tgrt 744 Popular Post Share Posted January 1, 2022 A Bardmancer Summoning Emotions onto their sculpture. -- o O --- O o -- Description Bardmancy is a flashier type of magic under the Housemagery umbrella that is focused on enhancing artistic expression. Just like Housemagery, this magic is non-voidal, non-deity and requires no pacts. It’s just simple wholesome mana usage. You do not need to learn Housemagery to learn Bardmancy! It is a single slot magic per every two Mastery types taken; this means that to learn all four Masteries, you will need to use two magic slots. Should you only take one Mastery, this still takes up only one magic slot. Bardmancy accommodates most forms of art and uses an artist’s ‘performance’ as its catalyst. While what is considered an artform can be subjective, a list of what Bardmancy affects can be found under ‘Affected Arts’ over in the Bardmancy guide so lines are clearly defined. Arts are divided into 4 types: Aesthetic, Movement, Sound and Word. Spells are divided into Basic, Advanced and Master types. There is no casting limit for all except Master spells, though casting too many spells before rest can cause some unwanted side effects. Bardmancy spells are separated into Practical and Performance spells. Practical spells have permanent effects, whereas Performance spells effects end when the Bardmancer stops the spell. To clarify further on magic slots, Bardmancy is a subtype, much like Culimancy, but due to its expansive nature Bardmancy always takes up one spell slot for every two Art Types. When making your MA you must include your chosen Art Types in the title. For example, a good title will read [Bardmancy A+M] [MA] [IGN]. In this example A stands for Aesthetic, and M stands for Movement. Even if you only take one Art Type, Bardmancy will still take up one magic slot. Much like Housemagery, Bardmancy does not require a TA to teach and can be freely self-taught via ST-signed self-teach books. Naturally it is far easier to learn under a tutor than from a book, as multiple tutors can teach multiple things to keep the magic open, easy to understand, and fluid. General Redlines: ♫ Bardmancy cannot physically wound anyone. No killing people with art magic. ♫ Due to having a combat spell per Art Type, Bardmancy takes up one magic slot per two Art Types. ♫ Self-teaching books for Bardmancy must be ST-signed. ♫ Creatures with lesser souls, such as Musin, can learn Bardmancy. ♫ Bardmancy does not automatically grant artistic skill. ♫ Fun is strictly mandatory. You must have fun. Tier Levels and Development Tasks Spoiler Unsurprisingly, Bardmancy is divided into tiers. You must wait a set length of time to pass from one tier to the next. However, to advance from a tier you must also fulfil one Development Task. Tasks are mandatory for self-teaching. If you’re learning with a tutor, these tasks aren’t mandatory. They just serve as general guidelines of what a student must accomplish in order to display proper growth. Tasks are there to make sure Bardmancers stay active in their practice and to prevent someone from logging off for a month and suddenly tiering up. They’re also fun goals that encourage going out there and becoming your own magical event. When self-teaching, any single task from the given 4 can be completed. Don’t forget to save those screenies, and maybe share them with your fellow Bards! If you have a tutor, task screenshots must be submitted to them, or you may do tasks alongside your tutor. Completing a Development Task before the wait time is over doesn’t advance you early and you still have to wait. There is also no benefit to completing more than 1 Development Task in the same Tier (but you do earn ‘brownie points!’). Tier 1 – Novice Bardmancy (Tutored) This is the practice phase of any aspiring Bardmancer. At tier 1, they must spend most of their time connecting to their mana pool and performing. No spells are available in this tier. ♪ With a tutor, this tier lasts for one (1) IRL week (one RP year). ♪ When self-teaching, this tier lasts for two (2) IRL weeks (two RP years). ♪ At this tier, a faint aura of the Bardmancer’s mana is visible when practising connection. Tier 1 - Novice Development Tasks (Self-Teaching) A novice Bardmancer must complete 1 of the 3 given tasks below in order to be able to access Tier 2. Tiering up is only possible once at least 1 task is done. Remember to keep proof of your task completion! Individual Development Task: Perform or Practice on 3 different occasions. Event Development Task: Perform to a crowd of 3 or more. Situational Development Task: Perform once alongside another artist. Disruption Development Task: Create or compose something designed to gently mock another character, and present it to them as a genuine gift. Do not laugh. Tier 2 – Basic Bardmancy (Tutored) At this point, the student has been able to frequently tap into their mana pool and hold a decently stable connection. Tier 2 Bardmancers get access to ‘Base Kit’ spells but get easily winded when enhancing performances with their magic. ♪ With a tutor, this tier lasts for three (3) IRL weeks (three RP years). ♪ When self-teaching, this tier lasts for five (5) IRL weeks (five RP years). ♪ At this tier, the Bardmancer’s aura is mostly visible when they cast a spell. Tier 2 - Basic Development Tasks (Self-Teaching) Individual Development Task: Cast all 3 different Basic Bardmancy Spells, on different occasions for each one. Event Development Task: Perform a Bardmancy Spell to a crowd of 4 or more. Situational Development Task: Partake in a Performance so grandiose, you pass out from Frazzle. Disruption Development Task: Cast a Bardmancy spell in front of someone and persuade them that it wasn’t magic. Never reveal the truth. Tier 3 – Standard Bardmancy (Tutored) At Tier 3 a Bardmancer is used to connection and spells aren’t as much of a burden, but they’re still somewhat tiresome. They learn how to bind a tool to themselves and how to bind to other Bardmancers. ♪ With a tutor, this tier lasts for four (4) IRL weeks (four RP years). ♪ When self-teaching, this tier lasts for six (6) IRL weeks (six RP years). ♪ A clear, yet simple aura is shown when a spell is cast. Tier 3 - Standard Development Tasks (Self-Teaching) Individual Development Task: Entwine with a tool and use it to Perform or Practice on three different occasions. Event Development Task: Perform a Bardmancy Spell to a crowd of 4 or more on two different occasions. Situational Development Task: Use Shared Arts with two different Bardmancers. Disruption Development Task: Narrate the actions of another person, using the spells available to you to dramatically enhance your performance, without directly interacting with them for 30 narrative minutes ((10 emotes)). Do this two different times to two different people (You get extra ‘brownie points!’ if the person is a guard or an important person of the area). T4 – Advanced Bardmancy (Tutored) At this point a Bardmancer is quite used to mana connection and simple spells are only as tiresome as a performance. They gain access to ‘Advanced’ spells, and get a little more winded when performing those. ♪ With a tutor, this tier lasts for four (4) IRL weeks (four RP years). ♪ When self-teaching, this tier lasts for six (6) IRL weeks (six RP years). ♪ Their aura is clear and displays slight patterns. Tier 4 - Advanced Development Tasks (Self-Teaching) Individual Development Task: Summon, capture and bind to an Emotion Wisp. Event Development Task: Create your own Amphitheatre and Perform for a group of at least 5 people in it. Situational Development Task: Perform in the Amphitheatres of two other, different, Bardmancers. Disruption Development Task: Barge into an event you weren’t invited to and Perform until you pass out from Frazzle. Do this two different times in different events. T5 – Bardmancy Mastery A Bardmancer becomes a Master of their craft, performing and tapping into their own potential freely. They must choose one Mastery Specialization to learn to then gain access to their corresponding spells. ♪ Their aura is bright and displays complex patterns freely. Spell Slots We all have our limits, and Bardmancers are no exception. This magic uses a very simple Spell Slot system that grows alongside the caster. Spoiler After acquiring Spells at Tier 2, the Bardmancer has access to a number of Spell Slots equal to their Tier. So, at Tier 2 you may cast two Bardmancy spells, at Tier 3 you may cast three spells, and so on. Spell Slot chart for all tiers. Frazzle not included! The only exception to these rules are Mastery Spells gained at Tier 5. You may only cast those once every 12 IRL hours. For all other spells, you regain one Spell Slot every 2 IRL hours. Redlines: ♫ You regain one Spell Slot every 2 IRL hours. ♫ Mastery Spells have a separate cooldown of 12 IRL hours per casting. ♫ Mastery Spells do not use up Spell Slots. Frazzle The show must go on! Bardmancers are tenacious performers, and may push their limits even further at a cost. That’s where Frazzle comes in. Spoiler Frazzle is the fatigue system for Bardmancy, and it gives an extra 3 spell slots that the Bardmancer has access to at any Tier, basically pushing their capability to their next level as they