Albreda's Balm (balm) (sung):
This enchante blankets the area with soothing calm. Should you weave
your enchante with enough charm and skill, it will pacify those
listening as long as they remain within range of your
song. Unfortunately, it can have no effect upon those creatures or
people who are in a mindless fury. Albreda's Balm is one often
requested by Empaths, for it allows them free passage through places
where they would otherwise be set upon by wild beasts.
The tempo for this enchante is eighty beats per minute, and is in
the key of C natural minor. Albreda's Balm can not be played on
instruments. Vocally, it can only be sung.
Prerequisite: Hodierna's Lilt.
Damaris Lullaby (lull) (?) [PLANNED]:
As the name implies, this enchante is a lullaby that will cause all
creatures in the area to grow tired, their limbs heavy and their
minds slow. With enough skill behind it, Damaris' Lullaby's
lethargic allure can bestow sleep, or cause its victims to drop in a
stupor. It is unfortunate that the origins of this enchante have
been lost, for it has been often wondered if there is any link with
the lethargy that droning teachers seem to create in students.
Prerequisite: Albreda's Balm.
Dreamweaver's Charm (dwc) [PLANNED]:
A powerful enchante, Dreamweaver's Charm allows you to influence
those beasts that hear your song, trapped in a net of alluring
sound. With enough skill, you can entice such creatures to follow
you. Little is known where this song originates, but some rumors
hold that it was originally developed to allow farmers to rid their
fields of pests, and it grew strong enough that hunters would
eventually utilize it to lead fearsome creatures away. Dreamweaver's
Charm is easily transposed, but can only be played on wind
instruments.
Prerequisite: Albreda's Balm.
Faenella's Grace (fae) (chanted):
This enchante will slightly heighten the attention and scholarship
abilities of those in the room, causing them to grow more attentive
while listening or teaching a class. Those who belong to the class
you attend will find that this enchante affects them to a much
greater degree. Knowledge of this enchante was closely guarded
during the times when Bards dwelt in hiding, for it provided an easy
way in which one may train a small group of students in secret in a
relatively short amount of time.
The tempo for this enchante is one-hundred beats per minute, and is
in the key of A natural major. Faenella's Grace can not be played
on instruments. Vocally, you may only chant it.
Hodierna's Lilt (lilt) (stringed) (sung):
This enchante will allow all members of the area to enter a
meditative state, enhancing their abilities to heal their bodies and
restore focus to their minds. Legend holds that this enchante has
been used in varying forms in cultures across Elanthia for
centuries, for everything from aiding healers, to enhancing the
abilities of spellcasters in war, to lending strength to the Rakash
and Prydaen during their migration across the continent.
The tempo for this enchante is eighty-five beats per minute, and is
in the key of C natural minor. Hodierna's Lilt can only be played
on string instruments. Vocally, it can only be sung.
Naming of Tears (tears) (sung):
The Naming of Tears will give all those in your group an increased
ability to defend themselves in combat. While in times past the use
of this enchante was too fatiguing to be effective, causing the
deaths of many bards upon the battlefield, in recent times a method
was discovered to employ this enchante without endowing such a
strain upon the performer. It is our hope that these techniques will
allow the enchante to relive the former glory that it enjoyed during
the resistance wars so long ago.
Prerequisite: Rage of the Clans.
Redeemer's Pride (repr) (chanted):
So named for the inspiration Lanival the Redeemer evoked in those he
led, this enchante will endow confidence upon all those who hear it,
increasing their resistance against fear spells. It is rumored that
a great terror once awoke and ravaged a mountainous land, and only
through the strength that the Pride inspired was the monstrosity
driven back into the caverns from whence it came.
Prerequisite: Naming of Tears.
Sanctuary (winds):
The notes of Sanctuary allow you to disrupt the flow of clairvoyance
and sound for as far as your voice may reach, creating an area
through which one will find it very difficult, or impossible, to
locate those inside of it through magical means. Even creatures,
confused by their inability to orient themselves, will be hindered
in their attempts to casually wander into the area.
