TROUBADOUR
SONG'S
Appalling Screech (TS-1)
RANGE: 50 feet
DURATION: immediate
EXPERIENCE POINT COST: 1000
BASE CHANCE: 50%
RESIST: 2 X WP of will run at full TMR away from the bard for 1 minute.
EFFECTS: The bard is able to induce fear into those unfamiliar with him or her.  This song will affect even your allies
if they have not heard it performed prior to its use.  If a wind instrument is used to play the screech its ranges is
increased to 75 feet and base chance raised to 70%
FATIGUE  COST:  7 – EACH RANK ABOVE 5.

Battle Chant (TS-2)
RANGE: 40 feet
DURATION: one hour
EXPERIENCE POINT COST: 500
BASE CHANCE: 70%
RESIST: May not be resisted.
EFFECTS: The bard sings a song that prevents his allies from being affected by the fright table.  This song effects 12
people +2 per rank above 5.   If drums are used in conjunction with this song the range & number of effected people
are doubled and the percentage goes up to 90%. Of course you cannot fight while playing a drum.
FATIGUE  COST:  7 – EACH RANK ABOVE 5.

Boastful Bellow (TS-3)
RANGE: 20 feet
DURATION: immediate
EXPERIENCE POINT COST: 1000
BASE CHANCE: 70%
RESIST: 2 X WP
EFFECTS: The bard bellows a sonic yell at an opponent that does D5 +3 damage and will stun them unless they roll
under 2 X WP.
FATIGUE  COST:  8 – EACH RANK ABOVE 5.

Elemental Rhythms (TS-4)
RANGE: 30 feet
DURATION: 5 minutes
EXPERIENCE POINT COST: 1000
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: The bard’s song give all those in range improved resistant to elemental magics.   Anyone within the range
of the spell add +15% to their MR VS elemental colleges while under the effects of this song.  Playing this song on
percussion doubles the duration and adds +15% to its success rate.
FATIGUE  COST:  8 – EACH RANK ABOVE 5.

Hymn of restoration (TS-5)
RANGE: 30 feet
DURATION: must be performed for at least one hour
EXPERIENCE POINT COST: 1500
BASE CHANCE: 80%
RESIST: May not be resisted.
EFFECTS: The bard sings a hymn that accelerates the healing of those in attendance.  Those listening to the bard
will regain 3 EN or FT per hour and may try to over come any infections or diseases at the end of the hymn.  For
each additional hour the song is continue the listeners’ gain 3 more EN or FT, but the bard must stop after 3 hours of
singing.  Obviously, this hymn may not be performed in combat. Using the hymn doubles the chances of a random
encounter each hour it is sung.
FATIGUE  COST:  9 – EACH RANK ABOVE 5

Jig of Vigor (TS-6)
RANGE: 30 feet
DURATION: performance
EXPERIENCE POINT COST: 500
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: The bard sings a lively jig that allows those within range and familiar with the bard to ignore the effects of
being fatigued.  Opponents do not gain any benefits from them either while the song is performed.  
FATIGUE  COST:  7 – EACH RANK ABOVE 5.

Lament (TS-7)
RANGE: 50 feet
DURATION: performance, effect linger for 5 minutes afterwards
EXPERIENCE POINT COST: 1000
BASE CHANCE: 60%
RESIST: 3  X WP
EFFECTS: The bard sings a sad lament that evokes feelings of self-pity and melancholy in those listening to the
song.   Those listening to the song will ignore the surrounding unless they are threatened or attacked.  This song
cannot be done if combat is already started.  Those effected by the spell act as if stunned for purposes of a pick-
pocket.   Some bards specialize in interacting with their audience while removing them of their loot . If a string
instrument is used the success percentage goes up to 75% and resistance is 2 X WP.
FATIGUE  COST:  7 – EACH RANK ABOVE 5.

