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[✗] [Magic Lore] Bardmastery

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ShinyB

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A long time coming, and really hoping to bring this out into the world. Everyone deserves a party hat at a party.

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I'm Laird Iosefka, and this is my favorite magic of the soul.

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Very good

Much deserving of implementation 

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THIS IS BEAUTIFUL, I'M IN TEARS!!!! I might need to learn bardmancy now

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I can finally bring myself to be more useful for the greater good in the mastery of barmancy which has many arts and cool magic. Yes. I want to be a bardmaster!!! RAHHHHHHHHHH 🦅🦅🦅🦅🔥🔥🔥🔥🔥

 

Sorry I couldn't hold meself back. 😔

Edited by Aimy_lol
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5 minutes ago, ShinyB said:

Enthralling Performance

 

 

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BARDS STAY WINNING

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I love Bards

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16 minutes ago, ShinyB said:

Bardmastery

**Note: Custom title art and pictures will be added if accepted

-- o O --- O o --

 

Description

Bardmastery is reached when a Bardmancer masters all four art types and decides to use another magic slot to go down the path of Bardmastery – for a total of three magic slots filled. Just like regular Bardmancy, Bardmastery is a non-voidal and non-deity magic, instead a Bardmancer draws from their own innate mana from within their person.

 

After over a decade of experience, a Bardmaster will have become so in tune with their mana that they are able to cast spells regular Bardmancers do not have the power to even attempt. A Bardmaster, knowing every art type, unlocks the ability to cast spells which combine multiple art types. If a Bardmaster drops a Bardmancy art type, they must also drop Bardmastery.

 

With a stronger connection to their mana, a Bardmaster also unlocks the ability for spells with more combative potential. There are still heavy limitations, but a bard dedicated enough to take three spell slots worth of barding has earned the right to fight in the name of their art. As with Bardmancy, a Bardmaster takes a toll when using their mana in a combative manner.

 

Requirements for submitting an MA: A Bardmancer MUST know all Bardmancy art types (Sound, Word, Aesthetics and Movement) and be a T5 Bardmancer in order to learn Bardmastery. A Bardmancer can either learn from a teacher, or from an ST-signed self-teach book. As with Bardmancy, a TA is not required to teach Bardmastery, a Bardmaster needs only to reach T5.


As with Bardmancy, Bardmastery contains both Practical and Performance spells. Practical spells have permanent effects, while the effects of Performance spells end when the spell stops.

 

General Redlines:
Bardmastery cannot kill.

Creatures with lesser souls can learn Bardmastery.

Self-teaching books must be ST-signed.

 Compatible with String Casting and Delayed Casting.

Have fun! Fun is mandatory!

 


 

Tier Levels and Development Tasks

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Just like Bardmancy, Bardmastery is divided into 5 tiers. A Bardmaster advances from each tier after a set amount of time. Learning every spell from each tier is not required in order to advance in tiers. If a Bardmaster is learning through self-teaching, then they must fulfill required development tasks in order to tier up. If a Bardmaster is learning through a teacher, then these development tasks are optional and tiering up happens only through time. 

 

When self-teaching, any task of the given four may be completed. Completing a task early does not make you tier up faster.

Tasks

Tier 1 - Novice Bardmastery

(Tutored)

 

At tier 1, a Novice Bardmaster is just learning about their new potential. Slightly stronger forms of familiar spells are available at this tier.

 

With a tutor, this tier lasts for one (2) IRL weeks.

When self-teaching, this tier lasts two (3) IRL weeks.

 

Tier 1 - Novice Development Tasks

(Self-Teaching)

 

Individual Development Task: Break something and then repair it.

Event Development Task: Perform to a crowd of 3 or more.

Situational Development Task: Perform with another Bardmancer/master.

Disruption Development Task: Prank someone with your Tier 1 Bardmastery spell(s).

 

Tier 2 - Basic Bardmastery

(Tutored)

 

At tier 2, a Basic Bardmaster begins to learn new spells with familiar roots. A Bardmaster may have a harder time adjusting to these more powerful spells.

With a tutor, this tier lasts for three (3) IRL weeks.

When self-teaching, this tier lasts for five (5) IRL weeks.

 

Tier 2 - Basic Development Tasks

(Self-Teaching)

 

Individual Development Task: Use Delayed Casting to cast 3 different Bardmastery spells at once.

Event Development Task: Perform to a crowd of 4 or more.

Situational Development Task: Perform until you pass out from frazzle.

Disruption Development Task: Perform, but incorporate fish into the performance.

 

Tier 3 - Standard Bardmastery

(Tutored)

 

At tier 3, a Standard Bardmaster should be able to cast Tier 1 and 2 spells with relative ease. A Bardmaster at this tier should begin learning or discovering how to apply their techniques to nonlethal weaponry.

With a tutor, this tier lasts three (3) IRL weeks.

When self-teaching, this tier lasts five (5) IRL weeks.

 

Tier 3 - Standard Development Tasks

(Self-Teaching)

 

 

Individual Development Task: Create something using a Bardmastery spell for a loved one and give it to them.

Event Development Task: Perform for someone you consider important.

Situational Development Task: Perform or create a work of art with an animal or pet.

Disruption Development Task: Throw an impromptu party and use at least one of your Bardmastery spells.

 

Tier 4 - Advanced Bardmastery

(Tutored)

 

 

At tier 4, an Advanced Bardmaster should have a full grasp on spells learned previously and begin the more arduous path of completing their study.

With a tutor, this tier lasts three (4) IRL weeks.

When self-teaching, this tier lasts five (6) IRL weeks.

 

Tier 4 - Advanced Development Tasks

(Self-Teaching)

 

Individual Development Task: Create your Apprentice.

Event Development Task: Create your own unique event and do a performance.

Situational Development Task: Perform or create a work of art with your Apprentice.

Disruption Development Task: Convince someone your Apprentice has a soul trapped within it.

 

Tier 5 - Virtuoso Bardmaster

 

At tier 5, a Virtuoso Bardmaster should have a complete understanding of both Bardmastery and Bardmancy, and have experienced an Obsession. A Bardmaster at this tier should be an avatar of all four art types.