This enchante once received wide use by Bards who sought to hide
their locations, or those who protected dignitaries and scholars
from harm, but was lost around three decades ago when the last True
Bard that knew it fell to the onslaught of Tenebraus. It is only
through the fortunes of fate that his journal was recovered and
notes recently deciphered enough that we may make use of this
enchante once again.
The tempo for this enchante is ninety beats per minute, and is in the
key of F natural minor. Sanctuary can only be played on wind
instruments. It can not be sung nor chanted.
Prerequisite: Nexus.
Breath of Storms (bos) (sung) [PLANNED]:
This enchante works a bit differently than those others that have
been developed over time, though it is no surprise that the Bard who
discovered it had been inspired by circus performers and
then... er... over-extended... a stay at a local tavern. After
singing Breath of Storms, Bards who imbibe strong liquors will be
able to spew wet belches of lightning at their opponents.
Unfortunately (or is it fortunately?), you will need to take a swig
of your favorite sauce every time you wish to do this, likely
leaving you inebriated -- which itself can have some extremely
detrimental side-effects upon your abilities in combat.
Prerequisites: Desert's Maelstrom, Merelew's Legacy, 30th Circle.
Caress of the Sun (care) (percussions) (chanted):
When calling upon Caress of the Sun, you will notice an Elemental
effect that flows around you and all members of your group, warming
and drying clothing and instruments. Further moisture will fail to
accumulate so long as you are able to perform. Though a deceptively
simply enchante, Caress of the Sun can serve admirably through even
fierce storms and waves.
The tempo for this enchante is one-hundred twenty beats per minute,
and is in the key of F natural major. Caress of the Sun can only be
played on percussive instruments. Vocally, you may only chant it.
Prerequisite: 15th Circle.
Desert's Maelstrom (dema) (percussions) (chanted):
Taming the magic of the Desert's Maelstrom enchante will allow you
to weave a shield of sound around you and members of your
group. Though the effects of this enchante are predominately carried
by the force of sound, the sand and dust kicked up only add to its
effects. Because of this, those outside its area of effect will find
it difficult to employ ranged attacks, whether magical or otherwise,
due to the hampered visibility. Those inside the protective embrace
of the Desert's Maelstrom will find the music aids their evasive
movements and balance.
This is an enchante brought to us by our desert-dwelling kindred who
have often employed it in the capture of wild yeehar.
The tempo for this enchante is one-hundred twenty beats per minute,
and is in the key of F natural major. Desert's Maelstrom can only be
played on percussive instruments. Vocally, you may only chant it.
Prerequisite: Caress of the Sun.
Drums of the Snake (drum) (percussions):
Renowned for its usefulness, Drums of the Snake will attune all
listeners to the tribal rhythms of nature, greatly increasing their
own ability in the survival skills which you bear the most
knowledge. Unfortunately, it doesn't seem to have much impact on
those skills that pertain to stealth or evasion due to the fact that
the bard's own music will often draw attention rather than direct it
away. This enchante is not to be underestimated, however, due to its
potency.
The tempo for this enchante is one-hundred twenty beats per minute,
and is a rhythmic song with no melody. Drums of the Snake can only be
played on percussive instruments. It can not be sung nor chanted.
Prerequisites: Misdirection, Merelew's Legacy.
Harmony (sung):
Harmony will resonate in the mind like a favorite song, enhancing
your efforts physically, mentally, and lending grace to your
actions. With it, you will find that you have a greater use of your
primary weapon and defensive skills, as will all those in range of
your song. The use of this enchante is not easy to master, and it
may take quite some proficiency with your own abilities at
sustaining the pattern of your song before you see marked results.
Prerequisite: Resonance.
Merelew Legacy (mere) (sung):
This enchante is one of the few we currently possess which serves
dual purposes. When played inside a lake or pool, it will resonate
and push the water away so that one may breathe or sing even when
completely submerged. When used in the air, it will have a snuffing
effect upon burning objects, making it extremely difficult for fire
to be lit or fire magics to have maximum effect. This enchante was
given to our guild by the same couple to originally develop the
Phoenix's Pyre ...likely as a manner in which they could quickly
quench the wild fires started afterwards.
The tempo for this enchante is ninety beats per minute, and is in
the key of G natural major. Merelew's Legacy can not be played on
instruments. Vocally, it can only be sung.
