Werew0lf 12024 Popular Post Share Posted July 23, 2021 [Credit to Pinterest] BARDMANCY The Combat of Music ORIGIN Lord of the Deep Hum “He was the greatest combatant of all; He fought not with swords or steels, but with words. His words of euphony sang with twisted bloodshed -- Lord of the Deep Hum.” - An excerpt on Lord of the Deep Hum A tale of the ancient lord spiralled across the lands of Horen; fettled by music and entertainment to ease their mind, he allowed for great musicians to come and perform for him and his children. Unlike the brothers of Horen, the young monarch found joy in dulcet halls filled by serenity -- chanting repositories of great battles and history of his might. Contrary to the young Horen, his brother Malin filled his forests with fruit of artwork and creativity; entertainment was but all they did. From the vines that hung their shacks, to the shafts that kept hold of their mighty keeps. Malin obsessed over sweetness in lyrics, the same as the canopies they leapt on -- trilling of his vast brood and their flora or fauna. Urguan stared at his jewels with obsession and greed, they were treasures to sit on; making up the might of his throne, his many sons and daughters crafted mechanisms to increase their obsessive load. The young Urguan was all for brotherhood and clanship, staring at his very statues with a sense of pride. A dwarven king conjured by gems, he chanted songs in synchronisation with his sons and daughters -- drums that fell in beat with hewing pickaxes. As all brothers sat in their mighty hold, Krug found no sympathy in creative intuition. Music was nothing to him but foolishness; a crude brother that would not take mantle to Iblees’s apt decievement. To Krug, music was but another alarm to warfare -- for a call to battle. “Krug showed no fascination in music; he was deceived not by Iblees, but his dullness. Clearly, Krug was not blessed by the Lord of the Deep Hum.” - A quote from an outcasted bard The Lord of the Deep Hum spread his music far and wide, reverberating his joyous compositions in the halls of Horen, the canopies of Malin, the caverns of Urguan -- yet he did not find Krug. Searching far and wide, he met only raiders and corsairs. It was false to say he was not found; Krug was in the middle of all conflict and bloodshed. The Lord of the Deep Hum found him in war. [Credit to Pinterest] LORD OF THE DEEP HUM The Wandering Bard Though nothing factual can be said about the lord of the deep hum, it is said to be a man-made entity. A strange entity of music, the original bard; one who threatened the world with his influence of music -- though not with hostility. His music rang the halls of the four brothers, with both gratitude and annoyance. This entity has no factual existence, nor proof has come of this vast theatrical entity. It is said that the Lord of the Deep Hum came but to spread the euphony of great music; a force of nature that wanted for all to hear its glory. The Wandering Bard has been speculated to appear in many folklore and interactions; the main origin of the Lord of the Deep Hum is unknown. However, it is not an Aengudaemon -- it may have been employed by one, this is sadly unclear. Many take mockery and speak of the Wandering Bard as the same to the Wandering Wizard, though both differ and should be separate entities. This entity found joy in the combat of music, and though mortals saw it as nothing but entertainment, this specific force of nature, this entity of unknown gave it resourcefulness. The first bards of the land have revered the Lord of the Deep Hum as their deity, for this preaching has faded over the many generations of musical genres and new instrument creation. [Credit to Pinterest] INSTRUMENTS The Tools of Bardmancy Instrument List A bard is able to channel their prowess through instruments; they act as foci to their melodical prowess. Though not a combatant tool, it is able to make musical sounds with varying effects. Instruments are split into three categories, each having their own capabilities. Once a specific type of instrument is chosen, it cannot be switched out until another instrument is crafted. The three types of instruments are percussion instruments, string instruments and wind instruments. The following instruments may be claimed in order to proceed with Bardmancy. Percussion Instruments String Instruments Wind Instruments Drums (any variety) Guitar (and all varieties, i.e Banjo) Bagpipes (or other variety of pipes) Cymbals Harp Flute Timbrel Lute Organ Adufe Psaltery Shawm Piano Vio(lin) Recorder Fiddle Zampogna Instrument Binding A bardmancer may only use one time of instrument; they must first select the type of instrument they shall use. Each type of instrument has a different musical effect, hence being restricted to only one. Once a bardmancer has selected their instrument, they begin their path into bardmancy. For those who are new, they must be taught the ability to instrument bind as listed below. Instrument Claiming [Non-Combat Spell] [2 turn casting - Tier 0] The bardmancer will bind their chosen instrument to them, now able to utilise it with their musical sheet. Once a bardmancer has bound their chosen instrument, it will be able to cast melodious prowess of the deep hum unlike normal instruments. These instruments may be broken, thus allowing another instrument to be claimed. Spoiler Only one instrument may be claimed per user. Only one type of instrument may be claimed per user. (i.e you cannot claim a