---
(consider tense)
Bard Spellsongs typically fall into three categories: over-powered, under-powered, or simply out of date given the new mechanics of GSIV. The majority of the problem stems from the fact that Sonic Disruption (i.e., 1030) is ridiculously overpowered compared to other CS spells. What makes 1030 powerful is the inherently low Bardic TD of creatures coupled with the massive scaling from manipulation lore (i.e., increases successful CS resolutions by up to 60 and potentially free via instruments!). The result of 1030 being so good means there are very few situations when casting any other spell is more advantageous. Additionally, 1035 is incredibly powerful, but only with extensive lore training as 75 ranks of Air Lore increases the base haste effect by 200%. These two spells account for most of offensive capabilities of Bards, but to such a degree that they outpace every profession. The goal of this redesign is to reduce the power of 1030 and 1035, and in so doing, redistribute the power to other Spellsongs while opening up additional options for combat effectiveness. As an example, Stunning Shout is hilariously bad compared to 1030 which costs only 2 more mana if 1030 is in the Renewal Cycle. The general mechanics of Spellsongs need to be updated, reduced in complexity, and made easier for lower level bards to use frequently. To achieve this, five components of Spellsongs need to be redesigned: (1) Renewals, (2) Multi-Song Penalty, (3) Spell Hindrance, (4) Instrument Implementation, and (5) Performance Abilities.
Spellsong Renewal
>>Spellsong Renewals are needlessly complex and overly punishing to new Bards, especially Bards with poor Influence. A Bard under a status effect (e.g., stunned, silenced, immobilized) prevents Renewal; this creates a chance of completely losing all their Spellsongs. Bards will eventually get 1040 allowing a chance at removing status effects, but not if the status effects are coupled with RT, which is often the case. Simply put, Renewals inevitably cause Bards to experience dire circumstances that no other profession experiences and causes potentially dramatic loss of mana during combat. This may be uniquely flavorful, but it is not fun.
(1) Remove Renewal entirely.
(2) When a Bard casts an ongoing passive spell, instead of expending mana, the maximum mana of the Bard is reduced while the Spellsong is active.
(3) Spellsongs remain active indefinitely until dispelled or the Bard uses the STOP <Spellsong> verb. Less Tedium; More Fun.
(4) The reduction of (2) is roughly 1/4 the level of the Spellsong.
Multi-Song Penalty
>>The MSP makes wearing all Spellsongs learned prohibitive at early levels. As a result, a lower level bard simply cannot wear all their spells and have enough mana to cast spells in combat.
(1) Multi-Song Penalty removed entirely.
Spell Hindrance
>>Perhaps the biggest benefit of Spellsongs is the ability to bypass the negative effects of Spell Hindrance. Sufficient Armor Training allows Bards to cast in Augmented Chain at 8% spell failure. However, when the inevitable spell failure from Spell Hindrance occurs, it causes zero Soft Roundtime and zero mana loss; the Bard can simply cast the spell again without consequence. This is simply too powerful an ability.
(1) Spell Hindrance failure now causes the Bard to lose mana as per usual
(2) Spell Hindrance failure now causes 3 seconds of Soft Roundtime.
Instruments
>>The current implementation of instruments is either severely lacking or grossly overpowered. Only three Spellsongs (i.e., Song of Holding, Traveler’s Song, and Song of Disruption) incorporate instruments. The former two having a poor benefit and the latter granting a massive benefit (i.e., up to 60 ranks of manipulation lore for an adept with a Two-Handed Instrument). Another problem with the current instrument implementation is that players can write macros or lich scripts to cast Spellsongs with very little worry about being attacked by a creature while still holding their instrument thereby gaining the full benefit of using an instrument with none of the risk.
Mechanics:
(1) While holding an instrument, the Bard may use the PLAY verb to execute a Spellsong.
(2) Given (1), causes 3 seconds of Hard Roundtime and Cast Roundtime.
(3) Given (1), the effective outcome of successful CS Spellsongs is similarly to CHANNEL per stance level above Defensive.
(4) Given (3), the effective outcome is multiplied by 2 for two-handed instruments.
(5) The Bard may use the SING verb to execute a Spellsong.
