Evocation

Song of Fire
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
The strains of this harsh crescendo rise like flames blooming to life, causing the affected fire to fall under the bard’s control for the duration. If the flames are directed at a creature, they will burn for 2d9 fire damage each round, soaked with normal, physical soak. Of course, such an effect can be used for many, many things besides damage.

The material returns to its normal state when the song ends. Creatures’ pyreflies interfere with this song, rendering it useless for directly influencing creatures made of fire or fire inside creatures’ bodies. Once the fire leaves the creature’s body, it is fair game.

Song of Ice
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
The cool, level tempo of this harshly bitter song cause ice to dance and pulse, falling under the bard’s control for the duration. If the ice is directed at a creature, the spiking chill deals 2d6 cold and piercing damage each round, soaked with normal, physical soak, and reducing the creature’s movement rate by half for two rounds.

Of course, raw control of ice can be used for many, many things besides damage. The material returns to its normal state when the song ends. Creatures’ pyreflies interfere with elemental control, rendering this song unable to directly influence or control creatures made of ice, or ice inside another creature’s body.

Song of Water
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
The soft, flowing notes of this tune lift and drop in tempo, like crashing waves, causing water to fall under the bard’s control for the duration. If the water is directed at a creature, the harsh shoving force deals 2d6 bludgeoning and water damage, soaked with normal, physical soak, and shoves the creature back 10 feet. Of course, raw control of water can be used for many, many things besides damage.

The material returns to its normal state when the song ends. Note that this can affect water-based liquids, like beer and blood, but cannot affect liquids inside another creature’s body or creatures made of liquid, due to the interference of the creature’s pyrefly.

Song of Wind
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
A quick, hearty tempo flows like wind, granting the bard control of the very air around them. While raw air is useless for dealing damage, it can batter and lift, directing the target up to 20 feet in any direction. The target receives a Strength check to resist if the bard attempts to lift them into the air, but they must spend their next round focusing on remaining earthbound if they do so.

Of course, raw control of air can be used for many, many things besides raw harassment. The material returns to its normal state when the song ends. Controlling the wind is fleeting, and any attempt to directly control or manipulate a creature of elemental air with this song is folly at best.

Song of Metal
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
With a steady, thrumming beat, like the pounding of a smith’s hammer, the bard gains control of metals around them. The bard may control any common or uncommon metal, but alloys cannot be controlled, as their essence is too muddled to be sung.

Directed at a foe, the lash of metal deals 2d6 normal, soakable damage per round, plus the metal’s appropriate qualities, of an appropriate type (bludgeoning for smacking with a horseshoe, piercing for stabbing with lancing metal, etc).

Of course, raw control of metals can be used for many, many things besides damage. The material returns to its normal state when the song ends. Creatures’ auras and pyreflies resist this song’s pull, rendering it useless against any held or worn item, as well as any creature composed of metal.

Song of Earth
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
The rumbling, deep bass of this song evokes the power of stone, granting the bard control of the very earth around them. Directed at a foe, this song’s damage is dependent on the materials at hand. With solid stone, this song deals 2d8 bludgeoning damage, while loose soil or sand deals 2d4 bludgeoning damage and clings to the target, restricting their attempts to escape blows and inflicting -5% evade for 2 rounds.

Of course, raw control of the very land around the bard can be used for many, many things besides damage. The material returns to its normal state, if possible, when the song ends. Stone is patient, but also stubborn, and none are more stubborn than the creatures made of raw, elemental rock. Attempting to control a creature of stone, or the minerals inside a creature’s body, is doomed to failure.

Song of Light and Dark
Casting Time: 2 rounds
Duration: 1 round per 2 levels (Channeled)
Range: 70 ft.
Area of Effect: 10 cubic feet of material per level
Irresistible
By singing a choral, lifting hymn, or a sepulchral, haunting dirge, the bard can control light and darkness around them. The bard must choose to either raise or lower illumination, and can bring light to painfully bright levels or smother with raw darkness. These effects deal 2d4 holy or infernal damage, and this damage cannot be soaked.

Of course, manipulating brightness and shadow has many, many useful applications besides damage. Creatures of raw shadow and radiance are ill-understood at best, and using this song on them could be hazardous to the bard’s health, as well as the health of her companions.

Song of Paranoia
Casting Time: 1 round
Duration: 2 rounds per level
Area of Effect: 1 creature
Magic-Resistible
With a dissonant, rapidly shifting song, the bard causes the target’s emotions to run wild. For each creature nearby, roll a d3 at the start of each round: 1 indicates friendly, 2 indicates neutral, 3 indicates hostile. The creature will act and react normally to these cues, and they randomly shift each round, regardless of actions taken.

Nightmare Ballad
Casting Time: 2 rounds
Duration: 2 rounds per level (Channeled)
Range: 35 ft.
Area of Effect: Up to 2 creatures
Magic-Resistible
The dark strains of this song envelop the target in nightmares of their own design, freezing them in place with sheer horror. Affected targets are held fast for the duration, lost in their nightmares, and cannot act or evade with any meaningful degree of success. They can, however, scream. Loudly. They can also roll another resistance check as their action for the turn, at -10%.