weapon from percussion, and then from string). Once an instrument has broken, another may be claimed. It takes two turns to claim an instrument. These instruments must adhere to the usual instrument list (or similar to them). Instruments that have been claimed must be ST signed. Instruments act as foci, they do not grant non-bardmancers the ability to cast bardmancy should they get their hand on one. Bardmancy takes one magic slot. Instrument Strength A bardmancer will come to realise that their bound instrument is much more durable than most. They still maintain their original appearance, yet seem to be more stern and unsnappable. The specific instrument grows as renitent as iron, thus making it harder to break. Sadly, not all instruments maintain the same shape nor size, so this may be a struggle. Spoiler The bound instrument will become as strong as mundane iron (not steel). The bound instrument will become heavier due to being as strong as mundane iron. The bound instrument - if originally flammable - will still be flammable and can burn. The bound instrument can be used as a blunt weapon, though will not be as effective should it be too heavy to swing. Instruments that are too large may become unmovable, thus only being able to use bardmancy whilst standing still. For example, a piano. [Credit to Kashivant] MUSICAL STORY-TELLING The Stories of Bardmancy Storytelling A bard is noticeable for their great tales whilst playing epic feats of music to enhance the immersion. Unlike normal bards, a storytelling bardmancer will bring life to their stories, immersing those staring at their tales with great, realistic shapes and sizes. Storytelling is considered an aesthetic feat that holds no capabilities in combat, though can be used to make a good living. All storytelling spells are considered aesthetic. Spoiler Storytelling is purely aesthetic and may not be used in combat. Storytelling should not be used to disrupt roleplay. Though not required, asking for OOC permission should be decency. Storytelling will automatically stop once combat or violence ensue. Storytelling spells should not be used in order to give others an advantage, (i.e wisping flames onto a sword). You must be tier 1 in order to use storytelling spells. Story of Fire [Non-Combat Spell] [No Turn Limit - Tier 1] The bard may play their instrument, wisping images into any source of fire. Images may be engraved into the flames to immerse their story, such as creating great waves that crash into a ship, or images of men. This has no true limit outside of the redlines above. This may be done with all instruments. Spoiler Story of Fire cannot be used to extinguish flames. Story of Fire cannot be used to make flames larger. Story of Fire can only be used on flames at the size of a torch at minimum, and the size of a campfire at maximum. Story of Fire cannot be used to burn another individual, as this would constitute combat or conflict. Story of Fire cannot be used as a utility spell, i.e wisping flames onto a torch during an event. Story of Fire has no turn-limit, and will last as long as the bard wishes to tell their tale. Story of Water [Non-Combat Spell] [No Turn Limit - Tier 1] The bard may play their instrument, spitting images into any source of water. Images may be washed into the waters to immerse their story, such as creating miniscule crafts of ships, or images of men. This has no true limit outside of redlines above. This may be done with all instruments. Spoiler Story of Water cannot be used to dry up or remove a source of water. Story of Water cannot be used to make more water. Story of Water can only be used on a source of water at the size of a water-bottle at minimum, and the size of a pond at maximum. Story of Water cannot be used to drown another individual or make them wet (unless if given permission), as this would constitute combat or conflict. Story of Water cannot be used as a utility spell, i.e extinguishing flames with water. Story of Water has no turn-limit, and will last as long as the bard wishes to tell their tale. Illusionary World [Non-Combat Spell] [No Turn Limit - Tier 5] The height of a bard’s story-telling journey; an illusionary world which depicts everything realistically to the story that is being told. However, this may not be an actual, interactable world (i.e the illusion is simply put, an illusion). Illusionary world is considered to be the most realistic story-telling, as they immerse others into the scene itself. Spoiler Illusionary World may only be used with OOC permission from the target. Illusionary World has no limit to the size of which the tale may be, though should not conflict with those others roleplaying who do not wish to partake in the storytelling (i.e only those with permission can see the illusion). Illusionary World cannot be used in combat, nor should be used as a utility. Illusionary World will leave the bard exhausted after their storytelling, no longer able to use this specific storytelling ability for an OOC day. Illusionary World may only be used on a maximum of four people at once (all have to give OOC permission). [Credit to Pinterest] COMBAT OF MUSIC The Chad Bard Combat Bardmancy A bard may not seem threatening at first, unless at the betrothal of a bardmancer. Combat bardmancy is the utilization of their specific instrument in order to cast their musical prowess. Though combat bardmancy is locked to a higher echelon, it is mainly used to support others in combat or to make a