sacrifice their well-being for the sake of art. ‘Frazzle’ starts stacking up after a Bardmancer uses all their Spells Slots, to a maximum of 3 stacks. The side effects of gaining Frazzle stacks, however, can get in the way of performing. These can include botching spells, impairing the Bardmancer, and even making them pass out once they reach 3 stacks of Frazzle. A list of common Side Effects for Frazzle is included below. You lose all Frazzle stacks 30 IRL minutes after you gained your last stack. Frazzle effects only occur through Bardmancy spells. They do not replace any other exhaustion systems from other magics. Spell Slot and Frazzle chart for all tiers. Note that someone in T1 cannot cast spells, and therefore cannot gain Frazzle Side Effects of Frazzle Frazzle manifests itself differently in each Bardmancer, all depending on how they use their magic. A poet might read their words wrong, a dancer might step on their own toes, and so on. At 1 Frazzle (1 Spell over your tier limit) you may experience: - Fatigue. - Confusion. - Slurred speech. - Slower reaction time. - Worsening of motor skills. - Slight miscasting of spells. At 2 Frazzle (2 Spells over tier limit) you may experience: - Extreme fatigue. - Extremely impaired vision and/or hearing. - Word scrambling. - Physical or vocal tics. - Random jerking of the head or limbs. - Extreme shortening of attention span. - Spells changing into unintended, or undesirable forms. At 3 Frazzle (3 Spells over tier limit) you pass out. You may wake up after a couple minutes, but you may experience: - Temporary loss of hearing, sight, and/or speech. - Temporary loss of control of one or all limbs, causing muscle spasms and uncontrollable limb twitching. - Temporary amnesia causing one to forget (or dramatically misremember) their friends, family, artistic abilities, and/or other significant memories. Redlines: ♫ You may only start gaining Frazzle after spending all your Spell Slots without resting. ♫ Frazzle effects stay for 30 IRL minutes, counting from when you last gained a stack. ♫ It is common to mess up a performance and even fail to cast a spell due to Frazzle. ♫ It is also common for spells to manifest in twisted or unintended ways when affected by Frazzle.♫ Frazzle side effects must be roleplayed for 30 IRL minutes in the least. You’d be powergaming otherwise. ♫ Frazzle is personal and non-transferable. SPELL LIST ‘Basic’ Spells (T2) Visual Trick (Non-Combat) [2 Emotes: 1 Connection + 1 Cast] Turning to the child he beamed A quick brush twist midair Into free, delightful wings Gleefully expressive. Spoiler Using a tool of their chosen art, or their hands/focus if they have no applicable tools, a Bardmancer may create small, floating, illusionary imagery as a Performance spell. The image is clear, 8x8 inches (or 20x20cm) at maximum, may be 3D, and very visibly illusionary, though it is up to the viewer whether or not they believe it to be real. Two or more images can be combined to form one larger image. Images can be moved at a rate of 1 block per emote, and they can be animated. They stick around for as long as the Bardmancer focuses on them after the initial cast. Should someone try to touch an image their fingers would pass straight through it. This spell allows non-painters to also create imagery depending on the artistic ability of their chosen craft/art type. T2: 2 images are allowed. Can be cast up to 2 blocks of range away from the Bardmancer. Very simple creations can be made, though are limited to the colour of the user’s aura. T3: 3 images are allowed. Can be cast up to 3 blocks of range away from the Bardmancer. Some detail can be added, and hue can vary slightly. T4: 4 images are allowed. Can be cast up to 4 blocks of range away from the Bardmancer. Slightly detailed creations (though not realistic) can be made, in any colour imaginable. T5: 5 images are allowed. Can be cast up to 5 blocks of range away from the Bardmancer. Highly detailed creations (though not realistic) can be made, in any colour imaginable. Redlines: ♫ Images are very clearly not real, even from afar. ♫ Images are partially transparent and cannot blind or impair someone. ♫ Should the Bardmancer need to move more than three blocks, their concentration is broken and the images disappear. ♫ Images cannot exactly display people, faces or locations. Artistic approximations would be seen instead, to avoid metagaming. Sharpen Tools (Non-Combat) [1 Emote: Connection + Cast] By focusing on a tool, a Bardmancer may shift it into its best possible shape for artistic creation. Spoiler This can be used to clean brushes, tune instruments, polish dancing shoes, clean a dusty canvas and so on. This is unable to be used on any kind of living tissue, human, animal, or otherwise. It is a Practical spell. The spell works on any tool as long as it’s artistic in nature (judging by the Art Types list) and the caster knows what its default, ‘sharpened’ state looks like. Sharpen Tools does not repair a tool or fix any tools in a completely unusable state, unless that tool is bound to the Bardmancer. Repeatedly using this spell on an Entwined Tool may fix it if it’s not damaged beyond repair. Redlines: ♫ I don’t know how you’d do it, but you cannot harm or heal anyone with this. This includes artificial body parts. Your golem hands might be tools, but it ain’t happenin’ honey. ♫ Sharpen Tools has the same effect as spending a good 10 minutes taking care of said instrument. The spell won’t do anything that takes longer than that and will need to be recast (cleaning a particularly deep stain out of your performance clothing would take a few castings, for example). ♫ Cannot be used on living tissue. ♫ Cannot be used to repair any kind of weapon. ♫ Cannot be used to repair an object beyond standard manual means. ♫ Attempting to repair an ST signed item or a MArt requires knowledge of how to work the material it is made of. Items that have ST-approved magical effects do not regain those effects once the item is fixed. Manipulate Art (Non-Combat) [2 Emotes Minimum: 1 Connection + At Least 1 Cast] When Performing or Practicing, a Bardmancer may bend expression into unlikely shapes. This can be used to playfully alter sounds, colours, and forms depending on the Bardmancer’s performance. Spoiler The spell can amplify, muffle, or faintly twist a sound from the Bardmancer, such as making a war-horn extremely quiet, or bending the notes of a lovely harp to sound dull and angry. Ambient sounds such as the noise from a crowd, the ocean, and songbirds can also be changed, and this spell also allows instruments of the same family (wind, percussion, string, etc.) to emulate the sounds of other instruments within that family. The spell can also aesthetically change the colour or texture of a material the Bardmancer is using (be it paint, ink, clothing, clay, writing paper, marble, and so on), or it can quickly sculpt a simple shape. Castoffs or removed parts of material can also be made to collect themselves back up into usable material. This can only be used within Practice and only with materials that have been used within that singular Practice session. For Movement based arts this spell is able to form colourful ‘shifts’ in the air around the body parts of the Bardmancer that move during performance, though these are faint and are more like echoes of movement than anything elaborate. Alternatively they may leave behind a ‘ghostly’ full imprint of themselves composed of their aura, creating a true echo effect. If Manipulate Art is cast during a Performance, all that was manipulated returns to normal when the bard ends their Performance. The spell can be continuously reused as many times as desired during the same Performance, not taking up any additional spell slots. Using this spell to modify a created physical object during Practice costs one spell slot and cannot be recast multiple times, but the changes stay permanently. It is very apparent that the manipulations aren’t real and come from the Bardmancer, thanks to their visible aura. As their mana must move towards an object and can be seen sinking into it, onlookers are able to tell who it is coming from. Manipulations are also never perfect, and certain details show their distinctions as false: Things like sounds appearing distorted and ‘off’, colours or textures not fully covering an object or appearing ‘layered’ onto it, and aura-coloured visages shifting around manipulated objects or the Bardmancer themselves. Redlines: ♫ The spell cannot completely alter a sound or voice into unrecognition. ♫ Regathering castoffs or removed parts of ST-approved materials is not allowed. ♫ You cannot use this to perfectly mimic someone’s voice, handwriting, or anything else that can be used to pretend to be them. ♫ You cannot permanently alter sounds around you. ♫ You cannot permanently give your movements an ‘echo’ appearance. ♫ The spell cannot change a material’s composition, only cosmetically change its texture, colour, hue, and saturation. ♫ Don’t make objects look like they're made of fire or weird voidal goop or anything else that’s highly detailed. ♫ If a material is cosmetically changed as mentioned above, it can be returned to normal by cleaning as if scrubbing