(6) Given (5), causes 3 seconds of Hard Roundtime and Cast Roundtime.
(7) Given (5), the effective outcome of successful CS Spellsongs is increased by 2 per stance level above Defensive.
Performance System
>>The Performance System allows Bards to diversify their build paths and augment their Spellsongs. A Bard gains 1 Performance Point per Spellsong rank to spend towards Performance abilities. Performance Abilities cost Stamina to activate; the greater the stamina cost, the greater the effects. These abilities can be triggered using the PREFORM verb when a Spellsong is prepared.
Syntax:
>>(PERFORM) (Ability) (Optional Target)
Mechanics:
(1) Using PERFORM causes 3 seconds of Hard Roundtime and Cast Roundtime.
(2) If the Bard is holding an instrument, PLAY effects apply.
(3) If the Bard is holding an instrument, the Stamina cost for the Performance ability is reduced by 10% for one-handed instruments or 20% for two-handed instruments.
(4) If the Bard is not holding an instrument, SING effects apply.
Resonate | |||
>>The Bard is able to cast in heavier armor. | |||
Rank | Price | Cost | Effect |
1 | 2 | 3 | +(2 + Rank)% Spellsong Hindrance reduction (additive); +(50 + 10 * Rank)% mana loss reduction on failure (multiplicative); +1 Cast Roundtime reduction on failure. |
2 | 3 | 4 | +(2 + Rank)% Spellsong Hindrance reduction (additive); +(50 + 10 * Rank)% mana loss reduction on failure (multiplicative); +1 Cast Roundtime reduction on failure. |
3 | 4 | 5 | +(2 + Rank)% Spellsong Hindrance reduction (additive); +(50 + 10 * Rank)% mana loss reduction on failure (multiplicative); +2 Cast Roundtime reduction on failure. |
4 | 5 | 5 | +(2 + Rank)% Spellsong Hindrance reduction (additive); +(50 + 10 * Rank)% mana loss reduction on failure (multiplicative); +2 Cast Roundtime reduction on failure. |
5 | 6 | 5 | +(2 + Rank)% Spellsong Hindrance reduction (additive); +(50 + 10 * Rank)% mana loss reduction on failure (multiplicative); +3 Cast Roundtime reduction on failure. |
Diffract | |||
>>Spellsongs that target 2 or more creatures now affect adjacent rooms. | |||
Rank | Price | Cost | Effect |
1 | 2 | 30 | AoE Spellsongs target all adjacent rooms with a -20 CS penalty. |
2 | 3 | 45 | AoE Spellsongs target all adjacent rooms with a -15 CS penalty. |
3 | 4 | 60 | AoE Spellsongs target all adjacent rooms with a -10 CS penalty. |
4 | 5 | 60 | AoE Spellsongs target all adjacent rooms with a -5 CS penalty. |
5 | 6 | 60 | AoE Spellsongs target all adjacent rooms with no CS penalty. |
Improvise | |||
>>Spellsong mana cost is reduced and replaced by stamina. | |||
Rank | Price | Cost | Effect |
1 | 2 | Varies | +(10 * Rank)% mana cost reduction; stamina cost == mana cost reduction. |
2 | 3 | Varies | +(10 * Rank)% mana cost reduction; stamina cost == mana cost reduction. |
3 | 4 | Varies | +(10 * Rank)% mana cost reduction; stamina cost == mana cost reduction. |
4 | 5 | Varies | +(10 * Rank)% mana cost reduction; stamina cost == mana cost reduction. |
5 | 6 | Varies | +(10 * Rank)% mana cost reduction; stamina cost == mana cost reduction. |
Intensify | |||
>>Increase the power of a Spellsong for each additional second channeled. A minimum of 3 seconds to a maximum of 6 seconds may be channeled. | |||
Rank | Price | Cost | Effect |
1 | 2 | 10 | +(2 + Rank) effective outcome per second channeled. |
2 | 3 | 15 | +(2 + Rank) effective outcome per second channeled. |
