1050 Proposal : Song of Winds 08/16/2022 09:13 PM CDT
Song of Winds is a song which weaves swirls of powerful windiness into all bard spells being used. From mini-vortexes to massive whirlpools of air it will envelop the bardic magics in an energetic frenzy of whipped up sentiments.


Holding Song : the target suffers an additional Unbalancing effect which lasts for 3x the duration of the other effects of Holding. Like all the Unbalancing regarding SoW it is a very powerful overall effect, similar to a Tonis Bolt being very likely to Unbalance with a ward success. When the target is attacked with a physical weapon, the wind will whip up again into an Unbalancing whirlwind focused around their body. The effect will gradually decrease steadily during the timing from the 3x duration of the ward success but will remain very challenging to resist.

Vibration Song : the target will experience a focused whirl of air around their weapon with a chance for a mini-vortex to form. If the vortex forms, it will create RT whenever the foe attempts to use their weapon hand. There carries a solid chance for them to be completely Unbalanced and knocked over.

Fortitude Song : creates a more powerful resonance for the vocals of the song by using more air to exert, more energy to channel and more charisma to latch onto magically. For each 5 Bard Spells known an additional +1 will be earned up to a max bonus additionally of +20 at 101. Along with this carries a +25 base bonus to defending from ranged attacks from a swirl of interlocking vortexes which begins to occur with 101 Bard Spell ranks.

Purification Song : the textures of airiness within the atmosphere surrounding the gem are enhancing greatly with micro-vortexes aligned perfectly to the unique gem shop eliciting a capability of +10% base increase in possible value increase or successful purification + 1% for every 25 spells known for a total bonus of +14%. In addition to this, there will always be a +1% increase in odds for success for purification and at the level increased, up to its maximum value (including the additional 10-20% bonus separately).

Lullabye Song : the voice is sailing through a myriad of swirly whirlies on a magical golden note which is more brilliant and charismatic with the controlled use of harmonics within the air. The target will experience snoring of an extremely violent nature with a high enough ward and it could incur nightmares for the wrong victim, by turning their malice against the Bard against themselves. They will be harder to wake up, suffer from Unbalancing for a good while if they do and they could lapse back into sleep much more easily, particularly if effected badly by another Air based attack.

Song of Luck : The air surrounding the Bard and their party becomes sensitized with a thin magical barrier which is able to create a responsive air flux to whatever the demands of its environment needs to aid the Bard with party. For example with Disarming Traps, the connection to the air with the bonded locksmith will grant an ease and swiftness to be more true and precise than otherwise, and they will be able to sense dangerous impositions due to the highly attuned nature of the surrounding air membrane. In addition, a 10% increase in success for activating Luck's song will occur with a total of +25% when the Bard reaches 100th level (with no % increases between 0-99).

Kai's Triumphant Song : In addition to the AS bonus, the song inspires a huge chance for Unbalancing effects with successful physical and magical attacks. The Bard's natural tendency to flare up with fervor and heroic glee during this particular battle song creates a golden wave to follow any AS based assault, and for a similar golden magical film to form over the victim of a CS based assault. The result will give the bearer of the unwelcome golden magics a problem maintaining their balance since it will be churning with the undulations of vibratory rhythm sung out by the Bard with KTS. Only the Bard can experience the benefits of Unbalancing their foes directly however everyone joined to the Bard and the Bard themselves will get between a +1 and a +10 bonus when the victim of a forthcoming manuever based attack by that foe, since there will be challenges dispensing it with the Unbalance effect. For the Bard it's +10 base with a +1 increase for each 20 ranks of Bard Spells up to a total increase of +15.

Stunning Shout : the healing done for the Bard can extend to the whole party for +5 hp with an addition of +1 - +5 based on number of Bard Spells known. When it is administered successfully against a foe, the Unbalancing damage is increased by a factor related to their skillset and stats with a very strong increase against the target.

Sonic Shield : the air surrounding the shield will become turbulent when excited by invasions in its space so that those who attempt to pass through it may suffer Unbalancing effects. When the shield is used in a maneuver it will have extremely volatile Unbalancing flares. In addition when a Sonic Shield is WAVED AT a critter, it will function as a wand which launches a bolt of air power at the target using the AS from Spell Aiming based skills/stats as the basis. It will similar to Bolt of Tonis for Wizards.

Song of Valor : in addition to the core effects of the spell, the Bard inspires a swell of flickering energy in a rainbow of colors within the aura which creates a defense against Unbalancing based attacks of +25 based with an increase of +1 per 4 ranks of Bard Spells known up to +50 total bonus. For group it maxes out at +5 but can flare for up to 50% the full value of the Bard's training value.