 

 


 

Spell Slots

As a Bardmaster’s spell list expands, so too does their Spell Slot capacity.

 

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Bardmasters still have their previous 5 Spell Slots, but gain 3 more Spell Slots as they progress. At tier 1, 3 and 5, a Bardmaster gains a single Spell Slot, for a total of 8 Spell Slots once they have reached mastery. A Bardmaster gains 1 Spell Slot every 2 irl hours, same as a regular Bardmancer.

 

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! Again!

 

The Frazzle system from the Bardmancy lore page has remained unchanged, save for the fact a Bardmaster may cast more spells before becoming frazzled.

 

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For consistency purposes, the Frazzle section of the Bardmancy lore page has been copied onto here, with only a few clarifying alterations.

 

Frazzle is the fatigue system for Bardmancy and Bardmastery, and it gives an extra 3 spell slots that the Bardmaster 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 Bardmaster 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 Bardmaster, 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 and Bardmastery spells. They do not replace any other exhaustion systems from other magics.

 

Side Effects of Frazzle

 

Frazzle manifests itself differently in each Bardmaster, 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.

 

Obsession

Through dedication, comes obsession!

 

Unique to Bardmastery, when the mana of the self is so rigorously dedicated towards artistic forms, an Obsession may form and develop within the Bardmaster.

 

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By the time a Bardmaster reaches Tier 3, they become susceptible to Obsessions. These Obsessions manifest in a variety of different ways, but are ultimately temporary. A Bardmaster remains distracted or irritable until their Obsession is fulfilled.

 

 Common Obsessions are:

Organizing a festival

Writing a book

Performing a new song

Creating a new dance

Making a unique outfit

 

This list is non-exhaustive and an Obsession is entirely chosen by the player. It can be as niche or as broad as the player wants, but must be reasonably difficult. A Bardmaster must experience an Obsession at least once before reaching Tier 5.


When Obsessions are ignored or go unfulfilled, a Bardmaster will experience more debilitating side effects.

 

Once an Obsession begins you may experience:

- Overwhelming inspiration.

- A drive to create/work on their chosen Obsession.

- A sense of calm while working on their chosen Obsession.

 

After 1 IRL week with an unfulfilled Obsession you may experience:

- Difficulty focusing on other tasks.

- Hyperactivity.

- Problems paying attention.

- Forgetfulness.

- Short attention span.

 

After 2 IRL weeks with an unfulfilled Obsession, in addition to previous symptoms, you may experience:

- Dimming/failing manifestation of your aura.

- Irritability.

- Lack of restraint.

- Impulsivity.

- Fidgeting.

 

After 3 IRL weeks with an unfulfilled Obsession, in addition to previous symptoms, you may experience:

- Compulsion to bind to an Emotion Wisp.

- Worsening dimming/failing of your aura.

- Bouts of mania.

- Increased likelihood to indulge in vices.


If an Obsession remains unfulfilled for longer than 4 IRL weeks, these symptoms will slowly fade, but may leave you feeling empty or unfulfilled until another Obsession manifests.

 

Redlines:
A Bardmaster MUST experience an Obsession before reaching Tier 5, although this Obsession can go unfulfilled.

You cannot move onto Tier 5 in the middle of your first Obsession. It must either be fulfilled or have the 4 IRL weeks passed.

A Bardmaster’s Obsession cannot involve making another person act or feel a certain way.

A Bardmaster’s Obsession cannot be another person.

A Bardmaster’s Obsession must be something new that the Bardmaster has not completed before.

Please just don’t be weird.

 


 

SPELL LIST

 

Tier 1 Spells

 

Repair Tools

(Non-Combat)

[2 Emotes: 1 Connection + 1 Cast]

 

Repair Tools is a Practical spell that can be used to completely repair broken artistic tools to their original state. The Bardmaster need only know what the original state of the artistic tool was before being broken and to have all of its pieces.

 

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A Bardmaster does not need to have seen the original state of the artistic tool, only have general knowledge of what its repaired state would look like. This spell may fix large cracks, dents, chips and any other significant damage an artistic tool has sustained, including being broken in half. This can be applied to any artistic tool, including tools a Bardmaster has entwined to.

 

Redlines:
This spell is not effective on small damage repairs (Sharpen Tools would be more effective).
Cannot be used on flesh, living material, or prosthetics.
Can ONLY be used on artistic tools.

Cannot be used on any weapons, except Entwined weapons.

Artistic tools, or tools artistic in nature, are defined under Bardmancy.
Cannot be used on architecture.

Limit is 1x1 block area.

 

Visual Twin

(Non-Combat)

[2 Emotes: 1 Connection + 1 Cast]

 

Visual Twin is a Performance spell that creates an image duplicate of the Bardmaster using their mana. These images can enhance a Bardmaster’s performance by acting as backup in song, dance or any other artistic performance.

 

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This spell can be cast up to 3 times within a single performance, which means 3 Visual Twins may be active at a time. Once the performance ends, all of the Visual Twins will disappear (the aesthetics of a Visual Twin disappearing can be flavored, but must remain consistent for that Bardmaster). Visual Twins must remain in #Q (8 blocks) range and cannot move behind walls. This range can expand to the size of an amphitheatre if this spell is cast in an amphitheatre, or if the Bardmaster moves inside an amphitheatre.

 

Visual Twins will never appear entirely corporeal and will always be entirely in the Bardmaster’s aura color (or colors). They will be a complete copy of the Bardmaster upon the moment of casting. This means that they cannot wear different outfits or style themselves differently than the Bardmaster, even after being cast. The Bardmaster is free to change their own appearance, but this does not affect their already conjured Visual Twins.

 

These slightly translucent images are limited to a few interactions. These include dancing, singing, playing an instrument or otherwise aiding in the artistic performance of the Bardmaster (juggling, puppetry, acting etc.) Visual Twins cannot physically interact with anyone or anything besides the Bardmaster and artistic tools directly relevant to the performance. Visual Twins have absolutely zero consciousness or personalities. They are simply images made out of mana.

 

If someone were to attempt to touch a Visual Twin forcefully, it would disappear. If combat were to begin while there is a conjured Visual Twin, the image would also disappear the same as when a performance ends.

 

Redlines:
Visual Twins cannot be used in combat in any way, shape or form.

