The bard’s poetic ability raises the morale of associated creatures by 10%. It likewise can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1. Both of these characteristics require 2 rounds of poetics to inspire the desired effect, i.e. 2 rounds of poetics will raise morale and cause ferocity, but 1 round will do neither. The effects last for one complete turn. Note that while engaged in this activity over the 2 rounds, the bard can engage in melee combat but not in any singing or spell casting. This activity is otherwise considered a minor action (no time required in segments).
A bard’s singing and playing negates the song effects of harpies and prevents similar attacks which rely upon song. It will likewise still the noise of shriekers, for these creatures are soothed by the vibrations of the bard’s instrument. This activity is a major action requiring at least 1 segment of playing.
The singing and playing of the bard likewise has a chance of charming most creatures. This activity is a major action requiring at least 1 segment of playing. This chance is listed as “chance of charming” in Bards Table II. Creatures within 4” of the bard must be diced for if they are not already associated with the bard and those possibly affected must save vs. Spell or be charmed and sit entranced while the bard sings. Note that if the charm percentage is successful, even those creatures making their save will listen to the bard’s singing and playing for 10 segments. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save vs. Spell at -2 on their dice rolls or be subject to the full impact of the suggestion. However, those which save against the bard’s suggestion ability are totally free of the bard’s musical charming. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not a suggestion being acted upon. A suggestion effect lasts 1 hour plus 1 hour per level of the bard (in bard levels).
The bard selects which spells he or she wishes to have for that day (praying to see if his god will grant them) and casts them exactly as a druid of that level would, but never beyond the 12th level of druid ability until the 23rd level is reached. 23rd level bards cast their spells at 13th level druid ability. Bards can read scrolls which contain druid spells.
Mistletoe. Bards must harvest mistletoe (or holly or oak leaves) to use as material components as a druid must.
Due to training, a bard has knowledge of many legendary and magical items after 1st level of experience, and this knowledge increases as the bard progresses upwards in level. If some legendary knowledge is appropriate and the dice score indicates that the bard has knowledge in the area, then his or her ability will deliver information similar to the magic-user spell, legend lore.
Without actually touching an item, the bard also has a like chance of determining its magical properties and alignment. This latter ability is limited to:
- armor
- misc. weapons
- misc. magic items—if usable by a druid, fighter or thief *
- potions
- rings
- rods et al.—if usable by a druid, fighter or thief*
- scrolls
- swords
* unless inscribed with magical writing, in which case the bard can read what is written at the very least. (All all bards know runes, glyphs, characters, symbols, etc.)
Artifacts and relics are legendary in nature and not considered as miscellaneous magic items.