Prerequisite: Caress of the Sun.
Muse's Inspiration (muse) (?) [PLANNED]:
Sparking the creative energy of the mind with its magical tones,
Muse's Inspiration grants you greater skill with artistic
endeavours, specifically affecting your mechanical abilities and the
lore which you bear the most proficiency. With more music and
magical skill, the powers of this enchante can extend to the members
of your group as well. It is said that the use of Muse's Inspiration
is what allows the Dwarves of Hibarnhvidar such unequaled prowess
with their artistry in stone, but whether any truth exists to these
tales is yet to be seen.
Prerequisite: Faenella's Grace.
Phoenix's Pyre (pyre) (percussions)
(chanted):
The Phoenix's Pyre is aptly named, for it will cause the air around
you to heat and spark in a manner akin to the winds borne by a
grassfire. As it sweeps through the area, all naphtha that has been
spilled or splashed will spontaneously ignite, then spurned further
to flare higher than would normally be possible! Warrior Mages will
also find their fire spells easier to cast when Phoenix's Pyre is
being performed.
Like several other enchantes, this one was originally discovered by
studying the methodology of our kindred Guilds and putting them to
our own use. In this case, it was through careful collaboration that
a Bard and Warrior Mage couple were able to devise this enchante,
allowing his skill with naphtha and fire to incinerate their foes
while her strong, vibrant voice sustained the fire's effects long
after they would have normally dimmed.
The tempo for this enchante is one-hundred twenty beats per minute,
and is in the key of F natural major. Phoenix's Pyre can only be
played on percussive instruments. Vocally, you may only chant it.
Prerequisite: Desert's Maelstrom.
Rage of the Clans (rage) (chanted):
This enchante will rouse all listeners to fight with heightened
ferocity in combat. Because of this, in times past it was the most
often used enchante when a Bard went to war.
Unfortunately, the wide-reaching effects of the singer's voice often
enhanced the combative abilities of both friend and foe, and the use
of this enchante caused more carnage than anything else. After one
especially bloody battle it was renamed to 'Rage of the Clans' ...
and it has borne that name so long now that none remember what its
original name once was.
The tempo for this enchante is one-hundred twenty beats per minute,
and is in the key of D natural major. Rage of the Clans can not be
played on instruments. Vocally, you may only chant it.
Resonance (sung):
This enchante is a curious one. It creates a powerful, sympathetic
resonance in any weapons you hold, driving in a rhythm similar to
your own heartbeat, allowing you greater skill and power with the
weapon's use. However, you should only use this enchante when
holding a weapon that you bear great proficiency in, or the weapon
may instead twist its way from your hands each time you attempt to
pick it up. Like many enchantes, the origins of Resonance are long
lost, though it is believed that the tales of 'singing swords' are
in fact the results of this enchante.
Prerequisite: Naming of Tears.
Aether Wolves (aewo) (winds) (sung):
The use of Aether Wolves will cause eerie, unearthly howls to be
heard by those who are outside of your group -- so realistic as to
seem like actual giant wolves approaching in slavering fury! Those
who succumb to this auditory illusion will freeze, fall down, or
flee from the area, depending upon your skill and the strength of
the enchante. Some may be so convinced of the threat and emotionally
scarred, that they end up with nerve damage! Such misdirection is
nothing new to the Bards, and this enchante is a prime example of
how they can be used effectively to influence those around you.
The tempo for this enchante is one-hundred forty beats per minute,
and is in the key of Eb natural minor. Aether Wolves can only be
played on wind instruments. Vocally, it can only be sung.
Prerequisite: Demrris' Resolve.
Aura of Tongues (aura) (chanted):
Aura of Tongues is a boon to any traveling Bard, particularly those
that reach foreign regions where the ability to understand other
languages is a necessity. This enchante endows upon you the ability
to understand, but not speak, any simple racial language uttered
around you. Spoken, chanted, sung, it all becomes clear to you so
long as you sustain this enchante, though you yourself will not be
able to speak in that language in kind.
This enchante can also be performed at a near whisper, allowing
multiple Bards to generate their own Aura of Tongues even while in
close proximity.