Visual Twins are very clearly made of mana and cannot be easily mistaken for the real Bardmaster.

Visual Twins must be entirely in the Bardmaster’s aura color(s) and have a translucent quality to them.

Visual Twins must be an exact copy of the Bardmaster at the time of casting and only the Bardmaster. You cannot make Visual Twins of anyone else except yourself.

Visual Twins sound like the Bardmaster and no one else.

Visual Twins cannot interact with artistic tools that are not owned by the Bardmaster, unless OOC and IRP consent is given by the owner of the artistic tool.

No, if it is a weapon that is not ornamental or being specifically used within a performance, then a Visual Twin cannot interact with it.

No, if it is a living being (other than the Bardmaster), then a Visual Twin cannot interact with it.

If a Visual Twin attempts to interact with an object it is not allowed to, nothing will happen. The object will remain unchanged. (This may be awkward).

Visual Twins cannot know, see, hear or think on their own because they are not living or conscious beings in ANY WAY.

Visual Twins cannot communicate anything the Bardmaster does not know.

Visual Twins cannot be a different height or weight than the Bardmaster, or have any other different physical attributes.

 

Artistic Alteration

(Non-Combat)

[2 Emotes: 1 Connection + 1 Cast]

 

A Bardmaster, having demonstrated mastery over all four art types, is capable of altering their art even further. Artistic Alteration is a Practical or Performance spell which focuses on transforming one’s art, useful for when a Bardmaster wants to spice up their impromptu performances in a pinch. Similar to the four art types, this spell can be cast in four different ways.

 

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With Aesthetic Alteration, a Bardmaster may imbue mundane paint with an aesthetic texture of choice, similar to Manipulate Art, to allow it to paint the imbued color and texture onto any paintable surface. Similarly to Manipulate Art, the imbued paint does not change the material of the painted surface, and can be removed as easily as scratching it off. The strength of this enchantment limits the amount of paint one can imbue, allowing the Bardmaster to imbue at most one bucket (1 block) every 12 OOC hours. 

 

With Movement Alteration, a Bardmaster may temporarily shift the appearance of their attire to that of their performance attire. By imbuing one’s clothing, a Bardmaster may create an illusory depiction of performance attire of their choosing, whether that’s a fancy bedazzled dress, a well-fitted tuxedo, a salmon costume, or anything in between. The performance attire can include aesthetics such as jewelry and makeup, but not any form of armor or weapons. Additionally, any armor or weapons worn are not hidden, appearing on top of the Bardmaster’s illusory attire. The illusory attire remains for up to 1 narrative hour (or 10 emotes), fading away once dismissed.

 

With Sound Alteration, a Bardmaster may temporarily transform the instrument in their hand to that of another instrument in the same family (wind, percussion, string, etc.). This conversion not only changes the sound, but the physical appearance of the instrument as well, while retaining any aesthetic decorations the previous form had. This transformation remains for up to 1 narrative hour (or 10 emotes, whichever is longer) or until the Bardmaster lets go of the instrument before shifting back into its original form. 

 

With Word Alteration, a Bardmaster may alter a sheet of parchment to only be viewed a single time before becoming bare once more. Once cast on a parchment containing the Bardmaster’s writing alone, the next instance in which the parchment’s text is viewed, the text will only last until the viewer finishes reading, the viewer looks away from the parchment, or a second person attempts to read from the parchment. Afterwards, the parchment will appear blank and hold no sign of having been written on. This alteration remains indefinitely until viewed by the non-Bardmaster.

 

Redlines:
Alterations are near-perfect, but can never be fully realistic. Close inspection reveals the paint to be magical in nature and having faint imperfections in the design, hints of mana remain upon temporarily transformed attire or instruments, and the Bardmaster’s voice may be faintly audible within their altered voice.

Imbued paint does not change a material’s composition, only cosmetically change its texture, color, hue, and saturation.

Imbued paint can be applied to any texture that mundane paint can be applied on, and conversely removed in any way mundane paint can be removed.

Imbued paint not used during its initial casting requires a player-signed item.

Movement Alteration cannot be used to create illusions of weapons or armor, and cannot be used to hide weapons or armor either. Again, any worn weapons or armor appear on top of the illusion.

Movement Alteration does not change the physiological appearance of the Bardmaster.

The physical transformation of an instrument through Sound Alteration cannot be used to do harm, percussion players. 

Word Alteration can only be cast on parchment that includes ONLY the bardmaster’s writing, and will only affect the written language on the parchment. 

Word Alteration allows only two people to read the text: The Bardmaster and the first viewer of the text. Should anyone else try to read the text after the first viewer, the text immediately disappears before any text is read.

Any combat directed at or from the Bardmaster will drop any ongoing temporary Alterations.

 

Tier 2 Spells

 

Many Mana Seals

(Non-Combat)

[2 Emotes: 1 Connection + 1 Cast]

 

Many Mana Seals is a Practical spell that can be applied to existing Mana Seals, as well as newly created ones. With this spell, a Bardmaster can add playful depictions, sounds, phrases and even music to their Mana Seals

 

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A Bardmaster needs only an entwined tool of any art type to place or change the attributes of a Mana Seal. These seals can only be placed onto solid surfaces and can be broken by scratching them off, or breaking the surface which they were placed upon. Nothing harmful or threatening can be added to a Mana Seal.

 

A Mana Seal can be given or created with a combination of any of the following traits:

 

Aesthetics: Artistic images in the Bardmaster’s aura color appear hovering above the Mana Seal no further than an inch from its surface. These images are predetermined by the Bardmaster upon casting and cannot change unless the Mana Seal is scratched away and recast. These images must be artistic representations, nothing realistic. No more than five images may be displayed and they may not exceed 8x8 inches.

 

Movement: The Mana Seal may have a repeating moving pattern cast upon it, so that the seal looks as if it were animated. (For example, sparkles would slightly glimmer or ocean waves would softly ripple). A Bardmaster may give artistic images more life by giving them movement. Images may move in a repeating animation. They may not react to outside stimuli and will simply repeat whatever movement they were instructed to when created. 