quick escape, not to fight as ferocious warriors. Afterall, music is their first hobby! Percussion Bardmancy Percussion bardmany utilises all tales and spells from instruments specifically routed under the percussion category. These spells work with force of hitting, i.e drums or piano (or any other listed instrument under the percussion category). All percussion abilities are related to its ruthless, forceful nature. Spoiler Percussion bardmancy is limited to percussion bound instruments only. Percussion bardmancy may only be used through their instrument (which must be bound, acting as the foci). Mundane percussion instruments that are not bound may not be used. Percussion bardmancy is locked at tier 2, though higher-tier spells will be listed as otherwise. Percussive Quake [Combat Spell] [3 turn casting - Tier 2] The bardmancer is able to use their percussion instrument in order to force an earthquake in a five-block radius all around them (5x5 with the bardmancer in the middle). This quake may knock anyone off their feet. Spoiler Percussive Quake takes two turns to conjure and one turn to cast. Percussive Quake only lasts for two turns. After the two turns, the instrument will be on cooldown for a singular turn. Percussive Quake is limited to a 5 block radius all around the bard. Percussive Quake yields no other side-effect besides imbalance and knocking one off their feet. Percussive Quake may only be used if the bard is utilising their percussion instrument (i.e are banging on a drum, or playing the keys of a piano). Percussive Quake will work on everything in the 5x5, including allies. When casting Percussive Quake for those two turns, they are restricted to a one-block movement. When Percussive Quake has been casted, the bard may not move for those two turns it lasts. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). Percussive Ripple [Combat Spell] [3 turn casting - Tier 3] The bardmancer is able to use their percussion instrument in order to force another quake. However, this quake is miniscule and does not yield the ability to knock their opponent off their feet. Instead, a singular spike will slam out of the ground in the direction of their target; they must be within a three block range. Spoiler Percussive Ripple takes two turns to conjure and one turn to cast. Percussive Ripple will only poke out within a three block radius from underneath the target. If the target is not within three blocks, it will not strike the target. After the spikes have appeared, the instrument will be on cooldown for two turns. The spike from Percussive Ripple is only three feet long. It is able to puncture through mundane iron plates, though will likely crumble under the pressure of steel. Percussive Ripple may only be used if the bard is utilising their percussion instrument (i.e are banging on a drum, or playing the keys of a piano). When casting Percussive Quake for those two turns, they are restricted to a one-block movement. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). Percussive Perfection [Combat Spell] [5 turn casting - Tier 4] The bardmancer is able to use their percussion instrument in order to force an earthquake in a ten block radius all around them (10x10 with the bardmancer in the middle). This quake may knock anyone off their feet. Spoiler Percussive Perfection takes four turns to conjure and one turn to cast. Percussive Perfection only lasts for two turns. After the two turns, the instrument will be on cooldown for four turns. Percussive Perfection is limited to a 10 block radius all around the bard. Percussive Perfection yields no other side-effect besides imbalance and knocking one off their feet. Percussive Perfection will work on everything in the 10x10, including allies. Percussive Perfection may only be used if the bard is utilising their percussion instrument (i.e are banging on a drum, or playing the keys of a piano). When casting Percussive Perfection for those two turns, they are restricted to a one-block movement. When Percussive Perfection has been casted, the bard may not move for those two turns it lasts. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). String Bardmancy String bardmany utilises all tales and spells from instruments specifically routed under the string category. These spells work with gentle force of strumming, i.e a guitar or harp (or any other listed instrument under the string category). All percussion abilities are related to its sharp, fast flicks. String Entrapping [Combat Spell] [3 turn casting - Tier 2] The bardmancer is able to use their string instrument in order to trap an unwilling target within a four block radius. Strings from their instrument will extend out towards the target who is in four blocks, wrapping around a set of limbs and keeping them held in place. Spoiler String Entrapping takes two turns to conjure and one turn to cast. String Entrapping only lasts two turns. After the two turns, the strings will return to the instrument and it will be on cooldown for one turn. String Entrapping is limited to one target in a four block radius. If the target is not within the four block radius, it will not work. String Entrapping may only work on a set of limbs or their body, i.e arms, legs, torso and etcetera. As per instrument binding, the strings are as strong as iron. This makes them akin to shackles. When casting String Entrapping for those two turns, they are restricted to a one-block movement. When String Entrapping has been casted, the bard may not move for those two turns it lasts. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). String Slashes [Combat Spell] [3 turn casting - Tier 3] The bardmancer is able to use their string instrument in order to have the clad-iron strings slash out in a five block radius, similar to that of a sword-swing. These strands of string are only as sharp as a normal iron longsword, using the forceful swing of a peak descendant. Only two strands of strings will slash out. Spoiler String Slashes takes two turns to conjure and one turn to cast. Upon completing the slashes, the strings will return to the instrument. After the slashes, the instrument will be on cooldown for two turns. String Entrapping is limited to one target in a five block radius. If the target is not within the five block radius, it will not work. String Slashes will have two strings shoot out from the instrument, swinging at the target akin to a sword slash. However, it is consecutively done twice (i.e imagine being slashed by two iron longsword at once). As per instrument binding, the strings are as strong as iron. This makes them akin to shackles. When casting String Slashes for those two turns, they are restricted to a one-block movement. When String Perfection has been casted, the bard may not move for the cast. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). String Perfection [Combat Spell] [5 turn casting - Tier 4] The bardmancer is able to use their string instrument in order to have the clad-iron strings slash out in a six block radius, similar to that of a sword-swing. These strands of string are only as sharp as a normal iron longsword, using the forceful swing of a peak descendant. Only four strands of strings will slash out. Spoiler String Slashes takes four turns to conjure and one turn to cast. Upon completing the slashes, the strings will return to the instrument. After the slashes, the instrument will be on cooldown for four turns. String Entrapping is limited to one target in a six block radius. If the target is not within the six block radius, it will not work. String Slashes will have four strings shoot out from the instrument, swinging at the target akin to a sword slash. However, it is consecutively done x4 (i.e imagine being slashed by four iron longsword at once). As per instrument binding, the strings are as strong as iron. This makes them akin to shackles. When casting String Perfection for those four turns, they are restricted to a one-block movement. When String Perfection has been casted, the bard may not move for the cast. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). Wind Bardmancy Wind bardmany utilises all tales and spells from instruments specifically routed under the wind category. These spells work with a gentle force of blowing , i.e a flute or bagpipe (or any other listed instrument under the wind category). All windn abilities are related to its gentle, expansive gushes. Wind Push [Combat Spell] [3 turn casting - Tier 2] The bardmancer is able to use their wind instrument in order to send a strong gush of wind four blocks ahead of them, pushing away any target that may be attempting to approach them. This gush of wind is able to push a fully-armoured target at least three-four blocks away from their original spot. Spoiler Wind Push takes two turns to conjure and one turn to cast. Wind Push only lasts two turns. After the two turns, the instrument will be on cooldown for a singular turn. Wind Push is limited to one target in a four block radius. If the target is not within the four block radius, it will not work. Wind Push is only able to push away that singular target three-four blocks away if they are armoured. Those who are not carrying heavy weight will be pushed away for five-six blocks instead. Wind Push will work on anything within the four block radius ahead, including allies. When casting Wind Push for those two turns, they are restricted to a one-block movement. When Wind Push has been casted, the bard may not move for those two turns it lasts. A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). Wind Shield [Combat Spell] [3 turn casting - Tier 3] The bardmancer is able to use their wind instrument in order to hew a shield of air around them, protecting those within a four-block radius in each direction of the bard for two turns. All projectiles attempting to enter the shield will be thwarted. Spoiler Wind Shield takes two turns to conjure and one turn to cast. Wind Shield only lasts two turns. After the two turns, the instrument will be on cooldown for two turns. Wind Shield will deflect projectiles sent out towards it for two turns. Wind Shield is unable to stop hand-weapons from attacks, nor can it stop other enemies from entering the shield to attack. Wind Shield will cover an area of 4x4 around the bard. When casting Wind Shield for those two turns, they are restricted to a one-block movement. The bard is unable to move for as long as it is casted (i.e the two turns). A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). Wind Perfection [Combat Spell] [5 turn casting - Tier 4] The bardmancer is able to use their wind instrument in order to hew a shield of air around them, protecting those within a eight-block radius in each direction of the bard for two turns. All projectiles attempting to enter the shield will be thwarted. Spoiler Wind Perfection takes four turns to conjure and one turn to cast. Wind Perfection only lasts two turns. After the two turns, the