Song of Will
Casting Time: 1 round
Duration: 2 rounds per level
Range: 40 ft.
Area of Effect: Up to 4 creatures
Magic-Resistible (Helpful)
With a quick, heartening ditty, the bard sharpens his allies’ will, causing them to stand resolute against fear and foes alike. The targets receive a +5% bonus to hit and to evade, as well as a +20% bonus to resist the effects of fear, both magical and mundane.

(This translates to a +5 bonus on ability checks to resist fear.) By singing the song backwards, the bard may use it to sap his foes’ will instead, reducing their chance to hit and evade by 5% and reducing their resistance to magical and mundane fear by 20% (-5 penalty on ability checks).

Song of Flesh
Casting Time: 2 rounds
Duration: Instantaneous
Range: 10 ft.
Area of Effect: Up to 2 creatures
Magic-Resistible (Helpful Sometimes)
With a soothing, steady tune, the bard can knit flesh and muscle back together, mending wounds. This song heals each target for 1d5 points of damage per level of the bard, but the total healing that any target receives cannot exceed 50% of their maximum hit points. This song is utterly unable to affect broken bones, providing no succor to any conditions springing from such injury.

Singing this song backwards causes terrible, horrible rents in the target’s flesh, dealing as much damage as would have been healed. This is somewhat clumsy, and the damage is capped at 30% of the target’s health, but the intense pain also causes them to lose their next action.

Vital Reverb
Casting Time: 2 rounds
Duration: 1 round (Channeled)
Range: 30 ft.
Area of Effect: 1 creature
Irresistible
By playing a sharply harsh song, the bard can cause injury through the raw power of their song itself, leaching health from the target. The screeching strains of the reverb deal 3d7 points of slashing damage, soakable with normal armour, and healing the bard for 5% of damage done per bard level (maximum 80%). The bard may, if he wishes, direct the healing to an ally within range, but doing so reduces the healing by half. The bard cannot split the healing. If the bard sustains the song into the next round, he may repeat the attack.

Song of Isolation
Casting Time: 2 rounds
Duration: 1 round per 2 levels
Range: 40 ft.
Area of Effect: 1 creature
Magic-Resistible
By singing a resonant song and stretching it into attenuations, the bard can cloak the target in solid sound, totally cutting off its senses and rendering it totally blind, deaf, numb, and dumb. The target may attempt to attack, but it will be swinging totally blind, without any way to aim or negate the isolation effect. Blind Fighting skill is worthless, as is darkvision or any alternate sensory modes. The effects of the random flailing or firing will be totally up to chance, but spellcasting or bardsong is impossible while the effect lasts.

Song of Smothering
Casting Time: 1 round
Duration: 1 round per level (Channeled)
Range: 30 ft.
Area of Effect: Anything and everything within range
Irresistible
The bard simply plays their music, loudly. The noise and cacophony caused by this music drowns out any attempt to speak, communicate, or cast in the area of effect, rendering communication and non-instant spellcasting and bardsongs impossible.

There is no resistance to this effect; it can only be stopped by breaking the bard’s concentration or moving out of the area of effect. The area of effect moves with the bard, and bringing the noise into range of a spellcaster will ruin and foul their spellcasting attempt, drowning them out with sheer sound.

Echoing Chant
Casting Time: Special
Duration: Special
Range: Special
Area of Effect: Special
Irresistible
This song cannot be sung by itself. It must be sung alongside a Song of Emotion via Dual Casting. The Echoing Chant, if successful, doubles all parameters of the Song of Emotion, including numeric effects, duration, range, and area of effect.

Song of Fascination
Casting Time: Instant
Duration: Instantaneous
Range: 40 ft.
Area of Effect: One bardic performance within range
Magic-resistible
Some bards can demand attention, drawing the gaze of everyone around them. This song takes that affinity one step further, snapping the concentration of a fellow bard. The target bard receives a magic resistance check to attempt to keep his concentration from breaking, but should that fail, the performance and spell effect immediately ends.

Due to an incomplete understanding of other spellcasters, this song simply forces them to make a Constitution check, as if struck in combat, if applied to them. The spellcasters in question still receive a magic resistance check before they must check Constitution.

Song of Space
Casting Time: 2 rounds
Duration: 1 hour
Range: 10 ft.
Area of Effect: 10 cubic feet per level
Irresistible
With an ancient song of creation, the bard can twist and bloom space, causing a pocket or container to become bigger on the inside. The area of effect is added to the pocket or container’s storage space for the duration, and the borders of the newly-enlarged space are made of the same material as the original borders of the space. When the song’s duration ends, any material that cannot fit into the original space is violently ejected, potentially causing some sticky situations.

Song of Sun’s Passing
Casting Time: 2 rounds
Duration: 10 rounds
Range: 1 mile
Area of Effect: Everywhere within range
Irresistible
By singing a bright, cheerful tune or a dour, sorrowful melody, the bard can either coerce the sun to come out or to hide itself underneath the horizon. For the duration, the area of effect is either lit with bright sunlight or plunged into night, at the bard’s discretion. This song does not produce a sun, and cannot generate sunlight indoors; it only causes the sun to appear in the sky, and buildings and other structures will block it as normal.

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