 

Sound: Music may be added to a Mana Seal, a Bardmaster needs only the knowledge of the song they want to imbue into the seal in order to do so. The music may play until the end of its track, or continue to loop until the action which activated the music is repeated. This effect is determined upon casting and cannot be changed unless the Mana Seal is scratched off and recast. A music track may be no longer than 5 OOC minutes and can only be heard in #Q (8 blocks) range.

 

Word: A Mana Seal may be used to store stories, songs, poems or anything in a written language as normal Bardmancy permits. These can then be played back audibly when the Mana Seal is activated. The voice speaks within #Q (8 blocks) range and can be that of the Bardmaster’s, or a generic voice of the Bardmaster’s race. However, unique to Bardmastery, a Bardmaster may also store different audible messages that play for only specific people or groups. A Bardmaster needs only to know what the person looks like or the general characteristics of the group. (For example, a Mana Seal may say a poem about dwarves when a dwarf activates it, or a story about elves if an elf activates it). Only 5 different messages may be stored and cannot be changed unless the Mana Seal is scratched away and recast.


These traits remain inactive until a certain effect which the Bardmaster chooses is performed. This could either be touching the Mana Seal or saying a simple word or phrase. This spell may be applied to ANY Mana Seal that the Bardmaster has previously created, including those created in other Housemagery subtypes.

 

Redlines:
A Bardmaster must also specify an accurate name alongside a description when casting the Word trait upon a Mana Seal if the message is for a specific person.

No threats can be applied to Mana Seals.

Artistic images may not leave the bounds of the Mana Seal.

This cannot be cast on another Bardmancer’s or Bardmaster’s Mana Seals.

Cannot be used to metagame appearances.

Appearances must be artistic and not realistic, i.e. someone will not recognize a person’s image unless they are very familiar with them.

Voices from a Mana Seal (including in song) can either be of the Bardmaster or of a generic voice of the Bardmaster’s race.

Nothing sentient.

 

Artisan's Aid

(Non-Combat)

[3 Emotes: 1 Connection + 1 Channeling + 1 Cast]

 

While Performing, a Bardmaster may imbue their Performance with a healing aura to aid in the recovery of those suffering from mental or physical injuries. The nature of this performance may take on any emotion (i.e. calming, aggressive, spirited, etc.) so long as the intended effect is to heal.

 

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Upon the initial cast and every cast of this Performance spell afterwards, those in visible or audible #RP (20 blocks) range of the performance may be provided a temporary relief and slightly aided recovery to mental and physical ailments. Minor cuts, bruises, and non-magical mental afflictions may be relieved temporarily, but may resurface if not properly treated.

 

Additionally, this spell may be used to assist willing people in falling asleep so long as their ailments would not prevent them from doing so naturally.

 

Redlines:
Both the relief and sleeping effects of this spell require willing audience members. No forcing healing or sleeping.
This spell only takes effect on living beings, but may still show no effects on unwilling living beings. Therefore, it cannot be used to pick out undead beings.
This spell cannot be used in combat or on any person currently in combat.
The relief granted by the spell is slightly better than mundane home remedies and can never fully cure ailments, only aid in the body’s natural recovery. Bards are not doctors (sometimes).
Magical curses and ailments cannot be remedied or treated at all by this spell.
Audience members must see or hear the caster through the connection, channeling, and casting emotes, or the intended healing may not take full effect.
While this may be cast on one’s self, the effects would only be half as effective as it would be cast on others.

 

Temporary Amphitheatre

(Non-Combat)

[4 Emotes: 1 Connection + 2 Channeling + 1 Cast]

 

Temporary Amphitheatre is a Performance spell that allows a Bardmaster to imbue an 8x8 block area with their mana. This area will act as an amphitheatre for 2 OOC hours as long as the Bardmaster stays within the bounds of the 8x8 block area. If the Bardmaster moves outside of this area, the Temporary Amphitheatre will disappear.

 

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The Temporary Amphitheatre acts the same as a regular amphitheatre with any Bardmancer or Bardmaster being able to cast unlimited spells while within its area of effect. A Bardmaster cannot cast any spells without gaining frazzle for 2 OOC hours after the casting of Temporary Amphitheatre, unless they are within the bounds of a Temporary Amphitheatre or a regular Amphitheatre. Temporary Amphitheatres cannot be used in combat and will fade when combat begins.

 

To denote the area of effect of a summoned Temporary Amphitheatre, the 8x8 block area will be filled with the Bardmaster’s mana. The aesthetics of this effect is determined by what the Bardmaster’s aura looks like. Alternatively, if the Bardmaster has an established amphitheatre, the area can take on the look of a portion of that amphitheatre. This visual will look stylized and can be seen through.

 

Redlines:
Cannot be used in combat or to aid combat in any way. (Aside from Wisp summoning, and only if that Wisp summoning is separate from ongoing combat).

Cannot overlap with an existing amphitheatre or another Temporary Amphitheatre.

Even after the Temporary Amphitheatre fades, a Bardmaster must wait 2 OOC hours before casting without gaining frazzle.

A Temporary Amphitheatre’s area of effect cannot go through walls.

The aesthetics of Temporary Amphitheatre cannot obscure vision in any way.

 

Tier 3 Spells

 

Weapon Entwinement

(Non-Combat)

[3 Emotes: 1 Connection + 1 Channeling + 1 Cast]

 

Similar to Instrument Entwinement, Weapon Entwinement is a Practical spell that may apply certain traits to a weapon or armor bound to the Bardmaster via a Mana Seal

 

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Any weapon may be bound, though must be bound before combat begins in order to benefit from the effects of Weapon Entwinement. Entwined weapons would be entirely incapable of causing death or permanent maiming, at most they can cause the target of the Bardmaster’s ire to become knocked out and/or suffer non-lethal blood loss, broken bones, and scarring. Each ‘knock out’ would incur one stack of frazzle upon the Bardmaster, which would take effect upon knock out.

 

Furthermore, beginning at T3, Bardmasters would gain additional entwinement slots which may be used on either tools or weapons. One slot is gained per tier from T3 and on, resulting in 3 from Bardmastery in addition to the 3 from Bardmancy for a total of 6.

 

General Entwinement Redlines:
Entwined weapons must be named, signed, and have the chosen trait written in their description.