3 | 4 | 20 | +(2 + Rank) effective outcome per second channeled. |
4 | 5 | 20 | +(2 + Rank) effective outcome per second channeled. |
5 | 6 | 20 | +(2 + Rank) effective outcome per second channeled. |
Reverberate | |||
>>The Bard is now able to bounce sound waves from target to target. Single-target Spellsongs may now affect multiple targets. | |||
Rank | Price | Cost | Effect |
1 | 2 | 10 | Single-target Spellsongs may now affect 1 + Ranks targets |
2 | 3 | 15 | Single-target Spellsongs may now affect 1 + Ranks targets |
3 | 4 | 20 | Single-target Spellsongs may now affect 1 + Ranks targets |
4 | 5 | 20 | Single-target Spellsongs may now affect 1 + Ranks targets |
5 | 6 | 20 | Single-target Spellsongs may now affect 1 + Ranks targets |
Amplyify | |||
>>The Bard is now able to focus sound waves at a single target. | |||
Rank | Price | Cost | Effect |
1 | 2 | 7 | CS d100 roll == 20 + d80 |
2 | 3 | 12 | CS d100 roll == 30 + d70 |
3 | 4 | 15 | CS d100 roll == 40 + d60 |
4 | 5 | 15 | CS d100 roll == 50 + d50 |
5 | 6 | 15 | CS d100 roll == 60 + d40 |
Virtuoso | |||
>>The Bard is now able to focus sound waves at a single target. | |||
Rank | Price | Cost | Effect |
1 | 2 | Varies | CS d100 roll == 20 + d80 |
2 | 3 | Varies | CS d100 roll == 30 + d70 |
3 | 4 | Varies | CS d100 roll == 40 + d60 |
4 | 5 | Varies | CS d100 roll == 50 + d50 |
5 | 6 | Varies | CS d100 roll == 60 + d40 |
Charisma | |||
>>The Bard is naturally charismatic. | |||
Rank | Price | Cost | Effect |
1 | 2 | 10 | +Ranks to Influence Bonus. |
2 | 3 | 15 | +Ranks to Influence Bonus. |
3 | 4 | 20 | +Ranks to Influence Bonus. |
4 | 5 | 20 | +Ranks to Influence Bonus. |
5 | 6 | 20 | +Ranks to Influence Bonus. |
Beguile | |||
>>The Bard is captivates their audience. | |||
Rank | Price | Cost | Effect |
1 | 2 | 10 | +1 second of Hard Roundtime to affected targets. |
2 | 3 | 15 | +2 second of Hard Roundtime to affected targets. |
3 | 4 | 20 | +3 second of Hard Roundtime to affected targets. |
4 | 5 | 20 | +4 second of Hard Roundtime to affected targets. |
5 | 6 | 20 | +5 second of Hard Roundtime to affected targets. |
Harmonize | |||
>>Benefits with other Bards playing instruments in group a la Phalanx. Capped at two other grouped. | |||
Rank | Price | Cost | Effect |
1 | 2 | - | All grouped Bards gain +1 CS per rank of Harmonize. |
2 | 3 | - | All grouped Bards gain +2 CS per rank of Harmonize. |
3 | 4 | - | All grouped Bards gain +3 CS per rank of Harmonize. |
4 | 5 | - | All grouped Bards gain +4 CS per rank of Harmonize. |
5 | 6 | - | All grouped Bards gain +5 CS per rank of Harmonize. |
Cacophony | |||
>>Gain disruption flares | |||
Rank | Price | Cost | Effect |
1 | 2 | - | 15% Chance to cause disruption crit; capped crit rank 4 |
2 | 3 | - | 15% Chance to cause disruption crit; capped crit rank 5 |
3 | 4 | - | 20% Chance to cause disruption crit; capped crit rank 5 |
4 | 5 | - | 20% Chance to cause disruption crit; capped crit rank 6 |
5 | 6 | - | 20% Chance to cause disruption crit; capped crit rank 7 |
Exhilarate | |||
>>Bonus dodge ranks after performing a Spellsong a la Shield Forward. | |||
Rank | Price | Cost | Effect |
1 | 2 | - | 10 dodge ranks for group for 15 seconds after casting a Spellong |
2 | 3 | - | 15 dodge ranks for group for 15 seconds after casting a Spellong |
3 | 4 | - | 20 dodge ranks for group for 15 seconds after casting a Spellong |