off a layer of paint. ♫ Lingering arts, such as writing, sculpting and painting only retain their effects if manipulated outside of a Performance. ♫ The spell affects arts made only by the Bardmancer themselves. Entwinement (T3) Instrument Entwinement (Non-Combat) [3 Emotes: 1 Connection +1 Channelling + 1 Cast] A lyre old, snapped and spent Tossed into the air, distorting on descent The bard simply simpered when it bent Reattached and played a tune as they went. Instrument Entwinement is a Practical spell that imbues extraordinary traits into an artistic tool when a Bardmancer binds to it with a Mana Seal. Any tool works; it could be your brush, your quill, your dancing shoes, a favourite pendant while singing, or your giant piano that is totally needed and definitely wasn’t bought impulsively. Spoiler Choose just one trait on this list to add to the chosen tool. Traits are meant to be custom-made for each Bardmancer to fit their personal needs. A tool’s trait only works when used by the entwined Bardmancer, and no trait is able to nullify the effects of Frazzle or prevent them from being gained. Two Bardmancers cannot bind to the same instrument. The tool may be unentwined at any time, causing it to lose its trait and slowly return to normal. After doing this, the Bardmancer has to wait one IRL day to bind to a new tool. If the tool is ever broken or damaged to the point where it does not function as normal, the Bardmancer may spend some time casting Sharpen Tools to fully fix their Entwined Tool unless the instrument is too damaged to be realistically repaired. In case of full destruction, the instrument is unentwined and the Bardmancer must wait one IRL day to bind to another. The Bardmancer may only bind one tool at T3, two tools at T4, and three tools at T5. General Entwinement Redlines: ♫ Tools must be named, signed, and have the chosen trait’s effect written in their description. ♫ Do not use anything with these traits as a weapon. ♫ Traits do not nullify Frazzle stacks or prevent them from being gained. ♫ Tools can still be broken, bent and weathered like any normal tool. Trait: Consistency Adding this trait to your tool makes it never falter while performing! An effect that works to keep the rhyme and rhythm of the craft flowing, such as imbuing a bottle of ink to never end, or altering an instrument to stop the strings from needing tuning. This trait can also make sure your carving tools never dull, or that your performance clothing always flows with the right sway whenever dancing. Do note these effects only occur whenever the Bardmancer is performing. Outside of that, these tools act like any other ordinary object. Redlines: ♫ Outside of spell-casting, these tools act as regular objects. ♫ The never-ending effects of substances such as ink, paints, etc. are only in effect when in the hands of the Bardmancer entwined with the item, and cannot be used to flood an area. Trait: Support Adding this trait to your tool makes it assist in skill reliability during performances! This trait assists by magically honing a pre-existing skill: Be it a necklace that helps the Bardmancer maintain their notes while singing, or dancing shoes that tighten themselves and keep firmly in place throughout routines so they don’t slip. One could also create quills that keep your handwriting impeccable even while inebriated, or glasses that keep you focused on reading. The options are endless, so long as the Bardmancer has a skill to Support. These effects only last as long as a performance, however, and don’t permanently hone a Bardmancer’s skill into perfection. Redlines: ♫ The effect of this trait does not suddenly improve the skills of the entwined Bardmancer. Instead, the trait supports and aids with skills they already have. Trait: Resizing Adding this trait to your tool makes its size shift! This trait could be said to the most simple of all of them. It shrinks down an object to make it easier for them to be carried, and brought from location to location by the artists who imbued them. From instruments, like pianos, to an enormous canvas or large tools, all more easily transported by the artist while keeping their original weight. This effect can only be used by the Bardmancer who entwined the to the tool It can be activated or deactivated by thought, uttering a specific word, or pressing onto a particular part of the tool. Redlines: ♫ Activating or Deactivating tools by thought can only be done while in close proximity to them (10 blocks). ♫ Tools are incapable of harming others when their size is shifted. ♫ Do not move tools with the purpose of harming others. ♫ Tools with the Resizing trait may only shrink up to 1/10th of their original size. They may not grow any larger than normal. ♫ Tools with the Resizing trait retain their original weight. Trait: Dazzle Adding this trait to your tool makes it take on one of the effects below: Giddy Glow Your tool will emit a faint glow or shimmer in a chosen colour. The glow can be the whole instrument, or specific parts of it. Playful Pattern Your tool may display a simple texture that can fade in and out, or it may make a more complex texture that is already carved/drawn onto the tool faintly move. Material Mimic Your tool may shift its appearance to mimic that of another material. It does not share any physical properties with that material other than appearance. Any of these Dazzle effects can be turned on and off by either thought, uttering a specific word, or pressing onto a particular part of the tool. They can also be set to activate when the tool is used in a specific way by the Bardmancer, such as a lute glowing when certain notes are played, or clothes shifting to look as if they're made of stone when the Bardmancer poses in a certain way. Redlines: ♫ When adding the Dazzle Trait into an Entwined Tool, you may only pick one of the three effects above. ♫ Activating or Deactivating tools by thought can only be done while in close proximity to them (10 blocks). ♫ These Traits do not change a Tool’s material composition. ♫ Knowledge of a material’s appearance is required when using Material Mimic. ♫ You cannot blind, stun or harm anyone with these Traits ever. You can always, however, bash someone over the head with your tool. We’re not stopping you there. Instrumancy Spells (Non-Combat) Instrumancy Spells can only be cast using an Entwined Tool. They can imbue visual and audible patterns into surfaces, materials, and even movement performances. These spells have open-ended emote counts, meaning you can continue the spell for as long as you like or until interrupted. Spoiler There are 4 Instrumancy Spells, one for each Art Type. A Bardmancer may use tools from any of their chosen Art Types interchangeably, but they must be bound using Instrument Entwinement. They must unbind to their tool and bind to another one if they are at the limit as per Instrument Entwinement rules. Should an Entwined Tool be broken, you obviously cannot use it to cast Instrumancy Spells. Redlines: ♫ Requires an Entwined Tool. ♫ Broken Entwined Tools cannot be used to cast Instrumancy Spells. ♫ Instrumancy Spells continue on until interrupted, especially by combat. -- Aesthetic Instrumancy -- (Non-Combat) [2 Emotes Minimum: 1 Connection + At Least 1 Cast] With a Aesthetic-based Entwined Tool, the Bardmancer is able to impart pretty aesthetics onto their creations by creating a Mana Seal, locking mana into the object. This is a Practical spell. Spoiler These decorations are able to move and shift to a small degree, whether they are a fiery impression on a cloak, a glowing coat of arms upon armour, or an artfully applied tattoo of a moving rearing horse. These movements can be set to activate if interacted with in a certain way, like a cloak texture only shifting if pressed in a specific spot, or a bicep tattoo only moving when flexing. The specific effects can be RP’d by the person wearing or in possession of the imbued object. All effects are predetermined by the Bardmancer, and cannot be altered unless the spell is cast again. Mana Seals may be placed anywhere within the design and can blend in, emitting only a faint glow in the colour of the Bardmancer’s aura. Mana Seals can be broken by either scratching through them or breaking the surface of whatever they are placed upon. When a Mana Seal is broken the mana escapes in a harmless burst of aura-coloured sparks and the movement of the pattern ceases, though colours and other non-magical parts remain. Redlines: ♫ Nothing sentient, obviously. These are just pretty patterns. ♫ Again, no having realistic faces or exactly displaying people, faces or locations. Artistic approximations would be seen instead, to avoid metagaming. ♫ Definitely not stolen from Maoi’s tattoos in Moana. -- Movement Instrumancy -- (Non-Combat) [2 Emotes Minimum: 1 Connection + At Least 1 Cast] With a Movement-Based Entwined Tool, the Bardmancer is able to imbue their movements with their aura, manipulating it around them to create both sound and visual effects. This is a Performance spell. Spoiler This can be used to create echoes of songs that slowly increase in volume and clarity the longer the Bardmancer maintains it, as well as aura-based patterns and shapes that surround