Entwined weapons may only be used by the Bardmaster who is entwined to it. In the hands of any other, friend or foe, it would be unusably slippery, as if the weapon is attempting to escape use by the wrong hand.

Do use anything with these traits as a weapon, and as an instrument as you wish. This redline is written as intended.

Entwined weapons may still be broken, bent, and weathered like any normal weapon. Refer to relevant material redlines.

Bestow Souvenir may not bestow weapons with any of these traits.

The three original entwined instrument slots may only ever be used according to the base Bardmancy redlines. The three additional entwinement slots from Bardmastery may be used on either instruments or weapons.

 

Trait: Consistency

Adding this trait to your weapon ensures it starts encounters in peak condition!

 

The simplest of the traits, Consistency ensures that your entwined weapon is always properly maintained to peak, but mundane, condition. Outside of combat any damage to the entwined weapon would repair itself over the course of 1 OOC hour for minor damage, taking longer in relation to the damage sustained. 2 OOC hours would unbend swords and repair holes in armor, etc.

 

Blades would begin encounters fully sharpened and polished.

Handles would begin encounters fully solid without any rattling.

Armor would begin encounters fitting just right and without any damage.

Shields would begin encounters with both effects of blades and armor.

 

Redlines:
Entwined weapons repair and maintain only OUTSIDE of CRP.
Entwined weapons would repair at the rate that a moderately skilled smith would repair them in a workshop. For simplicity assume that ‘minor damage’ is not structural and may mend itself over 1 OOC hour. Bent weapons or weapons with damage such as holes or tears would mend over the course of 2 OOC hours. More serious damage would take increasing lengths of time.
Entwined weapons that are totally destroyed, or have had the Mana Seal damaged, would be irreparable through this trait. It is recommended in such a case to seek licensed and professional craftsmen.
A majority of the material, or supplementary material, must be present for full repairs to occur. The most serious damages would be prioritized for repair first.
Regathering castoffs or regrowing removed parts of ST-approved materials is not allowed. This trait cannot be used to create material, castoffs or removed parts must be returned to re-integrate.
Entwined weapons would not become any sharper or more durable than they were originally made to be, and would degrade at a normal rate in combat.

 

Trait: Support

Adding this trait to your weapon makes it assist in skill reliability during performances!

 

Entwining a weapon to the soul has the added benefit that it becomes an extension of the Bardmaster’s body. Bardmasters with a weapon bearing the Support trait would find their blade alignment shift in their hands slightly to aid in the cut, armor would become easier to move in, heavy bows and crossbows would take less exertion to use and shift in the hand to aid in accuracy, arrows and bolts may seem to catch the wind just right to guide their flight, and feats of accuracy would have a slight tip in the scales of luck to strike the enemy just right.

 

Redlines:

The effect of this trait does not suddenly improve the skills of the entwined Bardmaster. Instead, the trait supports and aids with skills they already have.
Improvements do not make it so a weapon can never be dropped, removed, or always hit. As always, do not powergame.
Weapons would not return to you in any way the Bardmaster could not already do. No calling the weapon to your hand from a distance as a result of entwinement.
Handles would be less prone to slipping or falling out of the hand.
Swords and other edged weapons would shift in the hand slightly to aid in edge alignment.
Armor may fit just right and be less prone to being caught on itself or making noise, but would not become any lighter or change its properties in any way.
Ranged weapons such as bows, crossbows, and thrown weapons would take less energy to use, but would not have any increase to their actual power. The user may find they can instead focus more on their accuracy and fire more shots at full power without becoming tired quite so fast.
Arrows, bolts, and various ammunition must be individually itemized and count individually toward the maximum entwinements. In flight this ammunition would bear no added force, but would attempt to guide itself towards its target slightly. Projectiles may shift one way or the other over enough distance, but they would not become magical heat seeking missiles capable of tight circles and angles.

 

Trait: Resizing

Adding this trait to your weapon makes it size shift!

 

An entwined weapon bearing the Resizing trait would work identically to its instrument entwinement counterpart.

Entwined weapons with the Resizing trait would be able to shift in size from their original size to 1/10 scale, or back to original size, over the course of 1 emote. This resizing would affect the entire weapon evenly and the weapon would keep its total mass however, meaning that handles may shift into less ideal sizes and/or become unwieldy.

Shifted weapons may take on the properties their altered form more closely resembles. (Longsword and shortsword, longbow and shortbow, etc.)

 

Redlines: 

Activating or Deactivating weapons by will can only be done while in close proximity to them (10 blocks). This would occur over the duration of 1 emote.

Weapons may NOT resize within another object or person or cause damage as a direct result of resizing. Resizing just before or after a strike is allowed however.

Weapons with the Resizing trait may only shrink up to 1/10th of their original size. They may not grow any larger than their original size.

Weapons with the Resizing trait retain their original weight.

 

Trait: Dazzle

Adding this trait to your weapon makes it take on one of the effects below:

 

Giddy Glow
Your weapon will emit a faint glow or shimmer in a chosen color. The glow can be the whole instrument, or specific parts of it.
Giddy Glow may provide light akin to a torch, but no brighter, and not enough to reasonably blind or otherwise cause visual damage on its own. Additionally, a trail of faint light may be left in the air following the path of the entwined weapon which would dissipate after a short time.

 

Playful Pattern
Your weapon 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.
Playful Pattern may shimmer in a somewhat disorienting visual pattern, though not enough to provide a significant advantage against a focused combatant.

 

Material Mimic
Your weapon may shift its appearance to mimic that of another material. It does not share any physical properties with that material other than appearance.
Material Mimic may mimic transparent materials such as glass, though never enough to be fully invisible. The mimicked material may change at will once per emote.

 

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 will 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.

 

Skill Lending

(Non-Combat)

[3 Emotes: 1 Connection + 1 Channeling + 1 Cast]

 

Much like Shared Arts, a Bardmaster may connect their mana to any willing being with at least a lesser soul through physical contact, usually by connecting hands. When connected, this Performance spell will temporarily grant the recipient the artistic skills the Bardmaster possesses, giving them the ability to perform alongside the Bardmaster. 

