the bard's tale guide
TRANSCRIPT
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The Bard’s Tale ™
T h e
B ar d ’ s T al e
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Contents
The M anual 18
A Q uick O verview 19
C haracters 21
Places 27
The C om bat System 29
The M agic System 32
C onjurer Spells 35
M agician Spells 37
Sorcerer Spells 40
W izard Spells 42B ard Songs 44
Spell K ey G lossary 45
T ips from the U nderground 46
Item s 47
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CO NJ URER S PELLS
KEY
CODE, Pt . Cost, Range, Du ration
SPELL NAME Description
CONJURER SPELLS
Level 1M A FL, 2, V iew , M edium
M A G E FLA M E a sm all, m obile "torch" will appear, and float above the spell
caster as he travels.
A R FI, 3, 1 Foe, ---
A R C FIR E A fan of blue flam es w ill shoot from the caster's fingers, doing hits
of dam age to a select opponent, tim es caster's level.
SO SH , 3, Self, C om bat
SO R C ER ER SH IELD The m age is protected by an invisible "shield" of m agic,
that turns aside m any blow s that w ould otherwise hit him .
TR ZP, 2, 30 feet, ---
TR A P ZA P This spell w ill disarm any trap w ithin 30 feet, in the direction the
party is facing. It w ill also disarm traps on chests.
Level 2
FR FO , 3, G roup, C om bat
FR EEZE FO ES This spell binds your enem ies with m agical force, slow ing there
m ovem ents and m aking them easier to hit.
M A C O , 3, ---, M edium
K IEL 'S M A G IC C O M PA SS a com pass of shim m ering m agelight appears above
the party, telling the direction they face.
B A SK , 4, C haracter, C om bat
B ATTLESK ILL This spell increases one of your party m em ber's skill w ith
w eapons, increasing the accuracy and ferocity of his attacks.
W O H L, 4, C haracter, ---
W O R D O F H EA LIN G W ith the utterance of a single w ord the spell caster can
cure a party m em ber of m inor w ounds, healing 2-8 points of dam age.
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A sorcerer, w ith the aid of his art, can also perceive certain special things
hidden from view .
WIZARDRY
W izardry deals w ith the sum m oning and control of supernatural creatures.
The w izard has few er spells than the other three classes, but his are by far the
m ost potent.
The creatures he can sum m on com e from another plane of existence,
called the N egative plane. They join the special slot in the party, and w ill fight
until defeated.
The w izard has som e ability to trap and control norm al m onsters, as w ell.
M ages w ho have learned at least 3 spell levels in an art m ay elect tochange to another m age class at any tim e. Thus, a level 5 conjurer could
choose to becom e a level 1 m agician. H is experience points w ould be reset to
0, but he w ould retain his previous attributes, hit points, spell points, and all
know ledge of his conjurer spells, how ever; once a m age leaves a m agic art, he
cannot return to it.
A m age can becom e a conjurer, m agician, or sorcerer as a second class. A
m age can becom e a conjurer, m agician, sorcerer, or wizard as a third class. A
m age w ho has know ledge of all 7 levels of spells in all 4 classes is called an
A rchm age, and is one of the m ost pow erful personages in the w orld of The
B ard's Tale.
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Level 2
LESU , 8, Special, ---
LESSER SU M M O N IN G This spell w ill gate into our universe a low er pow er
elem ental or dem on, w ho w ill (under protest) join the party.D EB A , 8, 1 Foe, ---
D EM O N B A N E This spell w ill do 3 2 to 128 points of dam age to a single
dem on. The pow er to sum m on is the pow er to destroy.
Level 3
SU PH , 10, Special, ---
SU M M O N PH A N TO M This spell w ill bring a m edium level undead creature
into the party.D ISP, 10, C haracter, ---
D ISPO SSESS This spell w ill m ake any possessed party m em ber to his norm al
state.
Level 4
PR SU , 12, Special, ---
PR IM E SU M M O N IN G This spell gates in a m edium level elem ental or dem on,
to fight w ith the party.
A N D E, 11, C haracter, ---
A N IM ATE D EA D G ives a dead character undead strength, m aking him attack
your enem ies as though he w ere truly alive.
Level 5
SPB I, 14, 1 Foe, ---
B AY LO R 'S SPELL B IN D This spell if successful possesses the m ind of any
enem y, forcing him to join your party and fight in itsdefense.
D M ST, 14, G roup, ---
D EM O N STR IK E This spell w orks like D em on B ane, but it w ill affect an entire
group of dem ons.
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any new illusions created later in the com bat. It w ill also point out any
dopplegangers in the party.
M IB L, 8, A ll Foes, ---
M A N G A R 'S M IN D B LA D E A sharp explosion of psychic energy that inflicts
10-40 hits to each and every enem y you face.