them in a 3x3 block area. The closer it gets to the edges of the area, the fainter the colours. These patterns are capable of displaying scenes appropriate to the song and story behind their movements, though are heavily stylised and do not display clear faces or regions. Patterns are limited to visual and audible displays and also very obviously not real, having an ethereal appearance. It is unlikely that someone is going to be fooled into thinking there are actually aura-coloured fairies flying around, unless they’re children or a little gullible. Therefore, it is up to the viewer whether or not they believe in the illusions created to be fact or fiction. Redlines: ♫ Nothing sentient, obviously. These are just pretty patterns. ♫ Viewers decide whether or not they believe the illusions to be real. ♫ Cannot be used for metagaming people or places. -- Sound Instrumancy -- (Non-Combat) [2 Emotes Minimum: 1 Connection + At Least 1 Cast] With a Sound-Based Entwined Tool, the Bardmancer is able to imbue a light material (such as paper, thin cloth, or a thin metal sheet) with mana, bringing it temporarily to life to perform scenes. Premade small creations (such as wood, metal, or stone) no larger than 1ft in height and width may also be manipulated, though as stated previously, these would be unable to leave the ground if too heavy. This is a Performance spell. Spoiler As the Bardmancer plays, sings, tells a story, or any combination of them, the material can move, fold itself into different shapes (such as a humanoid shape to imitate a person, or a cool fiery dragon shape), and, if light enough, is able to float up into the air for some fancy moves. The material is able to tear itself or be torn, and therefore will not stop moving if damaged during the performance. While the material can interact with people watching, it can never harm them or touch them directly. This lasts for as long as the song does, ending once your Performance is over, and is primarily used to showcase a story so an audience can both hear and watch it play out. Redlines: ♫ Nothing sentient, obviously. These are just cute moving storytelling devices. ♫ No combat of course. Don’t give people papercuts. ♫ No touching people with materials. If someone grabs a material, it is no longer able to be moved. ♫ Definitely not stolen from Kubo and the Two Strings. -- Word Instrumancy -- (Non-Combat) [2 Emotes Minimum: 1 Connection + At Least 1 Cast] With a Word-Based Entwined Tool, the Bardmancer is able to use a Mana Seal to store stories, songs, poems, or anything in written language onto an object or wall. Anything written as a threat or designed to be harmful cannot be stored in a Mana Seal. This is a Practical spell. Spoiler This allows people to touch the Mana Seal and “play back” these creations aloud. They are audible within a #Q range, and are either recited by a generic voice of the Bardmancer’s race, or that of the Bardmancer themselves. While this is capable of using other languages, no extra effects of those languages work. It cannot be used to cast magic. If the Bardmancer wishes, the language used can be translated into common. The Mana Seals can be placed on walls, jewellery, armour, weapons, Living Dolls, so on and so forth. Basically, it works on anything that has a hard solid surface. Mana Seals can be broken by either scratching through them or breaking the surface of whatever they are placed upon. At T5, a MArt can be made where a single Mana Seal is able to contain the knowledge of a self-teaching book. This is limited to one per Bardmancer, and must be an approved MArt and the sign must be ST signed. Redlines: ♫ Nothing sentient and no weird stuff like threats because why? ♫ You cannot place this type of Mana Seal onto someone’s skin. Tattoo stuff is Aesthetic. ♫ Definitely not stolen from Skyrim Word Walls. -- Shared Arts -- (Non-Combat) [2 Emotes Minimum: 1 Connection + At Least 1 Cast] Much like the Helping Hands ability from Housemagery a Bardmancer may link their mana to another Bardmancer through physical contact, usually by connecting hands. This can be used to share ideas and synchronise performances, and if one of the Bardmancers is T5 they may tutor others with it. Spoiler Students taught by tutors that are using Shared Arts with them are able to practise their spells, so through the guidance of their tutor their failures do not cost a spell slot. This does not apply if the student successfully casts a spell. Redlines: ♫ Only failed spells do not cost a spell slot. ♫ Cannot be used in combat. ♫ Requires physical contact unless used by two (or more) T5 Bardmancers. ♫ Consent from all parties is mandatory. ♫ This does not get rid of a student’s Frazzle if they already have it when beginning Shared Arts with a tutor. ♫ Cannot utilise another magic-user’s mana. ♫ Not usable with any other magic; Housemages and Bardmancers only. ♫ Cannot “recharge” another Housemage or Bardmancer. We’re not batteries. ♫ Nonverbal communication cannot be used in or directly prior to combat. In fact none of this should be used in combat because come on now people behave. ♫ No telepathy or anything dodgy, you can’t actually speak to someone with complex sentences, only communicate basic ideas and feelings and sensations such as “This lamb is RAW” or “please for the love of god tidy your room”. ♫ While at T5 this can persist, it only works if both Housemages or Bardmancers are at T5. If combat starts, this will end. If the Housemages go out of line of sight of the other, such as into another room, this will end. -- Bestow Souvenir -- (Non-Combat) [4 Emotes: 1 Connection + 1 Cast + 1 Channeling + 1 Completion] Bestow Souvenir is a practical spell that allows Bardmancers to help others imbue their own instrument with a trait listed in Bardmancy’s “Instrument Entwinement” section. Spoiler Much like the creation of Living Dolls, the recipient must be present upon the spell being cast. Immediate family and descendents of the recipient do not have to be present, but the inclusion of them must be deliberately incorporated via spoken instruction to the Souvenir or included in the focused mind of the Bardmancer casting the spell. The Mana Seal used for this spell may either take the form of the Bardmancer’s seal design or one that is personal to the recipient. These Souvenirs act as a diluted form of Instrument Entwinement. They cannot be repaired using Sharpen Tools and do not allow the recipient to cast Instrumancy spells, unless the recipient stops being lazy and learns how to be a Bardmancer. Souvenirs follow Instrument Entwinement abilities, traits, and redlines, as well as requiring a ST signature to ensure that there’s no knockoffs running around. The recipient of the Souvenir is able to take advantage of abilities and traits without having to be a Bardmancer. The Spell Bestow Souvenir is automatically learned at T3, but only after a Bardmancer learns both “Instrument Entwinement” and “Shared Arts”, as this is a development based on those two Spells. To ensure that these items are precious and special, a Bardmancer may only make one per IRL week; Souvenirs are meant for your besties, not for the shop! Redlines: ♫ Due to being allowed to exist without the presence of a Bardmancer, Souvenirs are not allowed to be used by any Bardmancer, including the creator, to cast Instrumancy spells. They do not count towards the Entwined Instrument cap. ♫ Souvenirs follow Instrument Entwinement abilities, traits, and redlines. ♫ Souvenirs can only be bound to a person that is present when the Souvenir is made. They may also be bound to the immediate family of that person (parents, siblings, children, children’s children, children’s children’s children, etc.). ♫ As with Entwined Instruments, murder with Souvenirs is not allowed. You can, however, always hurt someone by tossing a flute at them. We’re not stopping you there. ♫ Souvenirs can only be made once per IRL week. ♫ Souvenirs must have a ST signature. ♫ Fun is, as always, strictly mandatory. ‘Advanced’ Spells (T4) Summon Emotions (Non-Combat) [3 Emotes: 1 Connection + 1 Channelling + 1 Cast] With his most recent lesson finished, Boh’lokz the uruk had a message for the world. He waltzed into crowded Providence, pointed to a watching man, and began his dance. With pocket sand in his grasp he began to move, arms reaching towards the sky before gracefully descending to the ground in an elegant pose. He stretched his arms outwards before bringing them together suddenly in a clap, the pocket sand bursting out into a delicate cloud around him. The onlookers saw it- heard it- got it. Volume… Length… Mass. The man frowned. “... What did you just say about my mother?” Spoiler When performing, be it playing, dancing, writing, etc., a Bardmancer may enhance their piece (a song, choreography, text, sculpture, etc.) to easily present an emotion or message. This is a Performance or Practice spell. When cast Practically into a created object, this can imbue a single sentence message that is understood by all who see it. The spell helps translate one’s artistic intention, making an audience understand whatever the performer is trying to bring forth, as long as it is not done with harmful intent to others. This can be used to