Post by DragonChyld on Feb 26, 2007 7:15:19 GMT
I am still waiting on a reply on the 100% scriptablity of these, but so many peeps were putting their ideas for Bard epics up, I decided to post mine.
This list is a proposition of custom Epic Bard Spells For HG. You must have 25 levels of Bard in order to learn these spells, be level 40, have the epic spell focus feat in the spell's school, have a Base Charisma of at least 30, and find someone or something to teach you the spell.
Song of the Elements
School: Evocation
-----
Description:
The ability of sound to pierce even the strongest defenses is awe inspiring
-----
Effect:
All hostile creatures in a Huge radius gain a 30% damage vulnerability to all forms of elemental damage for 15 rounds
Shattersong
School: Conjuration
-----
Description:
We all know glass can be shattered by sound alone, but when magic is combined within the song, the very magic that holds constructs together can be shattered
-----
Effect:
All constructs within a Huge radius must make a will save, or be destroyed.
Steal the Voices
School: Transmutation
-----
Description:
Legend holds that there are bards who are so powerful, they can steal the voice from you…
-----
Effect:
All hostile creatures in a huge radius are Muted permanently
Incarnate Sound
School: Enchantment
-----
Description:
The Bard who has mastered the magic of enchantment can actually create an incarnation of sound
-----
Effect:
Summons a ?Sonic critter? for 20 rounds who casts wails at the Bards level.
Song of Souls
School: Illusion
-----
Description:
The bard has learned how to cast his song through the veils of life, and call upon the spirits of his ancestors to protect his party
-----
Effect:
Grants all party members the effects of the wounding whispers spell, cast at the bards level (all party members must be within 6 levels of each other)
War Chant
School: Abjuration
-----
Description:
Understanding how to protect oneself is the best way to understanding how to best damage your opponents
-----
Effect:
All party members receive 1 extra attack per round for a duration of 1.5 rounds per 6 Casterlevels (Only works on party members within 6 levels of each other.
Death Knell
School: Divination
-----
Description:
It is said that though music visions may come, When a powerfull bard focuses his abilities on the school of divination, it is possible for him to see the moment of his own death, and plan accordingly… He can focus pure power into a death knell to be released upon his foes if he should fall in battle
-----
Effect:
When cast this spell is cast it is stored on the person of the caster till his death, upon death the spell is released and affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 4 points of sonic damage, and stunning them for 10 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half.
Haunting Melody
School: Necromancy
-----
Description:
”The song sends shivers up your spine as it brings forth your most terrifying visions”
-----
Effect:
Causes fear in all creatures within a large radius for 10 rounds. Ignores SR and target creatures get no save, however it will not work on Mind Immune creatures.
This list is a proposition of custom Epic Bard Spells For HG. You must have 25 levels of Bard in order to learn these spells, be level 40, have the epic spell focus feat in the spell's school, have a Base Charisma of at least 30, and find someone or something to teach you the spell.
Song of the Elements
School: Evocation
-----
Description:
The ability of sound to pierce even the strongest defenses is awe inspiring
-----
Effect:
All hostile creatures in a Huge radius gain a 30% damage vulnerability to all forms of elemental damage for 15 rounds
Shattersong
School: Conjuration
-----
Description:
We all know glass can be shattered by sound alone, but when magic is combined within the song, the very magic that holds constructs together can be shattered
-----
Effect:
All constructs within a Huge radius must make a will save, or be destroyed.
Steal the Voices
School: Transmutation
-----
Description:
Legend holds that there are bards who are so powerful, they can steal the voice from you…
-----
Effect:
All hostile creatures in a huge radius are Muted permanently
Incarnate Sound
School: Enchantment
-----
Description:
The Bard who has mastered the magic of enchantment can actually create an incarnation of sound
-----
Effect:
Summons a ?Sonic critter? for 20 rounds who casts wails at the Bards level.
Song of Souls
School: Illusion
-----
Description:
The bard has learned how to cast his song through the veils of life, and call upon the spirits of his ancestors to protect his party
-----
Effect:
Grants all party members the effects of the wounding whispers spell, cast at the bards level (all party members must be within 6 levels of each other)
War Chant
School: Abjuration
-----
Description:
Understanding how to protect oneself is the best way to understanding how to best damage your opponents
-----
Effect:
All party members receive 1 extra attack per round for a duration of 1.5 rounds per 6 Casterlevels (Only works on party members within 6 levels of each other.
Death Knell
School: Divination
-----
Description:
It is said that though music visions may come, When a powerfull bard focuses his abilities on the school of divination, it is possible for him to see the moment of his own death, and plan accordingly… He can focus pure power into a death knell to be released upon his foes if he should fall in battle
-----
Effect:
When cast this spell is cast it is stored on the person of the caster till his death, upon death the spell is released and affects every creature hostile to the caster in a Gargantuan area of effect, inflicting (1d6 per casterlevel) x 4 points of sonic damage, and stunning them for 10 rounds. There is no chance to Evade this spell, though a successful reflex save against a DC of (30 + relevant caster ability bonus) cuts the damage in half.
Haunting Melody
School: Necromancy
-----
Description:
”The song sends shivers up your spine as it brings forth your most terrifying visions”
-----
Effect:
Causes fear in all creatures within a large radius for 10 rounds. Ignores SR and target creatures get no save, however it will not work on Mind Immune creatures.