Song of Peace : the winds will appear calm and relaxing for all those within the group of the Bard but to all others it will seem that an invisible pressure is forming against their weapons and against their inner will to cause magical or other damage, such as maneuver based. The tempering of the air will invigorate the effects of peace making it much more stable. When the Bard has reached 100th level it will automatically activate the sanctuary effects immediately when entering the room, rather than it's delayed effect.

Song of Weapon : in additional to normal flares, contact made with the air comprising the form will inspire nasty Unbalancing effects. They won't be too likely to cause any physical damage but there will be a very high chance for knocking them off their feet and putting them into RT. When the weapon is WAVED AT a critter, it will activate a potential for the weapon to create a second strike with a guaranteed Unbalance flare (which can cause physical damage itself). The nature of the additional strike will be of a magical level swiftness and in the identical location as the last blow was precisely, so that the odds for connection and of being critically wounding will increase. The basis for this effect is a +25 weighting to the endroll with an additional +1 for each 10 spell ranks known up to a total of +35, and the critical effects will be the volatility of the Unbalancing effects so that they are among the most effective form in the game for its application.

Song of Unravelling : the vibratory effects of the magical transference is greatly increased so that a disturbance is created in the field of concentration for the target, making an increase of 10% for success for any spell from any circle dropping. This is a running effect which is not effected by any other ranks to increase the bonus but at 100th level with 101 Bard Spells known, a 1 in 500 chance will be applied for all spells to drop on the target.

Sonic Armor : Unbalancing effects become much more difficult for the Bard to suffer from, especially elemental such as e-wave or maneuver but is also very effective against spirit based forms such as the Unbalance spell itself. Against the Wizard Spell Bolt of Tonis there will be a running +25 DS bonus up to +50 with 101 Bard Spell ranks. Against E-Wave specifically it is a +10 base up to +25 with the same spell ranks. Group effects achieve a slight increase against non-elemental based unbalancing and a significant one for elemental based. (+1, +5?)

Song of Depression : in addition to the depression, the target experiences violent vertigo and motion sickness causing slight to very seriously damaging effects. Vomiting up intestines with a critical injury could be one scenario for a 100th level bard against a kobold for example while additional RT, a chance of falling over and of them blacking out completely into unconsciousness from the dizziness.

Song of Rage : the target is surrounding by whooshing air at the same velocity as if they were falling at 32fps*ps but instead they experience this as if they are instead rising rapidly. The shock of this experience coupled with the intensive change in air pressure results in a battering of their body and a chance for a head crit from the explosion (similar in nature to the jelly from a Bone Shatter victim in its rarity). The experience intensifies as the effects of the song wear off so that ironically they will have more of an illusive trauma than physical by the time it is over, yet very deadly either way. The intention of this is to create a high chance for critical injuries particularly on limbs, then intense dizziness briefly from the blood rush to the head, since they will experience it all flowing back into their natural gravity with their feet on the ground when the spell wears off. With additional power comes additional mana cost of +2 per cast.

Song of Noise : in addition to a cacophony of sound comes a complex of miniature tornado formations of varying colorful magic energies which begin to launch themselves from their own spinning energy as a projectile into the adversaries not joined in the room. These magical bolts do not cause damage but will work instead to stabilize the balance of all joined so that the Bard's confidence increases, allowing them additional odds of successfully renewing their spells. The success rate will increase the more in the party but will give a +50% per renewal attempt automatically to the Bard after they achieve level 100.

Song of Power : the Bard uses their voice to establish a field of gyroscopic like energy surrounding them in a dome form from their perimeter on the ground (no effects while underwater). This sustains the Bard's energy while balancing themselves in the tidal flows of mana energy which are always vastly unpredictable. This results in an increasing likelihood for each renewal attempt starting at +1% and increasing +1% for each attempt thereafter with an addition of +1% per 5 ranks known of the Bard Circle up to a total bonus of 20% at 101 ranks on the 20th rank. If the bard is able to last a full 20 cycles with the node up, the buffer will revert to a protection against damage only and not success of any renewal. Against damage it will function as light damage padding and light to exceptional critical padding during any backlash of losing control of the mana, based on the Bard Spell rank known. At level 100, the Bard experiences an automatic bonus of +1 to their mana gained per pulse (which will carry through whether the song is active or not if they are in a permanent node area).

Song of Mirrors : the Bard's uses the air in a manner which distorts the mirrored images of themselves as they appear to the enemy into a random chance that the foe will in fact believe they are looking at a hideous form of themselves. This trickery is achieved by masterful suggestion through slickly delivered honey tonalities in the charisma buried into the song delivery as well as the physical alteration of the optical organs of the target, making undead largely immune to the spell effects but making beasts with particularly keen senses more likely to experience the confused effects. At 100th level, the Bard will experience a running +1 to their INF bonus due to the inflation of their ego when they appear at their absolute best hair day, perfectly dressed and absolutely gleaming with self-satisfaction whenever they happen to pick up an image of themselves in any of those mirrors.