wordlessly convey an emotion or message up to a sentence long. Whether the Bardmancer’s audience actually feels the summoned emotion or not is up to them. Redlines: ♫ This spell only takes effect on living beings, or beings that are able to feel emotion. Therefore, it cannot be used to pick out undead beings. ♫ The audience cannot be forced to understand the message. ♫ They must see or hear the caster through all emotes, or the message will come out unfinished, much like ordinary communication. ♫ Lingering arts, such as writing, sculpting and painting keep their summoned emotion message forever until destroyed. ♫ The spell does NOT shift a person's mood by itself. ♫ Conveyed messages can be understood by all, but they do not force those who read the message to believe it to be true. It’s just like any non-magical written sentence. Create Amphitheatre (Non-Combat) [3 Emotes: 1 Connection + 1 Channelling + 1 Cast] A Bardmancer may create a single personal sanctuary, a place where any may Practice and Perform for all. This is a Practical spell. Spoiler The Bardmancer imbues a chosen place with their artistic prowess, making it their own Amphitheatre and binding with it. By binding with their environment, the artist suppresses magical limitations for all artists there. Frazzle gain is disabled for all Bardmancers within any Amphitheatre. You still use up spell slots when casting within an Amphitheatre, and performing too much will leave you fatigued when you leave. You can, however, cast spells even after spending all your spell slots so long as you’re within an Amphitheatre. Frazzle will not be gained when doing so but when you exit the place you’ll have all your spell slots used.Any Bardmancer may bind with any place as long as it has personal meaning to them. The place is limited to within #RP (20 blocks) range, but the affected area does not go through walls. Binding to a place takes 1 RP year (1 IRL week). To bind you must cast this spell every IRL day in the same location. Make sure to screenshot your performances in order to present them to an ST member! At T5, a Bardmancer has a deeper connection to their chosen spot. Anyone who enters their Amphitheatre may interact with the space to contact the bound Bardmancer remotely, if signs describing such are present. This acts as a one-way means of communication that only the Bardmancer can sense, and is limited to understanding the intentions of whoever is interacting with the Amphitheatre. The only mindsets allowed are an intention to destroy the Amphitheatre, the wish to hear or see a performance, or the desire to interact with the area. The Amphitheatre does not detect anyone who enters, and so the only time that communication with the Bardmancer can start is when the person(s) who are in the Amphitheatre CHOOSE to contact them. Any character, including constructs, undead, spectrals, etc. can choose to contact the Bardmancer. When bound, Amphitheatres may benefit from one of a few aesthetic choices. This can range from purely visual wisps of varying colours, fabrics or curtains swaying in an unfelt breeze, a faint background sound of the Bardmancer’s choice (such as music, ocean waves, chanting, low drums), floating candles, or project an stylised image of the sky and any natural weathers onto the ceiling. These are purely aesthetic and offer no benefits or dangers. The Bardmancer is additionally able to control the level of light in the Amphitheatre as long as they are within the space, allowing for easy-access mood lighting. This cannot blind people. Redlines: ♫ Frazzle is not instantly lost when entering an Amphitheatre. It only prevents it from stacking further. ♫ A Bardmancer may unbind themselves to an Amphitheatre any time at will, and all the effects upon their chosen place will be lost. ♫ If the location’s structure changes more than 50% of its original state by being damaged or structurally modified, the Bardmancer is unbound and all effects are lost. ♫ Effects are also lost when the bound Bardmancer passes away. ♫ The Amphitheatre has to be a physical location, or a very large object like a moving stage type cart. It cannot move otherwise. ♫ Two Bardmancers may not bind near the same place. A gap of at least 50 blocks is needed between Amphitheatres. ♫ Do NOT send bird-like messages, personal thoughts, or anything more complex than “You feel someone’s presence in your Amphitheatre with the intent to destroy/interact-with/listen-to-a-performance-in the Amphitheatre”. ♫ Bardmancers may only have a single Amphitheatre at a time. ♫ Moving structures, such as smoggers, cannot have Amphitheatres bound to them. ♫ Amphitheatres MUST have a ST approval sign. ♫ Aesthetic effects and light-control are unable to harm, benefit, or otherwise affect anyone. Emotion Wisps (Technically Combat, but only if your idea of combat is very strange) Hou-Zi attempting to trap an Emotion Wisp Emotion Wisps are the embodiment of expression, manifesting after a long performance by one or more Bardmancers. Spoiler Wisps are tiny blobs of non-corporeal (ghostlike) raw mana and have an extremely strong emotional aura. They exist for mere seconds (one emote) and fizzle out quickly. They are at most one inch wide and emit a bright glow of their encapsulated emotion. One Wisp forms after a total of 6 Bardmancer spells are cast in succession around the same place. After that, the Wisp comes to be and encapsulates the main ‘emotion’ expressed in the performances used to conjure them, be it passion, panic, fear, blissfulness and so on. If more than one emotion is expressed in those performances, the encapsulated emotion is chosen at random between them using a /roll using the number of emotions, agreed upon by all Bardmancers present. When a Wisp appears, it’s aura is so strong that all living beings nearby in an #Q (8 blocks) radius may become disoriented, overwhelmed by its embodied emotion. Though non-Bardmancers and Bardmancers that are not part of the performance can be disoriented the use of this in combat is, quite frankly, almost useless due to how long it takes to create a Wisp. Wisps glow brightly, their colour associated with the emotions listed below. The emotion a Wisp can encapsulate and its intensity depends on what Tier the Bardmancer(s) performing is. T4: Summoned Wisp may only draw emotions from the six basic emotions listed below. Stun reaches out to a 4 block radius in all directions. During a performance in an Amphitheatre the stun fills either the entire room or within #RP (20 blocks) range. Stun chance for non-performers is a /roll 20 of 12 or below. T5: Summoned Wisp may draw from any emotion listed below. Stun reaches out to a 6 block radius in all directions. During a performance in an Amphitheatre the stun fills either the entire room or within #RP (20 blocks) range. Stun chance for non-performers is a /roll 20 of 16 or below. Possible Emotions and Associated Colours Wisps come in a variety of emotions and colours. The six basic emotions each have their own colour, with the four expanded emotions beneath them taking on a slightly different hue, saturation, or brightness. While the differences of these expanded emotions are up to the Bardmancer, they must stay within the confines of the basic emotion colours. Main Emotion: Happiness (Yellow): Expanded Emotions: Joy Enthusiasm Pride Elation Main Emotion: Surprise (Green): Expanded Emotions: Confusion Amazement Astonishment Awestruck Main Emotion: Affection (Orange): Expanded Emotions: Love Peacefulness Satisfaction Compassion Main Emotion: Anger (Red): Expanded Emotions: Envy Disgust Agitation Fury Main Emotion: Fear (Blue): Expanded Emotions: Terror Helplessness Dread Worry Main Emotion: Sadness (Purple): Expanded Emotions: Shame Despair Grief Guilt Redlines: ♫ The aura cannot force someone to change their mind about anything, such as whether to attack or whether to leave. ♫ Do not force emotional changes on people; simply inform them of the effects and allow them to RP it. ♫ Wisps do not affect people through walls. ♫ If for some reason you decide to use this in combat (???), it only affects people within a #Q (8 blocks) range that does not pass through walls. Capture The Moment (Non-Combat) [1 Emote: 1 Connection + Cast] A skilled Bardmancer may trap an Emotion Wisp into an object to then bind themselves to it. Spoiler Objects with wisps bound into them have a visible (but not light-producing) emotion-coloured effect in them. This effect drifts up and down the object, mimicking the aesthetic of a lava lamp, increasing and decreasing in intensity randomly. In order to Capture the Moment, a Bardmancer must use a small object as a focus to pull a manifested Wisp into it using this spell. The object must be at most 2ft (60cm) long, wide, and deep, and it is recommended for the object to have emotional meaning to the caster. A Bardmancer may only have one captured Wisp of a single emotion (chosen from any available in the list) at a time. This does not consume additional spell slots. > To capture a Wisp, the caster must /roll 20. On a roll of 12 or more, the Wisp is captured. > If the object used to trap the Wisp has a strong emotional meaning to the caster, the Wisp is captured on a roll of 8 or more. Once trapped