Lucid Lullaby (TS-8)
RANGE: 30 feet
DURATION: performance, effect linger for 5 minutes afterwards
EXPERIENCE POINT COST: 1000
BASE CHANCE: 70%
RESIST: 3  X WP
EFFECTS: The bard sings a child’s lullaby that will cause even hostile creatures to yawn and fall asleep if they fail to
make their resistance check.  If no hostile actions are done to those listening they will fall sleep within 5 minutes of the
songs beginning.
FATIGUE  COST:  7 – EACH RANK ABOVE 5.

Racing Accelerando (TS-9)
RANGE: 30 feet
DURATION: performance, effect linger for 5 minutes afterwards
EXPERIENCE POINT COST: 1000
BASE CHANCE: 70%
RESIST: no resistance.
EFFECTS: The bard must play a brass instrument while performing this song.  If done properly the bard and those
within range have their TMR doubled for as long as the song is played.  Creatures such as mounts may also benefit
from this song, but riders must make a horsemanship check to keep them from being spooked.  This song makes an
incredible amount of noise and will make the party incapable of surprising anyone and will double the chance of a
random encounters.  If done underground or in a city it will triple the chance of an encounter and lower the reaction of
encounters by -20% This song cannot be played in while actively engaged in combat, but could be played if
retreating from combat.
FATIGUE  COST:  7 – EACH RANK ABOVE 5.

Warsong (TS-10)
RANGE: 40 feet
DURATION: 1 hour
EXPERIENCE POINT COST: 2000
BASE CHANCE: 70%
RESIST: no resistance.
EFFECTS: The bard sings a rousing song of war that grants those familiar with the bard and within range +3 IV,
+10% to strike, +2 damage & +15% to resist being stunned.
FATIGUE  COST:  9 – EACH RANK ABOVE 5.

Aria of eagles (TS-11)
RANGE: 40 feet
DURATION: performance, 30 minutes minimal, effects linger for 1 minute
EXPERIENCE POINT COST: 2000
BASE CHANCE: 60%
RESIST: no resistance.
EFFECTS: The bard sings a light aria that grants all those listening the ability to leap 4 times their normal distance
and to attempt to glide while falling.  If a wind instrument is used the effects linger for 2 minutes and the success
percentage is raised by 15%.   This song may not be sung in combat, but its effect may carry over into combat.
FATIGUE  COST: 5  – EACH RANK ABOVE 8.

Melodic binding (TS-12)
RANGE: 30 feet
DURATION: performance
EXPERIENCE POINT COST: 1500
BASE CHANCE: 60%
RESIST: 3 x WP, must be made each pulse that the melody is sung.
EFFECTS: The bard sings a melodic hymn that confuses those unfamiliar with it and causes them to move at only ½
their TMR, loose one attack, and act more sluggish gaining only ½ their AG to defense.
FATIGUE  COST: 6  – EACH RANK ABOVE 8.

Psalm of cooling (TS-13)
RANGE: 40 feet
DURATION: immediate
EXPERIENCE POINT COST: 2000
BASE CHANCE: 75%
RESIST: no resistance.
EFFECTS: The bard chants this psalm that confers on its listeners (friend and foe) a heightened resistance to fire.  
They only suffer half damage from fire based attacks.
FATIGUE  COST: 5  – EACH RANK ABOVE 8.

Psalm of warming (TS-14)
RANGE: 40 feet
DURATION: immediate
EXPERIENCE POINT COST: 2000
BASE CHANCE: 75%
RESIST: no resistance.
EFFECTS: The bard chants this psalm that confers on its listeners (friend and foe) a heightened resistance to cold.  
They only suffer half damage from cold based attacks.
FATIGUE  COST: 5  – EACH RANK ABOVE 8.