 

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Skill Lending may be used on another willing Bardmancer or Bardmaster within #RP (20 blocks) range, allowing the caster to share their artistic skills from a distance. A T5 Bardmaster may use Skill Lending on another willing Bardmancer or Bardmaster within #S (48 blocks) range.

 

The spell remains so long as the recipient remains within range of the spell, or until either the caster or recipient chooses to dispel it. Once the spell ends, the artistic skills granted by the Bardmaster will be forgotten by the recipient, and any practice performed by the recipient will not enhance their own personal skills.

 

Redlines: 

Cannot be used in combat. 

The recipient must be willing. No forcing artists out of people.

Practice performed by the recipient is not retained once the spell ends. They must practice on their own.  

Requires physical contact unless cast on another Bardmancer or Bardmaster. If cast on another Bardmancer or Bardmaster, the spell remains unless either move out of #RP range.

Cannot utilize another magic-user’s mana.

Unlike Shared Arts, thoughts and ideas may not be communicated back or forth, only artistic skill.  

Unlike Shared Arts, this spell cannot be used to assist in spellcasting, only mundane arts.  

If combat starts, Skill Lending will end. If the caster goes out of line of sight of the recipient, such as into another room, Skill Lending will end. 

The artistic skills must fall in line with artistic skills covered under the four art types of Bardmancy.

 

Tier 4 Spells

 

Summon Apprentice

(Non-Combat)

[4 Emotes: 1 Connection + 2 Channeling + 1 Cast]

 

A Bardmaster’s magnum opus: An Apprentice. Summon Apprentice is a Practical spell. From its roots in Housemagery, the study of Bardmastery allows a Bardmaster to imbue a sense of life into an otherwise inanimate object.

 

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A Bardmaster may only ever have one Apprentice at a time, as they essentially become an extension of the Bardmaster. One spell slot will be gone for as long as a Bardmaster’s Apprentice exists. An Apprentice can move and speak, but is limited to performing artistic skills. An Apprentice must be 1x2 blocks or less and made, in majority, by the Bardmaster. The Apprentice must have a suitable body and limbs to be able to move.

 

During the crafting of an Apprentice, a Mana Seal must be placed somewhere on its body. This Mana Seal, like all other Mana Seals, can be easily scratched off. If scratched off, the Apprentice will become a regular inanimate object, essentially reverting back to its normal state. This spell can be recast and the Apprentice will be summoned to life once more. The Apprentice will retain the same personality and memories as before.

 

Since the Apprentice acts as an imitation of a Bardmaster’s soul, an Apprentice will act similarly to its Master and cannot function properly without their influence. An Apprentice will follow the commands of its Master over any other, so long as that command is not harmful. The only Master an Apprentice can have is the Bardmaster who summoned it. 

 

An Apprentice cannot hold independent memories from its Master. While they can be slightly affected by their own experiences, they do not (and will not) retain information that the Bardmaster does not know already. An Apprentice can write down information, but the Bardmaster must be present when the information is written and aware of the information that is being given.

 

An Apprentice can utilize artistic skills that their Master knows during the time of its creation. For example, if their Master knows how to write poetry, sing or play a specific instrument, then the Apprentice will know the same upon summoning, but to a lesser degree. These skills can be taught and developed by their Master until the Apprentice reaches their level of mastery. Similarly, an Apprentice CANNOT do anything outside these artistic skills aside from walking around (with a preference for following their Master) and talking to others.


If a Bardmaster with an active Apprentice dies, their Apprentice does not die with them. The Apprentice, however, will be overcome with grief and be unable to perform. Another Bardmaster that has never summoned an Apprentice before can claim an abandoned Apprentice by placing their Mana Seal next to the Mana Seal of the deceased Bardmaster. The Apprentice will retain its personality and memories from its previous Master, but from the point of reclaiming, will follow its new Master.

 

Redlines: 

These must be ST-signed.

Cannot be used in combat. If combat begins while an Apprentice is in the vicinity, it will simply run away if possible. Otherwise, it will fall limp.

An Apprentice will never physically harm another, even by accident. When falling limp, an Apprentice will always fall in a way that does not harm anyone.

An Apprentice may only be reclaimed when the Bardmaster has been permanently killed.

Reclaiming an Apprentice requires OOC consent from the original Bardmaster. A player may choose to retroactively destroy their Apprentice upon their Bardmaster’s death.

An Apprentice cannot be made of material that rots, such as flesh.

A Bardmaster may choose to not imbue their Apprentice with their artistic skills, or with only certain skills.

An Apprentice is almost entirely focused on performing or creating art. This means that, even when commanded, Apprentices cannot do tasks other than artistic ones. For example, an Apprentice cannot cook, clean, teach, etc.

Cannot be made in the visage of a persona, dead or alive, and will have a distinct voice of the Bardmaster’s race.

An Apprentice can be given a name it will recognize and refer to itself as.

A Bardmaster cannot have more than one Apprentice at a time and cannot make Apprentices for others.

 

Character Embodiment

(Non-Combat)

[3 Emotes: 1 Connection + 1 Channeling + 1 Cast]

 

Character Embodiment is a Performance spell that allows the Bardmaster to coat their body in an artistic illusion, allowing them to perform characters for a more impressive and immersive experience.

 

  Reveal hidden contents

An artistic illusion will never be perfectly realistic and viewers may choose to stop seeing the image at any time. The image must be of a single humanoid, animal, creature or object. In essence, a mana-fueled costume that does not need to conform to the body. As the Bardmaster is coated with their own mana, their visage fades away, but will never be entirely invisible. Their form will always be seen within their conjured character, even to willing viewers. If the character is smaller than the Bardmaster’s form, their visage still fades so their illusion can take center stage.

 

Alternatively, a Bardmaster can coat a willing participant in a character image of the Bardmaster’s choosing. The willing participant must be within #RP (20 blocks) range and be within the Bardmaster’s right upon time of casting. Multiple character images may be conjured upon multiple castings of the spell. The images fade once the performance ends. The character images on willing participants fade if they move outside of #RP (20 blocks) range of the Bardmaster.

 

Character mages cannot interact with people or objects, if touched, the image will simply phase through the person or object. Character images cannot exceed a 4x4x4 block area around the individual. Character images can produce sounds, but cannot be used to mimic another person. Character images do not act independently of the Bardmaster’s or willing participants’ movements. Whatever the Bardmaster or willing participant does, the image will mimic.