in an object, a Wisp’s emotional aura is greatly reduced. It only affects those who touch the object and its effect is faint; one would recognize the emotion but they wouldn’t necessarily feel it unless they really focused on it or held the object for a prolonged amount of time (3 emotes). It is possible for emotions to flick back and forth when holding more than one trapped Wisp. While trapped, a Wisp’s existence stabilizes and it no longer fades out, but it must be ‘fed’ once every real day in the form of one performance expressing the Wisp’s encapsulated emotion, or it dissipates. Redlines: ♫ Wisps are only bound to the object used during the spell cast. ♫ Wisps and Bound Wisps cannot help in combat in any way. ♫ Wisps cannot be transferred from one object to another. ♫ Wisps cannot be removed from an object other than when being bound to a Bardmancer or by fading out without being ‘fed’ for a day. ♫ Wisp-bound objects cannot control the emotions of others. Only the person currently holding the object can choose whether they are affected. ♫ Wisp-bound weapons offer absolutely no benefits while in combat, and the emotions they summon will also offer no benefit or disadvantage. ♫ Wisps may be bound to a cursed, blessed, or otherwise enchanted object, but do not interact with that object’s alterations unless specified within a specially made MArt. Binding to a Wisp (Non-Combat) [5 Emotes: 4 Connection to Wisp + 1 Binding] “Hey, remember the time you were bound to a Sadness Wisp for a week and you made like 30 songs about how you messed up a cookie recipe?” “... Look, it really got to me at the time.” Spoiler After capturing a Wisp into an object, a Bardmancer may then Bind to it by focusing on its object and trapping the Wisp into themselves. The Wisp then leaves its object and takes on the Bardmancer as their host. Bardmancers may only have one bound Wisp at a time. Being bound to a Wisp is both a boon and a burden to a Bardmancer. This mana-based buddy can be draining as it feeds off their inner mana pool and emotional expression, however, they also facilitate artistic creation and are often great tools for newfound inspiration. The mana they store can be fed back into casting Manipulate Art, acting as a sort of ‘battery’, and allowing the Bardmancer to focus their inspiration into creating new works and improving old ones. A Bardmancer may cast ‘Manipulate Art’ as a Practical spell using their bound Wisp’s mana up to three times. Casting this way does not use up any of the Bardmancer’s spell slots nor give them Frazzle. This refreshes at the usual rate of one spell every 20 minutes. Furthermore, a visual representation of the Wisp can be seen manifested whenever a Bardmancer casts that spell. The Wisp’s visual display often tries to aid or connect with the Bardmancer’s performance. A sculptor may see it highlight spots that need chipping away, a dancer may have it swirl around them to guide them in their movements, and so on. This display is shown to everyone around the Bardmancer. However, with a Wisp's encouragement on their side the Bardmancer may enter a state of near obsessive creation if they are not careful. Feelings become a little harder to control and their performances more often express their Wisp’s manifested emotion. The Wisp’s constant mana draining also takes a toll on them. A Bardmancer loses 1 maximum spell slot as long as they are bound to a Wisp. A T4 Bardmancer is limited to 3 slots, and a T5 to 4 slots. After being bound, a Bardmancer usually does not like the idea of unbinding, but they may still do so any time at will. The Wisp is jolted from the Bardmancer over two emotes, and fades away into nothing shortly after. “...Even though the dough is faded. much like me, ungrown, deflated. Too much salt- Not enough flour Three cups of guilt that make me feel sour...” Excerpt from “Where’d the Cookie Dough? 30 Songs about Badly Made Recipes” Redlines: ♫ Wisps cannot be transferred from one Bardmancer to another. ♫ Wisps do not force any emotional change on a bound Bardmancer, but having strong emotions when bound is a fairly common side effect. ♫ Being bound to a Wisp subtracts your maximum spell slot number by one and you may not regain that slot until you are unbound ♫ Any Bardmancers below T4 cannot bind to a Wisp. They can still hold their trapped object and feel its effects like any other non-Bardmancer. Mastery Specializations (T5) Mastery Types The Lifelike Creation of a fallen war hero playing with kids in a town’s square. At Tier 5, a Bardmancer reaches their full potential and can choose a Mastery Type depending on what kind of art they prefer to perform. Master Bardmancers learn two Mastery Spells, one combat and another non-combat, that can only be cast once every 12 IRL hours each. This is to ensure each spell is a once-a-day thing while not stifling those who go to bed and immediately jump back on the server. -- Aesthetic Mastery -- This Mastery encompasses all artforms that focus on visual display, colour, and shape arrangements. Included artforms are sculpting, painting, drawing, makeup artistry, tattoo artistry, ceramics, model-making and decorative object (including non-combat weapon) creation. Lifelike Creation (Non-Combat) [3 Emotes: 1 Connection + 1 Channelling + 1 Cast] The epitome of Aesthetic Bardmancy: Being able to create something so beautiful it mimics life itself. Spoiler By placing a Mana Seal onto a sculpture, drawing, or painting all through the Practice session, the artist may bestow upon it a pseudo-life of its own. Art created this way is called a Lifelike Creation. For every single block a Lifelike Creation takes up, it requires another Mana Seal and another Practice session, to a maximum of a six block diameter. It can only be cast once every 12 hours. Lifelike Creations are very visibly not alive, no matter how perfect the construction or painting. Lifelike Creations are only as strong as the material they are made of, meaning there are no special ways to destroy them. As with all Mana Seals, scratching through the seal or otherwise breaking its surface causes it to fade away. Losing all Mana Seals would make the Lifelike Creation cease to function. Lifelike Creations can be infused with memory, thinking and acting exactly like the Bardmancer’s vision. These Creations can mimic historical figures or fictional characters as long as the Bardmancer has enough knowledge about them, but they only know as much as the Bardmancer does. At the very least a Lifelike Creation must have a name, a general description including some life achievements and appearance, and some personality traits fitting the historical figure, played character, or fictional character. Depictions of legendary figures, such as the four brothers, cannot be made into Lifelike Creations. Creations often prefer to talk about themselves, sharing details of their character’s history and their values. They can move, talk, sing, play instruments and dance exactly like the figure they mimic so long as the Bardmancer has knowledge of it when creating them. Lifelike Creations can also be used as interactable puzzle pieces, divulging certain pieces of information upon prompts. This can be a useful feature of player-run events. When a topic that the Creation has no knowledge about is brought up, they will react much like their real life counterpart would. This is most often shown by confusion, or an attempt to change the topic. Creations can also follow a dialogue set that they have been imbued with, allowing them a variety of conversation points including interest in whoever they are talking to, and follow the cultural beliefs that they held in real life. Other than the memories infused by their author, Lifelike Creations have no long-term memory and only remember the past 4 IRL hours. The Bardmancer can ‘adjust’ their creation and add on more memories/character traits by recasting this spell on them. MArts can be made where a Lifelike Creation can be used as a self-teach ‘book’. This is limited to one per Bardmancer, and must be an approved MArt and the sign must be ST signed. Redlines: ♫ Creations can be roleplayed by anyone, following a generic script either written out in a forum post or, if they’re working, as lines coded into an actual NPC. Alternatively, the creator can be contacted to RP as the Lifelike Creation, following all rules and redlines of Lifelike Creations. ♫ The maximum size is 6x6x6. ♫ Creations are NPCs only. You cannot have a Lifelike Creation persona, but you may emote on their behalf using [!] on the conditions above. ♫ Creations cannot harm anyone or be made of anything harmful. ♫ Creations cannot divulge information pertaining to characters dying in front of them, to prevent any metagaming of death circumstances. ♫ Creations cannot be used to metagame information at all. ♫ Creations cannot leave where they are on their own and must be moved by someone else. ♫ Creations are based on the creator’s interpretation of the subject, and do not have to reflect the actual thoughts of the subject. ♫ Creations based on player characters must have the approval of that player. ♫ Creations cannot be used to impersonate players in any capacity. ♫ Creations obviously cannot be mistaken