point at victim, Repeat 3x "Yield thy arms and resist no longer, come unto me and be my captive." E: Victim must lower weapons and surrender immediately, moving straight to Bard, then may begin 500 count. If they are not killed, when they have counted they may return to their base. May only be kept from the Bard by death or by another Yield Spell, not by subduel, or force. L: Barbarians, and Monks of 3rd+ level are immune. N: Only other magics can still physically affect the victim.

SIXTH LEVEL: (Great Bard)

AWE T: Spell (Charm) R: 20ft M: N/A I: Caster must identify (either by name or by class) and point at victim, repeat 5x "I make thee in Awe." E: Victim may not attack the Bard for a 1000 count. The Victim is to avoid the Bard and cannot deliberately interfere with the Bards actions. (ie. if the Bard is fighting someone, the victim cannot step between them or step in the way of a spellball being cast by the bard) L: Barbarians, Monks of 3rd+ level, and Druids of 5th+ level are immune. N: The spell is canceled if the Bard attacks the Victim or deliberately interferes with Victims actions. (ie. if the victim is fighting someone, the Bard cannot step between them or step in the way of a spellball being cast by the victim). Mass spells do NOT count as an attack on the Bard or on the victim.

CHARISMA T: Enchantment R: N/A M: Strip of Blue Cloth I: Bard repeats 5x 'All of those who see me say there's the best lookin' person I seen today', ties Blue Cloth around head. E: While Bard Is singing and/or playing a musical Instrument, members of his team who are within 20 ft. of him are immune to all spoken Bardic magic. Should the Bard pass within 20 ft. of a teammate who is Charmed, under a Legend spell, or under some other form of control by an enemy Bard, that person is immediately freed of the enemy spell. Lasts for the duration of the life of the Bard. L: May only be cast on self. While Enchantment is worn, no other magic may be cast. Does not work on any Yield spell. N: The enchantment lasts for the Bard's entire life, but is only in effect when the Bard is singing and/or playing a musical instrument The Bard may engage in combat while using if desired.

FAMILIAR: T: Neutral R: N/A M: Small Stuffed Animal, no real animals please. I: None E: May purchase 5 points worth of 1st through 5th level Bard magic. L: Small animal must be kept with Bard at all times. If the Animal is dropped, put down, or lost the spell points are no longer usable. N: That is 5 points worth, not necessarily 5 separate spells. Bard must make a note on their spell list of which spells were bought with the Familiar. Familiars are considered spellbooks (for ease of play) and should be treated as such. (eg. they can get destroyed, a new onecan be retreved for a 100 count a the base.) However, Bards cannot carry a "spare" Familiar like Wizards who carry a second spellbook. Familiars cannot be Dispelled.

VOICE III T: Neutral R: N/A M: N/A E: Allows the bard to purchase 2 magic points (i.e. - not 2 magics) of Druid magic from 1st to 6th level. L: If a Bard purchases Voice III, they cannot purchase Voice I or Voice II. N: Druidic Magics bought with Voice may be dispelled as normal.

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