instrument will be on cooldown for four turns. Wind Perfection will deflect projectiles sent out towards it for two turns. It is also able to stop unwanted enemies from entering the shield. Wind Perfection will cover an area of 10x10 around the bard. When casting Wind Perfection for those two turns, they are restricted to a one-block movement. The bard is unable to move for as long as it is casted (i.e the two turns). A bard is unable to cast if they are stopped from playing their instrument (i.e pushed, shoved, stabbed or whacked and etcetera). [Credit to LenkaSimeckova] TIER PROGRESSION Path to Bardmancy Tier Progression - 0 to 5 A bardmancer will start their journey at tier 0. In order to become a bardmancer, they must be taught by another bardmancer on how to bind an instrument to their person (this must be done by someone who has a TA in bardmancy). Tier 0 [Useless] - The bard has found a respective teacher and has their MA accepted on the forums. Right now, they are unable to do anything besides wait to be taught. This will unlock the following spells: Instrument Claiming Tier 1 [Beginner] - The bard has learnt how to bind their instrument to their person. This will unlock the following spells: Story of Fire, Story of Water You must be tier 1 for one weeks before moving onto tier 2. Tier 2 [Mediocre] - The bard knows how to storytell, and has finally unlocked the ability to cast their first combat-spell from their chosen instrument category. This will unlock the following spells: Percussive Quake, String Entrapping, Wind Push You must be tier 2 for two weeks before moving onto tier 3. Tier 3 [Adept] - The bard has learnt their first set of combat-spells in their chosen instrument category and have finished mastering it. Now, they are moving onto the next stage. This will unlock the following spells: Percussive Ripple, String Slashes, Wind Shield You must be tier 3 for three weeks before moving onto tier 4. Tier 4 [Expert] - The bard has finished their second set of combat spells in their chosen instrument category and have finished mastering it. Now, they will finish mastering the last of their instrument category spell: Percussive Perfection, String Perfection, Wind Perfection You must be tier 4 for one month before moving onto tier 5. Tier 5 [Mastery - Gifted] - The bard has finished their last set of combat spells and has mastered every set. The music of the bard is so great, they even warp the fabrics of reality to their whim, creating vast images to tell their tales. This will unlock the following spells: Illusionary World Once at tier 5, the bardmancer may create a TA. [Credit to KatyChamberChorus] PURPOSE & REDLINES Of Bardmancy Purpose of Bardmancy I just really like the idea of seeing more bards on this server. I have been doing bard roleplay for a small while on this server when I am not gooning; it’s really interesting being able to tell your stories by immersing others into it, aesthetical shifts and what-not. I also really liked the idea of like DnD bards, being able to cast spells on-par with the category of the instrument. It would bring a small flare and make the server a bit more fantastical, ig. General Redlines Spoiler This magic is one-slot. This magic is compatible with all current races. (every race man, even the dark mages) This magic is compatible with all current magics. (every magic man, even the dark mages) This magic is unable to be used on-par with other magics (i.e you can’t use bardmancy and voidal magic at the same time). This magic must have an ST-signed instrument in order to be used. This magic may have additions written for new spells introduced for said category. Not all instruments are written into their respective categories, use common sense. Instruments may not be any-more than foci to cast bardmancy or general music. In other words, you can’t have a sword, put holes in it and blow within the blade to say it is a ‘wind type instrument’. It must be an actual instrument, sadly. You can put runes on instruments (i.e transfiguration enchanting), though it should not tamper with the ability of playing the instrument. If it does, the bardmancer will no longer be able to cast or use bardmancy. Instruments may be switched for another any time, though this constitutes destroying the old bound instrument in order to open a slot for another. Instruments may not be draan-bound by heralds of Azdromoth. They cannot be conjured and must be carried on person. Instruments that are too large to be carried may still be bound, though this means they restrict turning and mobility. For example, a large piano that is facing north may only target those north, and cannot be turned (because it is too ******* large to turn and play at the same time). Bards will not be able to cast bardmancy should they not have the ability to. For example, a wind instrument category requires you to blow into the instrument to produce sound. If your lips are bound, you cannot play the instrument. This is common sense. Other magics may be able to free-form with bardmancy in storytelling should the story-team approve. For example, a necromancer being able to use a lute to shift bones in order to tell a story, or a mystic shaping ectoplasm into different shapes to tell their fellow mystics a story. However, this is not certain and should be confirmed by a story-team member preceding over the lore-piece. Written by: @Werew0lf just wrote this for fun init 98 Link to post Share on other sites More sharing options...