for the real person. Shape of Beguilement (Combat) [4 Emotes: 1 Connection + 2 Channeling + 1 Cast] Spoiler In a pinch a Bardmancer may quickly Perform, making a creation so visually enthralling that all who gaze upon it become disoriented for a while. This creation is very strange and abstract by nature and it must be made on the spot. Creations cannot be made beforehand, or they won’t have any effect. It can only be cast once every 12 hours. The moment the spell is cast, all living beings who can see said creation within visible #RP (20 blocks) range must avert their gaze or not look at it for 1 emote or be affected for 2 emotes. The spell only lasts for a single emote after it has been completed, after which the spell’s effect fades from the created object. Once affected, their gaze becomes distorted, shifting and twisting slightly. They also see faint hallucinations and experience mild double-vision. While this doesn’t have any particular negative effect for short-range battle, it is particularly detrimental for archers or anything that requires long-range aim (10 blocks or further). The Bardmancer casting this spell takes the brunt of it and gets stunned for 2 emotes, unable to act or move as their head spins. Redlines: ♫ Do not force people to 100% never be able to aim, attack, or defend. This is not very poggers. ♫ Must be able to see the Bardmancer’s creation. Obviously doesn’t work through walls. ♫ Remember that Mastery spells can only be cast every 12 IRL hours. Therefore chain-stunning or casting this spell twice in a row would be impossible, unless you manage to irritate two Master Bardmancers in the same encounter. ♫ When someone has been affected by this spell, they are not further affected by continuing to look at it. Effects only happen 1 emote after its completion. -- Movement Mastery -- This Mastery encompasses all artforms within the Movement Art Type, focusing on someone’s movements, their shape, and how they use them for expression. This includes dancing, theatre, opera (crossover with Sound), street magicians, non-verbal communications, gymnastics and martial arts (not in combat). Tether Dance (Non-Combat) [Varying Emote Count] Much like binding to a tool at Tier 3, Movement Master Bardmancers may choose a separate set of performance instruments to bind themselves to and control their movements. Spoiler These can be clothing pieces, accessories, ribbons, martial art tools, various juggling objects, etc.. They have to be small (10 inches/25cm in diameter at most, excluding ribbons and clothing) and somewhat lightweight (500 grams/1.1lb). A Bardmancer can bind to 5 different objects at once at most. This is the Practical part of the spell. Binding to the objects does not cost a spell slot. Once bound, a Bardmancer may Tether Dance to control each object’s movements telekinetically. The complexity of the Tether Dance mirrors how intricate the object’s movements will be, or how many will move at the same time. A flick of a finger jolts 1 object towards a direction, while a convoluted whole-body performance may shift all 5 objects into a complex and beautiful pattern. This is the Performance part of the spell. It can only be cast once every 12 hours. Tether Dance does not require line of sight as they orbit around the Bardmancer, but objects need to be at least 10 blocks near the caster to be manipulated. Should the bound objects go behind a static obstacle, the connection ends and the object either falls to the floor or returns to the Bardmancer. They may unbind to a tool at any time. Breaking a tool also unbinds it from the Bardmancer. It’s possible to repair these instruments by using ‘Sharpen Tools’, in the same way an ‘Entwined Instrument’ works. Redlines: ♫ You cannot levitate, propel yourself, or do any other crazy Batman crap with this. In short, you cannot do any movements you would not be able to do normally. ♫ Objects bound by this spell turn bouncy during manipulation. Should they knock into something (or someone) during a performance, they harmlessly recoil back towards the Bardmancer. Therefore, objects cannot harm or damage anything or anyone. ♫ Cannot be any longer than 10 inches (excluding ribbons, streamers, and clothing), and cannot weigh more than 500 grams/1.1lb. ♫ If a static obstacle comes between the Bardmancer and a bound object, such as by sending it behind a wall, the connection ends and the object either falls harmlessly to the floor or returns to the ground near the Bardmancer. Tilting Movement (Combat) [4 Emotes: 1 Connection + 2 Channeling + 1 Cast] Spoiler Whenever threatened a Master of Movement may move in a strange jerky fashion, creating disorienting forms that disturb the motor skills of all who see them while Performing. It can only be cast once every 12 hours. When the spell is cast, all living beings within visual #RP (20 blocks) distance of the Bardmancer must avert their gaze or have their sight impaired for 1 emote or be affected by the spell for 2 emotes. When someone has been affected, they are not further affected by continuing to look at it. Once affected, their movements become jittery, imprecise and their limbs jolt uncontrollably at random times. Any attacks, movement or manoeuvre that requires precise coordination will be nearly impossible. Dodging attacks and aiming a weapon at a precise point, for example, are heavily affected actions. Broad swings that negate the accuracy-hindering effects are not affected. The Bardmancer casting this spell takes the brunt of it, affected for 2 emotes and unable to act or move as they lose control over their limbs momentarily. Redlines: ♫ Do not force people to 100% never be able to aim, attack, or defend. This is still not very poggers. ♫ Must be able to see the Bardmancer. ♫ Remember that Mastery spells can only be cast every 12 IRL hours. Therefore chain-stunning or casting this spell twice in a row would be impossible, unless you manage to irritate two Master Bardmancers in the same encounter. -- Sound Mastery -- This Mastery encompasses all artforms that focus on sound arrangement, sound rhythm and melody. Instruments, singing, opera (crossover with Movement) and spoken poetry are all included within this mastery. Self Made Band (Non-Combat) [3 Emotes: 1 Connection + 1 Channeling + 1 Cast] Much like binding to a tool at T3, a Sound Master Bardmancer may expand their sonority by tethering themselves to different musical instruments without needing to use ‘Instrument Entwinement’. A Bardmancer may bind to up to 3 instruments at once this way, letting them go over the ‘Instrument Entwinement’ cap. This is a Performance spell. It can only be cast once every 12 hours. Spoiler After bound, the Bardmancer may telepathically control the instruments, allowing them to play on their command. This cannot be used to make them move around, and the Bardmancer must stay within 20 blocks of the playing instrument. The Bardmancer may move around while the instrument is controlled, so long as they keep a light focus on them, much like humming a song to themselves. Instruments stop playing if the Bardmancer goes behind a static object. Alternatively, a Bardmancer may tether to 1 accessory instead. Doing so expands their verbal capabilities, allowing them to shift the sound and range of their own voice into newer, and ever unrecognizable shapes. They may lower or raise their voice’s pitch and volume or create a small echo while they sing. The accessory must be worn, and it glows brightly when used this way. Examples of accessories are scarves around the neck, necklaces, a tiara, or any other non-weapon object that can be worn near the head and throat. Accessories that cover the mouth are able to prevent voice muffling if bound! They may unbind to a tool at any time. Breaking a tool also unbinds it from the Bardmancer. It’s possible to repair damaged instruments by using Sharpen Tools, in the same way an ‘Entwined Instrument’ works. Redlines: ♫ The Bardmancer doesn’t control the instruments’ movements, only how and when they play. ♫ Any complex performance with more than 2 instruments requires extreme focus and practice or multiple Bardmancers. ♫ When using a voice-altering accessory, a Bardmancer’s voice can be recognized if someone hears/has heard their original voice before. Discordant Noise (Combat) [4 Emotes: 1 Connection + 2 Channeling + 1 Cast] Spoiler Whenever desperate a Bardmancer can produce a noise so horrendously sounding, yet so precise, that all those who experience it temporarily lose hearing and all metal things around it reverberate during the Performance. It can only be cast once every 12 hours. When the spell is cast, all living beings within audible #RP (20 blocks) distance of the Bardmancer must have their ears covered/hearing impaired for 1 emote or be affected by the spell for 2 emotes. When someone has been affected once, they are not affected by continuing to hear it. Once affected, they are mildly deafened and their sense of balance is impaired for a moment. Dodging and attacking becomes a difficult task. All metal within the spell’s range instantly resonates when the spell is cast. All users wearing heavy metal armour automatically get stunned for 1 emote, and all weapons heavily made from