Level 6
W ID R , 10, Special, ---
W IN D D R A G O N This incantation w ill create an illusionary red dragon to fight
w ith your party.
M IW P, 9, C haracter, ---
M IN D W A R P This spell w ill m ake a m em ber of your party go totally insane.
U seful for possessions.
Level 7
W IG I, 12, Special, ---
W IN D G IA N T This spell w ill create an illusionary storm giant, to join w ith, and
fight for, your party.
SO SI, 11, 30 Feet, Indefinite
SO R C ER ER SIG H T This spell functions the sam e as the "second sight", but it
w ill last indefinitely.
WIZARD SPELLS
KEY
CODE, Pt. Cost, Range, Duration
SPELL NAME Description
Level 1SU D E, 6, Special, ---
SU M M O N D EA D This w ill gate into our universe a zom bie or skeleton to fight
for the party.
R ED E, 4, G roup, ---
R EPEL D EA D This spell w ill do 16 to 8 0 points of dam age to a group of
undead creatures.
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SPELL KEY GLOSSARY
Range Terms
View spell affects line of sight
1 Foe spell affects a single m onster, regardless of how m any
you face.
Gr o u p spell affects 1 of 4 m onster groups
Se l f spell affects spellcaster only
30 Feet 3 squares in the direction you face
Cha ra c t e r one of 6 party m em bers or specialPa r t y spell affects all 6 party m em bers
Spec i a l spell affects "S" slot only; sum m oned creature enters
com bat next round
Duration Terms
Comba t spell lasts until all m onsters or all party m em bers are
killed, or until party runs aw ay.Sho r t spell lasts only a few m inutes
Med i um spell lasts a little longer
L o n g spell lasts tw ice as long as "Short"
I n d e f i n i t e spell lasts until party enters the A dventurer's G uild or
an anti-m agic zone
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Level 6
SPSP, 15, Special, ---
SPELL SPIR IT This spell w ill gate in a higher-level undead creature to fight for
the party.B ED E, 18, C haracter, ---
B EY O N D D EATH This spell w ill restore life and one hit point to a character.
Level 7
G R SU , 22, Special, ---
G R EA TER SU M M O N IN G This spell w ill gate a greater dem on into our
universe and bind him to the party.
BARD SONGS
1. FA LK EN TY N E'S FU RY
Th is tune increases th e damage your part y will do in combat, by
dr iving th em int o a berserker rage.
2. TH E SEEK ER 'S B A LLA D
This song will produce light when explor ing, and during combat it wil l
increase the part y's chance of hit ti ng a foe wit h a weapon.
3. W AYLAN D 'S W ATCH
Th is song wil l sooth e your savage foes, makin g them do l ess damage in
combat.
4. B A D H 'R K ILN FEST
Th is is an ancient Elven melody, which wil l heal th e Bard's wounds
durin g tr aveling, and heal t he party's wounds durin g combat.
5. TH E TR AV ELLER'S TU N EThis melody m akes the members of your party m ore dexterous and
agile, and t hus more difficult t o hit.
6. LU C KLA RA N
Th is song sets up a part ial "ant i-magic" fi eld, which gives part y
members some increased prot ecti on against spell casti ng.
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Gaun t l e t s m etal gloves
Man d o l i n ,
H a r p , F l u t e m usical instrum ents for use by B ards
Item Abbreviations
FGN is an abbreviation for Figurine, a m agical statuette w hich
can com e to life.
MTH R is an abbreviation for M ithril, an elven m etal w ith m agical
qualities.
A DM T is an abbreviation for A dam ant, another m agical m etal.
DMND is an abbreviation for D iam ond, one of the hardestsubstances know n to m an or m onster.
Tips From the Underground: I tems
1. G enerally, the m ore expensive the item is, the better it w orks. A lm ost
like real life.
2. There are no cursed or bad item s, unlike real life.
3. D on't be stingy. Equip your fighters w ith the best arm or, w eapon, shield,
helm et and gauntlets m oney can buy. A fter all, he can't take it
w ith him .
4. Experim ent w ith all item s you find to determ ine their capabilities.
M agical item s are key to success. R em em ber that an item m ay only be
m agical for certain characters and classes, so trade item s around if you
have to.
5. M ake sure som e of your characters carry less than 8 item s, or else theparty w ill never be able to pick up new m agical item s in the dungeons.
6. W henever your party captures an especially interesting or pow erful
m agic item , save the party as soon as possible. That w ay, even if
disaster strikes, you w ill never lose that pow erful arm or, w eapon,
talism an or w hatever.
7. This m anual is not protected by m agic shields or air arm or. D on't let
your dog eat it.
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