the bard's tale guide

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     The Bard’s Tale ™

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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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