Bard: Difference between revisions

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Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.
Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.
{| class="wikitable" style="width:100%;"
{| class="wikitable" style="width:100%;"
! Circle Name !! Sphere
! style="width:50%;" | Circle Name
! style="width:50%;" | Sphere
|-
|-
| colspan="2" style="padding:0;" |
| colspan="2" style="padding:0;" |
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:100%;"
|-
|-
! colspan="2" style="background-color:#FFD98E; font-weight:bold;" | Vedic Prime
! colspan="2" style="background-color:#FFD98E; font-weight:bold; width:50%;" | Vedic Prime
! colspan="2" style="background-color:#FFEBC1; font-weight:bold;" | Vedic
! colspan="2" style="background-color:#FFEBC1; font-weight:bold; width:50%;" | Vedic
|-
|-
! Shortname !! Name !! Cost !! Description
| colspan="4" style="text-align:center; font-style:italic; background-color:#f9f9f9;" | *This circle is available to Bards, Empaths, and Illusionists.*
|-
|-
| vp01 || Mental Intrusion || 1 || Basic offensive warding spell...
|-
|-
| vp02 || Kinetic Compression || 1 || Using only willpower...
! style="width:10%;" | Shortname
! style="width:15%;" | Name
! style="width:10%;" | Cost
! style="width:65%;" | Description
|-
| vp01 || Mental Intrusion || 1 || Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
|-
| 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.
|-
| 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 || 5 || 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 || 15 essence, 1 willpower || 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 || 6 || 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 || 8 || This spell grants an increase in strength for purposes of carrying, dragging, lifting, and swinging weapons. The bonus scales with focus skill, and can be cast on oneself, others, or one's group.
|-
| 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.
 
Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Will and Focus. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
|-
| vp13 || Serenity || 4 || 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.
|-
| vp15 || Repudiation || 7 || Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality scales with focus quality.
|-
| vp17 || Signature Alter || 5 || Altering the mental signature of himself or those around him, the vedic blocks scrying attempts upon individuals or upon a room.
|-
|-
|-
| ... || ... || ... || ...
|}
|}
|}
|}


== Skills ==
== Skills ==

Revision as of 16:50, 31 May 2025

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. An additional circle is available at levels 15, 30, and 40.

Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.

Circle Name Sphere
Vedic Prime Vedic
*This circle is available to Bards, Empaths, and Illusionists.*
Shortname Name Cost Description
vp01 Mental Intrusion 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
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.

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 5 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 15 essence, 1 willpower 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 6 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 8 This spell grants an increase in strength for purposes of carrying, dragging, lifting, and swinging weapons. The bonus scales with focus skill, and can be cast on oneself, others, or one's group.
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.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Will and Focus. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.

vp13 Serenity 4 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.
vp15 Repudiation 7 Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality scales with focus quality.
vp17 Signature Alter 5 Altering the mental signature of himself or those around him, the vedic blocks scrying attempts upon individuals or upon a room.

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 Good
Enchanting Very Good
Evasion and 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
Metallurgy Normal
Observation Good
Outdoorsman Good
Parry Normal
Shields Bad
Skinning Normal
Sorcery Bad
Stealth Good
Tactics Good
Thrown Weapons Very Good
Unarmed Combat Normal