 

Redlines: 

Character images cannot be used to physically harm in any way.

Character images of other personas are possible, but not to an entirely realistic effect. This requires OOC consent from that persona’s player, and consent may be revoked at any time.

Deities, spirits or legendary figures cannot be conjured as character images.

Images are never entirely realistic.

The Bardmaster or willing participant will never be entirely invisible.

Images cannot look entirely realistic.

Images are not sentient.

Multiple castings upon the same individual is not possible.

 

Tier 5 Spells

 

Gift of Gab

(Non-Combat)

[4 Emotes: 1 Connection + 2 Channeling + 1 Cast]

 

As a Performance, a Bardmaster is able to summon forth and condense their confidence, sending it to willing members of the audience. Should willing, living members of the audience hear and see the entirety of the Bardmaster’s performance, they will be granted a temporary boost in their confidence. Those affected will have a faint glow of the Bardmaster’s aura surrounding them, but cannot manipulate or hide this aura in any mundane way. 

 

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The effects of this spell last for up to 12 OOC hours or until the affected individuals choose to dispel it from themselves, taking the form of the Bardmaster’s aura fleeing from them. 

 

Whether empowering the self-conscious pianist to finally continue their lessons or getting a lazy family member to clean their room, this Performance spell will coax the member’s innate mana towards taking action.

 

Redlines:

This spell only works on living AND willing audience members, and therefore cannot be used to pick out undead.

The spell’s effects only last until 12 OOC hours or the affected individual chooses to dispel it. No forcing people to be confident.

Should they wish, an audience member’s confidence may be bolstered longer, but this would be solely their own and not display any of the outward effects. Purely placebo.

An audience member who did not witness the full performance will not receive ANY of the effects. They must be present for the entirety of the performance.

If the art the Bardmaster performed lingers after the casting, it will not continuously affect any who see or hear it other than the initial effects. No everlasting confidence sculptures.

As a mastery spell, this spell may only be cast once every 12 OOC hours.

 

Life of the Party

(Non-Combat)

[4 Emotes: 1 Connection + 2 Channeling + 1 Cast]

 

As a Performance, the Bardmaster may bring their enchanting aura to a festivity, party, occasion, or other such event to enhance the atmosphere. 

 

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Upon casting this Performance spell, any amount of the following effects may take place upon the venue up to #S (48 blocks) range for up to 12 OOC hours, as specified by the Bardmaster:

 

The Bardmaster’s aura may fill the occupied space in a dazzling illusory display, creating colorful streamers, banners, and/or floating orbs of light to adorn the venue.

 

- All food and drinks may have their taste enhanced, an illusion twisting it to fit the preference of the consumer.

- Any willing partygoers may have their attire cleaned, mended, and brought to pristine quality. Any makeup may also be brought back to pristine condition.

- Existing light sources may take on the illusory appearance of the Bardmaster’s aura.

- Any willing partygoers may don illusory party hats and/or masks of their design. 

- Any willing partygoers may have their spirit of merriment and festivity enhanced while in the venue.

- Any willing partygoers may associate the area with fond memories after the effects of the spell have concluded.

 

All effects must have the IRP and OOC consent of the owner of the venue for the spell to take effect. Should the owner revoke their consent or banish the Bardmaster, the effects in the area will cease immediately. The effects remain even if the Bardmaster leaves the space, but the Bardmaster or owner of the venue can choose to end any specific effect early.

 

Redlines:

Requires IRP and OOC consent of the owner of the venue to be cast. No party crashing.

Any effects only remain inside the venue space or connected exterior spaces of the venue. The effects cannot go through walls, but can go around walls so long as said area is still part of the venue.
While the spell remains upon the venue, any partygoers who enter after the initial casting may also enjoy its effects.

All illusions and effects produced by this spell are never perfect, and partygoers may choose to ignore them.

Illusions may not obscure vision and illusory masks will not hide identities.

Any attempts to touch visual illusions will simply have the person pass through them.

None of the effects of the spell may interfere with combat in any way. Anyone in active combat can simply choose to ignore any of the effects.

Food and drinks containing poison will not be magically altered in any way.

Additionally, armor and weapons do not count as attire for the purposes of cleaning, mending, or being brought to pristine condition.

In the rare event that multiple Bardmasters cast this spell in an area (why), the effects would only take on the design of the initial caster.

As a mastery spell, this spell may only be cast once every 12 OOC hours.

 

Captivating Mockery

(Combat)

[4 Emotes: 1 Connection + 2 Channeling + 1 Cast]

 

  Reveal hidden contents

By creating mocking caricatures, performing distracting poses, playing an instrument horrifyingly loudly, sending vicious words, or any other taunting Performance, a Bardmaster may compel their enemies to focus their ire on them. The Bardmaster must spend their connection, channeling, and casting emotes performing their mocking piece, the effects only taking place after the casting emote, in which the Bardmaster has finished their piece. If used visually or audibly, enemies must either emote looking away from the Bardmaster or covering their ears respectively or be affected. 

 

Any living beings in #RP (20 blocks) range that are hostile to the Bardmaster become overwhelmed with anger, directing it entirely to the Bardmaster for the next two emotes. Any actions taken by those affected must be spent targeting the bardmaster and bardmaster alone, as if focused solely on them. 

 

The Bardmaster takes the brunt of this emotional amplification upon casting, forcing themselves into a blind charge against all those they had taunted for 2 emotes.

 

Redlines:

This spell only takes effect on living beings.

This spell does not affect the enemies’ ability to aim, attack, or defend, so long as those actions are solely directed at the Bardmaster.

Enemies must be able to see or hear the Bardmaster’s art when it is completed to be affected. 

As a mastery spell, this spell may only be cast once every 12 OOC hours.

If an enemy is affected by two Bardmasters at the same time, they must target the Bardmaster who first affected them.

If the art the Bardmaster performed lingers after the casting, it will not continuously affect any who see or hear it other than the initial effects. No rage paintings.