Purifying rhythms (TS-15)
RANGE: 40 feet
DURATION: performance
EXPERIENCE POINT COST: 2500
BASE CHANCE: 60%
RESIST: no resistance.
EFFECTS: The bard sings a song that grants all those familiar with it heightened resistance to poisons and diseases,
while within the radius of the song effected members gain 4 X EN to resist poisons and diseases. If this song in done
in conjunction with a percussion instrument its range is doubled and success percentage is raised by 20%   (You
have already been poisoned or disease, see a Healer!)
FATIGUE  COST: 6  – EACH RANK ABOVE 8.

Veracious concord (TS-16)
RANGE: 50 feet
DURATION: performance
EXPERIENCE POINT COST: 2500
BASE CHANCE: 45%
RESIST: no resistance.
EFFECTS: The bard chants this unusual song and confers upon its listeners the ability to see invisible things.  
Playing a wind instrument raises the songs success percentage by +25%
FATIGUE  COST: 5  – EACH RANK ABOVE 8.

Bombastic Bellows (TS-17)
RANGE: 40 feet
DURATION: immediate
EXPERIENCE POINT COST: 3000
BASE CHANCE: 55%
RESIST: 2 X WP
EFFECTS: The bard bellows a sonic yell at an opponent that does D5 +6 damage and will stun them unless they roll
under 2 X WP.
FATIGUE  COST: 4

Caster’s bane (TS-18)
RANGE: 100 feet
DURATION: performance
EXPERIENCE POINT COST: 3000
BASE CHANCE: 60%
RESIST: MR
EFFECTS: This song makes a horrible racket, but even worse it interferes with any spell casting within it range, all
caster take an extra pulse to prepare a spell and must make concentrations during the preparation pulse(s) or start
the spell over.  An added strain is the fact that the song causes such stress that they must pay double the FT cost of
a spell.  The range is doubled if this song is accompanied by a wind instrument. Casters who accompany the bard
must wear earplugs to avoid being effected.
FATIGUE  COST: 4

Chant of Frost (TS-19)
RANGE: 50 feet
DURATION: performance
EXPERIENCE POINT COST: 2500
BASE CHANCE: 50%
RESIST: May be resisted by normal MR  (May roll to resist each pulse)
EFFECTS: The bard sings this chilling song that has a two fold effect against the targeted individual, it lowers their
resistance to cold & air based spells by 15% and then attacks them with frost doing D5+5 damage, ½ if resisted.  This
songs range is doubled if played on a percussion instrument and the success percentage is +20%.  The song may be
continued at no additional cost of fatigue other than the starting cost.  If a new target is chosen the fatigue cost must
be paid again.
FATIGUE  COST: 4

Chant of Flame (TS-20)
RANGE: 50 feet
DURATION: performance
EXPERIENCE POINT COST: 2500
BASE CHANCE: 50%
RESIST: May be resisted by normal MR  (May roll to resist each pulse)
EFFECTS:  Same effects as chant of frost but with fire.
FATIGUE  COST: 4

Insipid Ditty (TS-21)
RANGE: 5 feet
DURATION: performance, effects linger for 2 pulses
EXPERIENCE POINT COST: 3000
BASE CHANCE: 70%
RESIST: 2 x WP
EFFECTS:  This nasty little song taunts and ridicules the person fighting the bard to such a degree that it enrages
them and makes them fight with less precision.   If the opponent fails to resist he suffers the following disadvantages:  
-20% to strike, -6 damage, -5IV and any special combat maneuvers  gained by skills function as if the opponent were
3 ranks lower.  
FATIGUE  COST: 6

Lingering lament (TS-22)
RANGE: 40 feet
DURATION: performance limit of 1 minute, then must play again
EXPERIENCE POINT COST: 3000
BASE CHANCE: 65%
RESIST: no resistance
EFFECTS:  This haunting song is literally able to bring’m back from the brink of death, if sung within 2 pulses of a
comrades death it will bring their EN up to 1 and keep them at 1 until the song ends.  Of course after 1 minute of
playing the bard must pay another 6 FT and not beyond the reach the of the song.
FATIGUE  COST: 6