4 | 5 | - | 25 dodge ranks for group for 15 seconds after casting a Spellong |
5 | 6 | - | 30 dodge ranks for group for 15 seconds after casting a Spellong |
Mind Blank | |||
>>Something, Something Descriptoin | |||
Rank | Price | Cost | Effect |
1 | 2 | - | 10 dodge ranks for group for 15 seconds after casting a Spellong |
2 | 3 | - | 15 dodge ranks for group for 15 seconds after casting a Spellong |
3 | 4 | - | 20 dodge ranks for group for 15 seconds after casting a Spellong |
4 | 5 | - | 25 dodge ranks for group for 15 seconds after casting a Spellong |
5 | 6 | - | 30 dodge ranks for group for 15 seconds after casting a Spellong |
_
SPELLSONG REVIEW
Random Idea: MIRTH! +1 TREASURE CLASS RANK + X per Y Skill
The redesign for specific Bard Spellsongs takes into account the following guiding principles:
(1) Strong AoE Buffs
(2) Strong AoE Debuffs
(3) Strong AoE Damage
(4) Strong Utility
(5) Activated Effects for Persistent Spells
(6) Lore can, at most, increase the effectiveness of a spell by 100%. 1035 is a horribly designed spell in that Air Lore contributes more to the overall effect of the Spellsong than the Spellsong itself. Additionally, Break Point Thresholds for effects derived from Lore training will be removed entirely if possible.
1001
Cost: 1 Mana per target
DS Reduced by Seed 10% + 1% per 10 Outcome Margin; capped at 15%
Every 10 combined EMC + MMC inceases targets by 1
1002
Cost: 2 mana
Outcome Margin of 1 to 50 = Shake item loose; RT = trunc(Outcome Margin / 10); min 1
Outcome Margin of 51+ = Expload item if possible if not; RT = trunc(Outcome Margin / 10); min 1
Impact critical targets hand of item held
ML:M 30 Ranks unlocks Shrapnel. Initial Target automatically hit. Targets all creatures in room; Standard Maneuver Roll. Puncture criticals.
>Diffract + 1002 = Awesome
1003
Cost: Reduce max mana by 1 + 1 per (Spellsong Ranks - 3) * Seed 10
Remove DS benefit
Increase Resistance to all damage types by 10% + 1% per (Spellsong Ranks - 3) * Seed 10; Spellsong Ranks capped by Level
Can be RENEWed. Doubles resistance for 30 seconds.
1004
Cost: 4 mana per cast
Remove Random chance to Orb Gem
Every 25 ranks of the sum of MMC and EMC allows Bard to infused an additional cast at no extra RT
Orb Mechanic:
Orb gem by prep 1004
PURIFY <gem>. Chance to Orb = (Bard Level) + (ML:M Ranks) + (Spellsong Ranks) + d100 - (Cost of gem / 50) >= 100 = Success.
Bards may now create Fusion Orbs: Requires orb gem. Must use "laboratory" in Bard guild. May fuse multiple orb gems of same type together to create Fusion Orb. Fusing multiple gems together increases chance of success as cost of precious monies gotten from selling gems. Place all orb gems of same time in "container" in "laboratory" in Bard guild. Chance to Fuse = (Bard Level) + (ML:M Ranks) + (Spellsong Ranks) + d100 - (Average Cost of Orb Gems in "container" / (10 * Orb Gems in "container")) >= 100 = Success. PREP 1004; FUSE "container"
Potential Charges = Average cost of orb gems fused / 100.
With Fusion Orb, Bard may infused with new Spellsong 1009 Song of Inspiration.
PREP 1009 <skill>;INFUSE fusion_orb;Charges expend 25 mana per charge infused.
Bard Fusion Orbs CANNOT be recharged. Type of skill or stat chosen during FUSE verb. Bards can also create Mage Rechargeable gems with extreme training. Naturally occurring Mage Rechargable gems used in fusion process greatly increases success.