Traveler's Song : if the Bard uses the song directly by SINGING AT the target, with a successful CS ward the foe will experience one of a number of effects. These are based on their invitation by suction, suggestion and a magical and very visible bridge of energy that physically appears before them as if the perfect stepway toward a better location. The target will begin to experience a gravitational invitation similar to a magnetic or tractor beam with various levels of strength depending on the success of the ward. They will also experience euphoric happiness the closer they align with the vision of themselves in the new place. An actual vision will form from a mild film to a magical dancing aura over the eyes of the target with a high enough warding, a perfectly scaled animation to the dimensions of the victim which will invigorate the idea of a place not so far away they can easily withdraw themselves to if they only make slight efforts. Also, their will be an emotional feeling of turbulence inside them from the windy charms of the Bard reaching their core that will pull them away with a homesickness to get 'back' to the place beckoning uniquely to them. This spell very dramatically increases the greater the warding power and will be well designed if getting into benefits only the 100th+ Bard will enjoy from raw CS power, such as getting a kobold to believe they have visited a distant place, returned and is now serving the Bard as a deity for the experience. This would require a 100th level status and a +500 warding or '?' to activate but if successful, the level 1 or 2 critter will be able to do minimal labors by the Bards suggestion with an increasing chance of spontaneous death from overjoyed excitement of the nervous system for each second they are being controlled. If the Bard uses this song in a traditional way to relocate themselves to the nearest tavern, the 100th level Bard will be gain a two-way ability for the song and temporary additional +1 to regeneration mana and HP for the next 10 mana pulses if on a node.

Singing Sword Song : the weapon gains Unbalancing flares, capable of removing the stability of the target with a high level of success but not causing any physical damage or hp loss. The 100th level Bard will gain the additional effect of the aerial weapon to attack precisely and perfectly to mimic the most recent strike by the Bard (for AS based attacks) starting at 1% per attack doubling in chances each attack thereafter until it activates so that it will always activate by the eighth strike in a row from the last activation. When this occurs, there will be sudden gust of wind from afar into the weapon itself which will be guided by the physical pressures in the signature of the movement through the air pressure from the Bard to the foe. The Singing Sword weapon will appear to penetrate directly through the target at an accelerated speed but in the exact same motion as the last physical strike. There will be no increase of critical or health loss damage but there will be a heightened AS from the effects of the wind and precision of +25 up to +50 from Bard Spell ranks known, achieving only the maximum at level 100 with no bonus increase between +25 and +50 before then. There will also be a 1 sec RT incurred on the target from confusion and shock. If the critter is at least 10 levels below them, the additional strike has a chance to set off a critical chain of events in the critter which can lead to instant death, which increases by +1% odds for each 10 levels below the critter is from the Bard and if the Bard is 100.

Song of Sonic Disruption : in addition to the warding check, the spell caries a strong Unbalancing effect like Tremors so that if the target fails to defend they will fall over and be in RT. The Tremors flare is accompanied by an extremely loud sounds of a real quake which will largely come from the result of the tremors being deposited into the eardrums of the victim and not anything from the ground itself. Ear/head damage is possible with extreme cases. In addition to this, those joined will experience a briefly heightened defense against Tremors and E-Waves of +25 for 10 seconds due to the interference from the reverberation of the sound effects. At 100th level, the Bard can SING AT a target for a cost of +50 mana and attempt to shatter their eardrums completely, causing a life threatening or fatal head critical as a SPELL AIMED attack from churning cones of air being channeled from the mouth of the bard at the foe.