 

Enthralling Performance

(Combat)

[4 Emotes: 1 Connection + 2 Channeling + 1 Cast]

 

  Reveal hidden contents

By sending a Bardmaster’s natural force of will to a living being, they may compel their target to join them in an artistic Performance. Upon casting, the Bardmaster sends their mana to a single living being in #RP (20 blocks) range they can see, urging the target's natural mana towards performing. An affected target AND the Bardmaster must spend their next two emotes after casting enthralled in their now-joint performance. 

 

The Bardmaster must be actively performing their art throughout the entirety of their connection, channeling, casting, and two emotes afterwards. Once the target has joined in the performance, they will not be granted the artistic skill of the Bardmaster but must still perform the Bardmaster’s actions to the best of their ability. This includes actions such as mimicking the Bardmaster’s fabulous poses, joining them in uproarious speech, playing a grandiose solo on an imaginary instrument, or any other art the Bardmaster is performing. This spell ends early for the target if they suffer an injury capable of knocking off their focus, but the Bardmaster must still continue.

 

The Bardmaster takes the brunt of their enthrallment, forced to focus solely on their performance for the next 2 emotes, making no attempt at any offensive actions after casting.

 

Redlines:

This spell only takes effect on living beings.

Again, this spell does not grant artistic skill to the target, just compels them to try their best.

Enemies must be able to see or hear the Bardmaster’s art when it is completed to be affected. 

Injuries capable of knocking off a target’s focus includes any that would disrupt a spellcaster’s focus. No metagaming this.

A Bardmaster may not use this spell to cause the target to induce injuries upon themselves.

As a mastery spell, this spell may only be cast once every 12 OOC hours.

If an enemy is affected by two Bardmasters at the same time, they only must perform alongside the Bardmaster who first affected them.

If the art the Bardmaster performed lingers after the casting, it will not continuously affect any who see or hear it other than the initial effects.

 

-- o O --- O o --

Purpose (OOC)

The Bardmancy community is one that is spread across various different nations and playerbases, and we've seen and been a part of the great roleplay generated through the use of this magic. In writing this extension to Bardmancy, we wish to provide new sources of roleplay for the many Bardmancers that are extremely dedicated, not only to the magic, but to the four art types that Bardmancy has firmly established. While Bardmancy does have mastery spells, we wanted to create a magic that leans into the dedication and combination of them and provide new roleplay experiences not just for Bardmancers but for the people around them. With the cost of an additional magic slot, we felt that Bardmastery would be a great way to reward the commitment to the art and to the magic as a whole.

 

We hope this will help with the longevity of bard roleplay and make the world just a little bit more magical! -Shiny, Pesty and Boots

 

Thanks and Credits (OOC)

My wonderful co-authors: @PestyWarlockand @ichigomaster98

 

And huge thank you to the original creators of current Bardmancy lore @tgrtand @Bardmancer for not only their lore, but also for their feedback and proofreading!

 

Thank you to the many Bardmancy students, teachers and non-bardmancers that helped proofread this, provide feedback or polish ideas:

@AuJy

@Hyperdron
@UniBearse

@PrimnyaQuorum

@PanicZealot

@Saun_399

@simpleglitchbro

@Aimy_lol

@Lunan_EXE

 

And thank you to every Bardmancer and Bardmancy teacher roleplaying and proliferating the magic. You are what makes this community shine. 

And thank YOU for reading this!

 

Reference Links (OOC, obviously)

Bardmancy Lore: https://www.lordofthecraft.net/forums/topic/208560-✓-magic-lore-bardmancy/

Bardmancy Additions: 

-String Casting: https://www.lordofthecraft.net/forums/topic/223799-✓-bardmancy-addition-string-casting/

-Delayed Casting: https://www.lordofthecraft.net/forums/topic/232329-✓-bardmancy-addition-delayed-casting/

-Battlebards: https://www.lordofthecraft.net/forums/topic/235271-✓-bardmancy-addition-a-battlebards-masterful-arsenal/

Housemagery Lore: https://www.lordofthecraft.net/forums/topic/192017-✓-magic-lore-housemagery-featuring-soupmancy/?pagecomment1775368=1

I don't know too much about Bardmancy but I do know this looks super cool! Good job to everyone who made this, maybe one day I'll check out bardmancy because of it. Keep up the great lore

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5 hours ago, ShinyB said:

 

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By creating mocking caricatures, performing distracting poses, playing an instrument horrifyingly loudly, sending vicious words, or any other taunting Performance, a Bardmaster may compel their enemies to focus their ire on them. The Bardmaster must spend their connection, channeling, and casting emotes performing their mocking piece, the effects only taking place after the casting emote, in which the Bardmaster has finished their piece. If used visually or audibly, enemies must either emote looking away from the Bardmaster or covering their ears respectively or be affected. 

 

Any living beings in #RP (20 blocks) range that are hostile to the Bardmaster become overwhelmed with anger, directing it entirely to the Bardmaster for the next two emotes. Any actions taken by those affected must be spent targeting the bardmaster and bardmaster alone, as if focused solely on them. 

 

The Bardmaster takes the brunt of this emotional amplification upon casting, forcing themselves into a blind charge against all those they had taunted for 2 emotes.

 

Redlines:

This spell only takes effect on living beings.

This spell does not affect the enemies’ ability to aim, attack, or defend, so long as those actions are solely directed at the Bardmaster.

Enemies must be able to see or hear the Bardmaster’s art when it is completed to be affected. 

As a mastery spell, this spell may only be cast once every 12 OOC hours.

If an enemy is affected by two Bardmasters at the same time, they must target the Bardmaster who first affected them.

If the art the Bardmaster performed lingers after the casting, it will not continuously affect any who see or hear it other than the initial effects. No rage paintings.

 

 

I see the redline here stating 'only takes effect on living beings', but it's worth clarifying specifically whether or not that includes things like automatons - there are certain lore constructs, too, which are incapable of feeling basic emotion, and certain curses which are capable of inflicting such a condition. It's worth clarifying how the spell effects them, too, or if it does at all.

 

Beyond that, this is a lovely piece of lorewriting. Big fan.

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If this isn't made into lore I will be very :(

(Seriously though-Bardmancy is too cool and too fun of a magic to not be expanded upon more! Please please pleaseeeee ST!!)

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