Qizu 4038 Share Posted July 23, 2021 Great work with the lore piece! I love the different abilities and how they take into account different instruments as well. I love bard roleplay and I feel like this would take it an extra step, great job gamer +1 6 Link to post Share on other sites More sharing options...
𝙻𝚞𝚟 XO 3066 Share Posted July 23, 2021 R-reserved 3 Link to post Share on other sites More sharing options...
Archangelic 212 Share Posted July 23, 2021 Something nice maybe 3 Link to post Share on other sites More sharing options...
Jentos 6883 Share Posted July 23, 2021 Yo add one's voice as an instrument 12 Link to post Share on other sites More sharing options...
hotbox_monk 977 Share Posted July 23, 2021 I can’t tell you how long I’ve been waiting for something like this :D I actually have been wanting to play a Bard for quite some time now! Such a cute piece and I can’t wait to see it implemented! 3 Link to post Share on other sites More sharing options...
JEEGK 1267 Share Posted July 23, 2021 2 minutes ago, Archangelic said: Something nice maybe 3 Link to post Share on other sites More sharing options...
clonky 1940 Share Posted July 23, 2021 COOL LORE 3 Link to post Share on other sites More sharing options...
Werew0lf 12024 Author Share Posted July 23, 2021 1 minute ago, Jentos said: Yo add one's voice as an instrument only ur voice sounds good jentos 2 Link to post Share on other sites More sharing options...
Johann 1418 Share Posted July 23, 2021 Jaskier RP 4 Link to post Share on other sites More sharing options...
Jentos 6883 Share Posted July 23, 2021 Just now, Werew0lf said: only ur voice sounds good jentos hahahah, hey werew0lf ik we haven't been talking that much but uhhh, would you go on a date with my character Gamling at talon's port tonight, 6 pm EST ? I'm buying drinks ☺️ Spoiler nice lore, I've wanted to see more varieties of magic emerge (more than void fuelled ones) so as to embellish the server atmosphere 4 Link to post Share on other sites More sharing options...
Hephaestus 1317 Share Posted July 23, 2021 5 minutes ago, Werew0lf said: Illusionary World [Non-Combat Spell] [No Turn Limit - Tier 5] The height of a bard’s story-telling journey; an illusionary world which depicts everything realistically to the story that is being told. However, this may not be an actual, interactable world (i.e the illusion is simply put, an illusion). Illusionary world is considered to be the most realistic story-telling, as they immerse others into the scene itself. My only concern would be that this seems a little close to Sens. Illusion. Otherwise pretty neat; I enjoy seeing interesting little curios like this that really have the potential of tying narratives together, if not spark new ones. +1 4 Link to post Share on other sites More sharing options...
yandeer 731 Share Posted July 23, 2021 I love D&D too haha where's the Vicious Mockery cantrip? 5 Link to post Share on other sites More sharing options...
Werew0lf 12024 Author Share Posted July 23, 2021 Just now, yandeer said: I love D&D too haha where's the Vicious Mockery cantrip? u dont need a vicious mockery cantrip. u can just do it >:D 2 Link to post Share on other sites More sharing options...
JoanOfArc 4586 Share Posted July 23, 2021 good lore werewolf (before someone rewrites it to take it away from you). i am willing to accept it on the condition you give me a grandfather. ty. 6 Link to post Share on other sites More sharing options...
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