Song of Tonis : the appearance of Tonis arises from a beautiful array of interconnection and flashing tiny cloud formations when the spell effect wears off. If the party is lucky enough, Tonis will grant another round of the effects from Song of Tonis with nuanced effects. No matter how many times the spell wears off, Tonis will always appear at the 60th second and decide if the party is worthy of being blessed with another round. There is no limit to the number of times it can be renewed, however the Bard may wish to STOP SINGING it at some point because there will be a mana draw for some of the results which will increase the more rounds are granted by Tonis. For example, the first reactivation of the spell by Tonis will create an overpowering need to sing together, so that all joined will begin to do this in unison all suddenly knowing the right melody, believing they are singing the same lyrics. This will give them all a 60 bonus of +1 to their AS (+5 to the Bard) at a cost of +1 per party member joined to the Bard. For each successive round granted by Tonis, the effects will increase along with the mana costs. If the Bard does not shut off the song at some point it can become extremely dangerous for massive system shock damage to occur from the loss of too many mana points at once. On the second round, for example the Bard begins to experience a vision as if they are singing in the voice of Tonis himself. This deflates the will of those not joined to fight and inspires the group which results in a -1 DS to foes and a +2 AS for those joined over 60 seconds. This costs the Bard 3 points per member. The third round Tonis whistles at the foes which distracts them momentarily for a -2 RT and in some cases they will be Unbalanced, especially for -10 levels from the Bard and more. The cost of this will be +4 per member of the group. The next Tonis may be inspired to show how an attack is done and lash out at the group of foes in the room, causing an Unbalance effect with a strong chance of intimidating the critters. If intimidated, they will potentially drop their weapons or shields, panic in and out of RT, suffer light nerve damage or even begin to attack each other with feral rage and blindness. This costs +6 per member joined. The chances for Tonis granting another round increase each end of the 60 second interval from the delight of watching the Bard leader and the group perform such heroic deeds while the leading Bard takes such a risk for themselves with potential mana exhaustion. The base for repeating is +5% at the end of 60 seconds from first SINGING and rises 5% the second round, 10% the next, 20% the next, 35% the next, 55% the next 70% the next, 99% the next and 100% then on. Unfortunately or fortunately for the group and Bard themselves, by the time the 100% phase occurs the mana draw could become unstable and there is a chance of 1% of a total failure of the Bard maintaining their songs which increases 5% each round after to a maximum of 50%. With the failure comes a chance for damage of physical kinds similar to failing a cast of Elemental Node. The upside is that when the Bard can survive those higher instability moments there is a chance for overwhelming power delivered by the Tonis vision for some of the most violent and horrific events against critters in the game. At level 100, the Bard gets a benefit of a flaring reduction of mana from 25-75% per round with a chance for activation of 33%.

Troubador's Rally : the Bard will be able to summon a cushion of air underneath the group which elevates them from harmful effects of a -50 DS and will gently shake them enough to help rouse them from their sleep or stunned, proned effects. At 100th level the Bard will greatly increase the odds for chances of success of rallying themselves while stunned or immobile, but it will carry a 5% chance to activate a tremor of light on the ground as the group is uplifted from it, causing a chance for RT to be incurred on those not joined for 3 seconds.

Song of Winds : if the Bard SINGS AT a critter, it will suffer a CS based warding roll whether or not the wind will enter through their magical defenses through their mouth into the lungs. The bolt of air will be so fast in accelerating into the breathing capacity of the victim that it carries with it a chance for explosion, especially -10 levels and under of the Bard for the critter. The injuries caused by the directed wind energy into the critter this way will effect their ability to cast spells since there will be no breath available in their lungs anymore (where applies to the critter) for uttering the incantation, depending on the success of the ward. If the critter suffers another fate from the spell effects, they may wind up reversing an offensive spell onto themselves instead since the magic being made upon the Bard will be repelled by the medium of offensive pressure entered into the vascular system of the critter. This includes anything using magical incantation such as bolts, CS based spells, bardic songs and things like summoning friends to fight or warrior based vocal maneuvers. At 100, the Bard will carry a 1% chance to activate levitation in an undesirable way for the target if their lungs fill up with just the right mixture of magical pressure influencing the weight of the air in their lungs, so that they will be incapacitated from fighting and going wild with panic at the experience, even suffering macabre death effects for extremely feeble minded victims.

If the Bard INCANTS the spell, they will experience a magnificently self-satisfying moment of ego as a warm air accompanied by a soft glow animates all that the bard wears (let's see what designers come up with for when its buck) against the lustrous wind. This adjustment to their attire and their ego, the slight boost to their appearance for those around them and a naturally occurring aroma (varying with gender and perhaps race) which helps with a natural arrogance which can be used to help charm foes. While this effect lasts, they will have a much more appealing smell to animals while appearing more friendly and companionable, they will appear more neutral or friendly to other critters besides undead generally (maybe golems are not effected, etc.) to an extent they may pass from attacking for a while or drop their weapons and armor completely in extreme cases, have RT from indecision, etc. At 100 the Bard can SET the spell to become a BOLT instead which has a huge unbalancing effect, will attempt to leach mana from the target with a very large yield potential, and which will carry with it reverberations within the cranial mass of the enemy after the bolt's initial damage has had its way. The reverberations can be unstabling, cause nerve damage and inhibit spell casting or attacking, even cause system shock and death in extreme cases such as -99 levels between.


All of these spells can have some impact made by lore training such as mana costs. One thing I like about lore would some options for how some applications of the effects would appear so they are given a choice from a list that will have verbiage specific to what they would prefer over the other. Also a chance for ATTUNEMENT to a deity would be there, and more of that could be introduced per spell. The guide of rewarding post cap players is planning for future Gemstone IV design because it is going to require expansion there the most and the amount of sacrifice, loyalty to the lands is going to be more and more significant.










Dragons r Real
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