The tempo for this enchante is ninety beats per minute, and is in the
key of C natural major. Aura of Tongues can not be played on
instruments. Vocally, you may only chant it.
Prerequisites: Faenella's Grace.
Beckon the Naga (beck) [PLANNED]:
Through the use of this enchante you attempt to summon the physical
presence of a Lesser Naga, charming it so that it will defend you
against all foes and fight under your control. Nagas themselves are
creatures that dwell outside of the normal realm of existence, but
when they manifest themselves they become glittering serpents
composed purely of sound and magic. Though of the Lesser variety, do
not underestimate the power that the naga can wield -- its attacks
are ones of pure sound and not easily blocked by either physical or
magical means.
Prerequisite: Call of the Siren.
Call of the Siren (sire) [PLANNED]:
The Call of the Siren is an enchante that is true embodiment of the
name it bears. Using it will create an enticing tapestry of
sensations and sounds that lures creatures indigenous to the area to
you, should any be present. Unfortunately, creatures summoned in
such a manner will likely be hostile, and will need to be dealt with
in some manner before you become the next item on their menu. The
foolish use of this enchante has caused many an adventurer their
life, so take heed where and when you decide to use it.
Prerequisite: Dreamweaver's Charm.
Demrris Resolve (dmrs) (sung):
Easily described as channeling your own resolve, your last surge of
steely will and strength when all else seems lost, Demrris' Resolve
creates an auditory illusion that slams into those not in your
group. This stampede-like sound causes its victims to flinch or fall
to the ground in fear of the terrors your magic inspires. What one
actually hears depends both on the Bard and those affected by it,
but let me tell you one thing -- not one of those possibilities is a
happy one.
The tempo for this enchante is one-hundred eighty beats per minute,
and is in the key of Eb natural minor. Demrris' Resolve can not be
played on instruments. Vocally, it can only be sung.
Prerequisite: Misdirection.
Eye of Kertigen (eye) (sung):
The Eyes of Kertigen shall watch over you and your coin as you use
this enchante, which heightens your skills of perception by a marked
degree. Should you gain enough proficiency with the Eye, you may
achieve the ability to sense the presence those who are hidden and
invisible, and even knock those who are not in your group out of
their concealment. It is rare the Bard that has seen this last,
however, for it requires great skill and can be quite taxing to
maintain.
The tempo for this enchante is one-hundred beats per minute, and is
in the key of F natural minor. Eye of Kertigen can not be played on
instruments. Vocally, it can only be sung.
Prerequisites: Sanctuary, Misdirection.
Glythtide's Joy (joy) (sung) (chanted):
Glythtide's Joy is a curious enchante, one whose origins have been
long lost to the annals of time. However, due to its properties in
protecting you and your group from targetted magic, it is strongly
suspected to involve the rather unique properties of the Lesser
Nagas. Those creatures, which live beyond the realm of sight and
sound, bear the ability to warp the flow of mana around themselves
in response to their will -- and this is strikingly similar to the
function of Glythtide's Joy.
Prerequisite: Naga's Blessing.
Misdirection (winds) (sung):
Misdirection is utilized in a manner that is unusual with Bardic
magic. Rather than drawing attention due to the music, the notes and
sounds played tend to force attention away from the Bard and her
group. Those that fall to the influence of this enchante may find
that their skills of stealth are enhanced, though agressive
creatures will be able to see through this facade and make the
enchante harder to perform.
The tempo for this enchante is ninety beats per minute, and is in
the key of B natural minor. Misdirection can only be played on wind
instruments. Vocally, it can only be sung.
Naga's Blessing (naga) (winds):
Nagas are unusual creatures, ones that bear natural attunements to
the mana around them and the ability to coax it to their will. It is
through the use of this enchante that you tap into the peripheral
auras of the Lesser Nagas, increasing the capacity and restorative
qualities of your own ability to harness mana, and allowing you to
share these benefits with those others who are in range of your
song. Through careful application of this enchante, you may find
that you catch an occasional glimpse of a Lesser Naga as you
perform, but those wily creatures will duck out of sight almost as
soon as they are seen.