1005
Cost: 5 mana
Transparent CS spell roll
Remove INF bonus
Increase successful Outcome by 3 * ML:T Seed 1
30 Ranks of ML:T; Unlock ability to Sleep Undead
Slightly reduce overall success, backfill with Telep Lore such that high training in Telep lore would be a net gain.
1006
Cost: Reduce Maximum mana by 2 + trunc((Spellsong Ranks - 6) / 12)
Chance to trigger second roll (25 + trunc((Spellsong Ranks - 6) / 2))% for Standard Maneuver Roll, CML, Disarming
Bard may RENEW 1006 for 2 + trunc((Spellsong Ranks - 6) / 12 mana to have Song of Luck affect AS, DS, CS, TD, Lockpicking rolls for 30 seconds
1007
Cost: Reduce Maximum mana by 2 + 1 per 3 AS over 10
Bard may RENEW 1007 for 7 mana
1008
Redesigned entirely because lol@1008
1009
Cost: 9 Mana
Sonic Shield, Sonic Weapon, and Sonic Armor consolidated into 1014 Sonic Armament
New Spellsong: Song of Inspiration
Increase selected skill of target by 10 + 1 per Seed 5 ML:T
Duration: 300 seconds + 30 seconds for Spellsong rank
Not stackable
New casts on targets replace skill boost
syntax: cast <skill> {option:target}
1010
Cost: Reduce maximum mana by 3 + trunc((Spellsong Ranks - 10) / 8)
Bard may RENEW 1010 to have all those grouped with the Bard to remove all fear-based effects and become immune to fear based effects for 30 seconds for 3 mana.
1011
No Changes
1012
See Sonic Armament
Replace with Mirth. Spellsong increases Treasure Class of creature.
1013
Alter mana extraction
Mana extracted = (Spellsong Ranks) + (1 per 5 Outcome Margin) +/- 10;
Mana absorbed = MMC + EMC ranks; capped by Mana extracted
1014
Cost: 3 per item
Condensed sonic weapon, shield, armor
Can cast two weapons now, lasts 10 seconds when not in hand like current 1009 implemenation
Can create bows (long overdue). Each fire costs 3 mana - 1 per 10 combined EMC or MMC; min 1 mana
20 Air Lore unlocks ability to FIRE verb to immediately generate an arrow for sonic bow at cost of 3 mana - 1 per 10 combined EMC or MMC (no RT); min 1 mana.
20 Air Lore unlocks ability to immediately regenerate hurled weapon for 3 mana - 1 per 10 combined EMC or MMC (no RT); min 1 mana
30 Air Lore unlocks offensive flares for shield, and reactive flares for armor
1015
Cost: 15 mana
15 ML:T ability to cast on single target for 5 mana.
TD also affects initial cast
1016
No changes because I have not thought of anything
1017
Something Something Redesign
1018
Cost: -
All group members have increased max mana by 10 + trunc((Spellsongs Ranks - 18) / 2)
RENEW 1018 to instantly restore 40% missing mana + 60% maximum mana over 60 seconds, 6% every 10 seconds. When used this way, goes on cooldown for 10 minutes.
1019
Cost: Reduce maximum mana by 6 + trunc((Spellsongs Ranks - 19) / 2)
Create mirorr image which creatures can target. Attacks of any type (CS/AS/CML/Maneuvers) have a 1% * Seed 5 Air Lore chance to automatically fail.
1020
No changes
1025
Seriously need to re-evaluate the weapon speeds for the weapons used. Personally hate the implementation of this spell, it is too slow.
1030
Keep DF at .6
Reduce ML:M Outcome Maring scaling
Add ML:M
Damage from disruption criticals aligned with Disruption Critical Table
No longer reduced mana cost when in "renewal" cycle
Additional Crit cycles may occur at a rate of 1% per Seed 10 combined Mana Control Ranks.
1035
Redesigned
Bard sings Tonis and it stays active indefinitely.
However, each RT reduced consumes 1-3 mana.
so Bard would burn through mana insanely fast.
Bard can reduce up to 3 + 20% chance per Seed 3 air lore
the 1-3 mana would scale over time, the first minute is 1 mana, second minute 2 mana, any time past the second minute costs 3 mana. You can buy more "time" with EMC such that the intervals are increased by 3 seconds per seed 5 EMC