metal, (swords, daggers, rapiers, and so on) shake uncontrollably for 2 emotes, making them easier to reflect or dodge and making it harder to aim. The Bardmancer casting this spell takes the brunt of it and is stunned for 2 emotes, unable to act or move as they lose all balance and hearing. Redlines: ♫ Do not force people to 100% never be able to aim, attack, or defend. Once again, this is not very poggers. ♫ Beings partly/totally made of metal do not shake controllably. They suffer the same effects as other living beings. ♫ Does not travel through walls. ♫ Remember that Mastery spells can only be cast every 12 IRL hours. Therefore chain-stunning or casting this spell twice in a row would be impossible, unless you manage to irritate two Master Bardmancers in the same encounter. -- Word Mastery -- This Mastery encompasses all artforms within the Word Art Type. It is based around word flow, sound, and arrangement in writing or speaking. This includes poems, plays, songs, fiction books, non-fiction books, folktales, epics, ballads and pretty much anything that’s written. Enthralling Story (Non-Combat) [Varying Emote Count] The most refined form of storytelling: Absorbing your audience into tales as they manifest into an incredibly realistic experience during a Performance. It can only be cast once every 12 hours. Spoiler By focusing on a spoken tale, poem or any narrative piece, a Master Bardmancer may expand it to an almost surreal degree: Visuals, sounds, smells, feelings and tastes manifest themselves onto all who are around the Bardmancer (in #Q range, or 8 blocks, or within one entire Amphitheatre). This spell acts as a small illusory effect centred around the Bardmancer. In it, the caster may manipulate the area to emulate the story being told by them. The audience may see, hear, smell, feel and taste whatever is displayed, so long as they focus on the story being told. The realism of these effects solely depends on how absorbed into the story an audience member is. A cynical, untrusting audience will likely see through the illusion and spot faults, experiencing things in an abstract, or less detailed, form. A curious, imaginative and open-minded audience, on the other hand, may experience things to a point almost indistinguishable from reality. Redlines: ♫ This spell lasts as long as the story is being told. ♫ Consent must always be given in order to participate in an Enthralling Story. ♫ You cannot harm anyone or physically affect anything with this spell. ♫ Feelings, visuals, sounds, tastes, and smells can be shrugged off easily if one wishes to ignore them. ♫ Any people shown in images have their faces changed to caricatures rather than realistic representations in an artistic style, preventing metagaming. ♫ Locations and special plants/ores/anything STesque are also heavily stylised, not perfectly representing the area or form, again to prevent metagaming. ♫ The writer must have a solid base knowledge of the events/locations to tell non-fictional tales in this magical way. Shouted Word of Ludicrous Volume (Combat) [4 Emotes: 1 Connection + 2 Channeling + 1 Cast] Spoiler As a last resort, a Master of Sound may focus their power into one single word. By doing so, one word chosen by the Bardmancer is displayed clearly in huge letters above them in the colour of their aura, written and spoken in a chosen language they know, and then echoed out in an absurd volume. This is a Performance spell. It can only be cast once every 12 hours. When the spell is cast, all living beings within audible #RP (20 blocks) distance of the Bardmancer must have their ears covered for 1 emote, or they are affected by the spell for 2 emotes. When someone has been affected, they are not further affected by continuing to hear it. Once affected, they are completely deafened and their vision becomes blurred. This spell makes dodging attacks fairly difficult, but it specially affects other magic users. All who are affected by the Shouted Word have their magic casting halted, and they cannot cast further for the 2 emotes this deafening effect lasts. The Bardmancer casting this spell takes the brunt of it, getting stunned for 2 emotes, unable to act or move as they lose all balance and hearing. Redlines: ♫ Do not force people to 100% never be able to aim, attack, or defend. In case you didn’t get it the first three times, again, this is definitely still not very poggers. ♫ Does not work through walls. ♫ This is definitely not Shouts from Skyrim. ♫ Remember that Mastery spells can only be cast every 12 IRL hours. Therefore chain-stunning or casting this spell twice in a row would be impossible, unless you manage to irritate two Master Bardmancers in the same encounter. -- o O --- O o -- Purpose (OOC) A true labour of love from a mix of people written over a very long time... Yep, we’ve got Bardmancy suited to people of all artistic trades! We have done this in the hopes that the magic will suit a far wider range of people than bards alone, and bring a little touch of harmless beauty to crafting, a fun purpose to forum post signs, and an extra boost of excitement to bard roleplay. ♡ Whether you’re a fabulous dancer, the shy painter type, or 5 goblins with maracas, Bardmancy offers that extra oomph you need to make yourself that grand experience. Your own magical event. Thanks, Credits and Changelog (OOC) Firstly, an immense thanks to Leonie (MagicMonke) who co-wrote Bardmancy with me. They’ve shown an overflowing amount of passion for this project and they’ve carried this piece with their god-tier writing, creative thinking, and their unconditional niceness. A special thanks to Tdubs for the OG rendition of Bardmancy this was based off of and for inspiring me to keep the torch lit. A huge thanks to all the people who gave pieces of ideas and concepts: Phoenix, Jay, Gallic, Chip, Titanium, Monkey and so so many more. You know who you are. Thank you for being there! Thanks to Bbr for being a nuisance. Thanks Spoon, I guess. And thanks to all the proofreaders who helped mold this into an understandable and polished thing: Bethinwonderland bubbles RoyalPeasant Zadie Olandyr/Monke/Commie Qizu Frott All art in the file is made by me, tgrt! (Leonie says to buy some!) That 's it. You’ve made it to the end. Thank you for reading! – Reference Links! Housemagery Lore: https://www.lordofthecraft.net/forums/topic/192017-%E2%9C%93-magic-lore-housemagery-featuring-soupmancy/ – Changelog: ( 01/01/22 ) Lore Posted ( 01/03/22 ) Formatting Fix ( 26/01/22 ) Pending Fixes Fixed 61 Link to post Share on other sites More sharing options...
Bardmancer 814 Share Posted January 1, 2022 Bardmancy 2: Musical Boogaloo! 11 Link to post Share on other sites More sharing options...
Royal Peasant 445 Share Posted January 1, 2022 Cracks knuckles and flops back into his seat. "It was awesome getting that rework done so quickly with you guys again. Battle of the bards begins, once again!" 6 Link to post Share on other sites More sharing options...
Pengin 198 Share Posted January 1, 2022 Ah, the awaited return of Bardmancy to the Lore Submissions thread! A joyous day! 4 Link to post Share on other sites More sharing options...
Barbog 446 Share Posted January 1, 2022 I ZKAHKING LOVE BARDMANCY!!!!!!! +1 3 Link to post Share on other sites More sharing options...
KaiserJacobII 1048 Share Posted January 1, 2022 Bard magic is a concept we need on LotC! +1 2 Link to post Share on other sites More sharing options...
satinkira 5800 Share Posted January 1, 2022 I love this I need this We need this 1 Link to post Share on other sites More sharing options...
antiopa 131 Share Posted January 1, 2022 Staff Just accept it already 2 Link to post Share on other sites More sharing options...
King_Kunuk 888 Share Posted January 2, 2022 The fact that you can not sing someone TO DEATH with this means that this magic gets an ironic -1, which means +1 8 Link to post Share on other sites More sharing options...
Werew0lf 12006 Share Posted January 2, 2022 me and spoon wrote the last bardmancy iterations hoping it would get accepted, but our ideas were a bit crude im happy to see this get fleshed out broskis and its really good, you guys put in phenomenal effort hopefully it gets accepted 11 Link to post Share on other sites More sharing options...
GawrNexus 232 Share Posted January 3, 2022 I love this. 2 Link to post Share on other sites More sharing options...
TakeMeT0TheFae 951 Share Posted January 9, 2022 This is very good 4 Link to post Share on other sites More sharing options...
Glade 521 Share Posted January 11, 2022 At this point Bardmancy's only purpose is for free Rep. 1 Link to post Share on other sites More sharing options...
BlessChu 181 Share Posted January 14, 2022 This seems to be a more uplifting wholesome magic. I like it, there's already a large pool of dark and gritty magics to choose from so this will hopefully appeal to those more interested in the higher fantasy. The whole write is also oozing with personality. Very fitting for Bardmancy +1 1 Link to post Share on other sites More sharing options...
Ibn Khaldun 7728 Share Posted January 15, 2022 I can dig it. +1 from me! 2 Link to post Share on other sites More sharing options...
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