The tempo for this enchante is one-hundred ten beats per minute, and
is in the key of F natural minor. Naga's Blessing can only be
played on wind instruments. It can not be sung nor chanted.
Prerequisite: Nexus.
Nexus (stringed) (winds):
The magical music of Nexus encourages Elemental mana in the area to
flow more easily, resulting in an increase in that available for the
spells of Bards and Warrior Mages. As a side effect to this, mages
of all types may find their spells easier to cast while a Bard
maintains the song. Nexus itself once had lyrics long ago, retelling
the story of a powerful wizard's experiments, but most of the verses
have been lost. Thankfully, the music alone is potent, but one
wonders how intense the forgotten words would make it.
The tempo for this enchante is sixty-five beats per minute, and is
in the key of F natural minor. Nexus can be played on string or
wind instruments. It can not be sung nor chanted.
Prerequisite: 10th Circle.
Abandoned Heart (aban) (strings) (sung):
This enchante is one marked by depression, pain, and finally
reluctant surrender to the inevitablity of death:
And all we could ever do,
From love to lust,
In the end is wasting time,
'til death welcomes us.
From its meloncholy introduction to the final lyrics, Abandoned
Heart saps the very will to live from those who hear it. Wounds have
been known to open and bleed faster, normally stoic and steadfast
individuals become less disciplined and break down, and enduring
animals and mounts quickly fatigue and become weak in the presence
of a Bard singing this enchante. Many have foul words for those
Bards who insist on performing Abandoned Heart.
The tempo for this enchante is ninety beats per minute, and is in
the key of E natural minor. Abandoned Heart can only be played on
string instruments. Vocally, it can only be sung.
Prerequisites: Eillie's Cry, Hodierna's Lilt.
Chorus of Madmen (madm) (sung):
Some claim that with insanity comes insight, though the Chorus of
Madmen enchante plays on the very lack of clear thought that madness
brings. Those in earshot of this enchante will find it harder to
maintain scholastic pursuits or cast spells, and will generally find
it harder to concentrate. The discordant verses and unusual
arrangement of Chorus of the Madmen also tend to disorient and
unbalance.
Prerequisites: Faenella's Grace.
Eillie's Cry (cry) (sung):
Eillie's Cry may only be sung, but may be performed while alive or
dead. If you're alive when you finish the song, the magic remains
dormant upon you for a great while. Should you be killed while this
magic is resonating upon you, all Bards close to you will be aware
of your death and location. Singing this while dead, however, will
instantly alert all Bards in the same manner.
Any Bard who hears someone else's Cry may perform Eillie's Cry
themselves to indicate that the downed soul was heard.
The tempo for this enchante is eighty-five beats per minute, and is
in the key of Eb natural minor. Eillie's Cry can not be played on
instruments. Vocally, it can only be sung.
Failure of the Forge (fail) [PLANNED]:
A bizarre and discordant enchante, Failure of the Forge's sonic
assault attacks the structure of armors and shields in the area,
lowering their strength and resistance capabilities. It requires a
tremendous amount of skill, but truly talented Bards can have a
devastating effect on their opponent's armor. Some speculate that
this enchante also makes it easier to imbue spells and enchantments
into affected armor.
Prerequisites: Chorus of Madmen, Resonance.
Piper's Vengeance (pipe) [PLANNED]:
While Piper's Vengeance will force anyone hearing it instantly to
their feet, its purpose is far more malicious. The song is difficult
to resist, and its victims sway and spin in uncontrolled waltzes and
shaking slow dances, unable to maintain attacks or other
activities. Though this can fatigue the victims beyond reason, they
will be unable to stop as they lose their concentration and, if the
Bard is skilled, their vitality to this endless dance.
It would take a supreme act of will on the dancer's part, but one
might be able to dance from the area, out of the range of Piper's
Vengeance, and slowly recover.
Prerequisite: Abandoned Heart.
Unnerving Symphony (unns) (?) [PLANNED]:
Far more subtle than the detrimental effects of other questionable
enchantes, Unnerving Symphony weakens the charisma and wisdom of all
listeners not in the Bard's group. In conjunction with spells or
other enchantes that attack the will of their victims, this magical
song can quickly turn the tide of battle.
Prerequisite: Abandoned Heart.