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Revision as of 14:44, 17 March 2023
Standard Songs
In the City of Rings, devoted Bards may be able to find custom songs to enhance their powers. This list is not exhaustive.
(0) Default NWN Bard Song
This can be swapped back to with /c songbook activate 0 Level 1: +1 AB, +1 Physical Damage Level 2: +1 AB, +1 Physical Damage, +1 Will Level 3: +1 AB, +2 Physical Damage, +1 Will, +1 Fortitude Level 6: +1 AB, +2 Physical Damage, +1 Universal, +1 to all skills Level 8: +2 AB, +2 Physical Damage, +1 Universal, +1 to all skills, +8 Temporary HP Level 11: +2 AB, +2 Physical Damage, +2 Dodge AC, +1 Universal, +1 to all skills, +8 Temporary HP,
(21) Lesser Chant of Old Netheril
This curious chant is in a language strange and unfamiliar to most ears, coming from a time in the distant past when Magic was wild and free. Level 1: +1 AB, +2 Spellcraft Level 3: +1 AB, +2 Spellcraft, +1 Magic Damage, Level 6: +1 AB, +2 Spellcraft, +1 Magic Damage, +1 Fortitude, +1 Will
(33) Spellsong’s Chant
The power of magic made manifest through song. Level 1: +1 Magic Damage, 6 SR Level 2: +1 Magic Damage, 7 SR Level 3: +1 Magic Damage, 8 SR Level 6: +1 Magic Damage, 10 SR, Damage Shield (1 Magic) Level 8: +2 Magic Damage, 12 SR, Damage Shield (1 Magic) Level 11: +2 Magic Damage, 14 SR, Damage Shield (2 Magic)
(37) Wild Pipings of the Rat Prince
A screeching symphony of the courtly Rat Prince and his loyal knights. Level 1: +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 1 Rat Ally Level 3: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 2 Rat Allies, +2 Hide, +2 Move Silently Level 6: +1 Piercing Damage, +2 Animal Empathy, +2 Bluff, +4 vs Disease, Summon 3 Rat Allies, +2 Hide, +2 Move Silently, +10% Movement Speed
(44) March of the Battle Mages
An enchanted battlemarch that greatly enhances the abilities of mages. Level 1: +1 Concentration, +1 Spellcraft, MAGES: +1 Shield AC Level 3: +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +1 Shield AC Level 6: +1 AB, +1 Magic Damage, +2 Concentration, +2 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 1 round of Haste Level 8: +1 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +1 Fortitude, MAGES: +2 Shield AC, 2 rounds of Haste Level 10: +2 AB, +2 Magic Damage, +3 Concentration, +3 Spellcraft, +2 Fortitude, MAGES: +2 Shield AC, 4 rounds of Haste
(45) Whistles of the Thief
A quiet tune that thieves often whistle while they work. Level 1: +1 Dex, +1 Open Lock, +1 Disable Trap, +1 Pickpocket, +1 Set Trap, +1 Tumble Level 3: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +1 Reflex Level 6: +1 Dex, +2 Open Lock, +2 Disable Trap, +2 Pickpocket, +1 Set Trap, +1 Tumble, +2 Reflex, 10% Movement Speed Increase Level 8: +2 Dex, Find Traps is cast, +3 Open Lock, +3 Disable Trap, +3 Pickpocket, +2 Set Trap, +2 Tumble, +2 Reflex, 15% Movement Speed Increase
(46) Shouts of the Wildlings
While not much of a song, this does make people rush to danger and throw their defenses away. Level 1: +1 AB, -1 AC, +1 Bludgeoning DMG, +1 STR, +2 Intimidate, -1 Discipline, Level 6: +2 AB, -2 AC, +2 Bludgeoning DMG, +1 STR, +3 Intimidate, -2 Discipline, +2 Fort, -2 Will, 5% Immunity against Physical Damage Level 8: +2 AB, -2 AC, +2 Bludgeoning DMG, +2 STR, +4 Intimidate, -3 Discipline, +3 Fort, -3 Will, 5% Immunity against Physical Damage, BARBARIANS: time until rage can be used again is reduced by 2 minutes. If it reaches 0 or below, the barbarian will rage
(47) Sha'ir’s Catchy Tune
A catchy tune that travelers sing to themselves as they travel through the unknown. Level 1: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +1 Listen, +1 Spot, +1 Search, +1 Reflex, Rangers/Travel Domain: 5% Movement Increase Level 3: +1 AB, +1 Piercing Damage, +1 Dex, +1 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, Rangers/Travel Domain: 5% Movement Increase Level 6: +2 AB, +1 Piercing Damage, +1 Dex, +2 Tumble, +2 Listen, +2 Spot, +2 Search, +1 Reflex, 5% Movement Increase, Immunity to Entangle/Grease/Web, Rangers/Travel Domain: 10% Movement Increase Level 8: +2 AB, +2 Piercing Damage, +2 Dex, +2 Tumble, +3 Listen, +3 Spot, +3 Search, +2 Reflex, 5% Movement Increase, Immunity to Entangle/Grease/Web, Rangers/Travel Domain: 15% Movement Increase
(48) Orchestra of Sounds
A loud and distracting song that goes nowhere, but still manages to inspire (though mostly the singer themselves). Level 1: +1 AB +1 Sonic Damage; SINGER: +1 Perform, +1 Natural AC; LISTENER: -1 Concentration, -1 AC, Level 6: +2 AB, +2 Sonic Damage, SINGER: +2 Perform, +1 Natural AC, +1 Against Mind Affecting; LISTENER: -2 Concentration, -1 AC, Level 8: +2 AB, +1D4 Sonic Damage, +2 Against Mind Affecting; SINGER: +4 Perform, +1 Universal, +1 to all skills, +1 CHA, +2 Natural AC; LISTENER: -3 Concentration, -2 AC, Level 10: +3 AB, +1D4 Sonic Damage, +3 Against Mind Affecting; SINGER: +4 Perform, +2 Universal, +2 all skills, +2 CHA, +2 Natural AC; LISTENER: -3 Concentration, -3 AC,
(49) Tales of the Azer Hero
Tales of a nameless Azer hero, who battled oppressors of his kin for all of his life. Level 1: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline; DWARF: Damage Shield (1 Fire) Level 3: +1 AB, +1 Fort, +1 Fire Damage, +1 Discipline, +1 Against Fear; DWARF: Damage Shield (1 Fire) Level 6: +1 AB, +2 Fire Damage, +1 Fort, +2 Discipline, +1 Against Fear; DWARF: Damage Shield (2 Fire) Level 8: +2 AB, +2 Fire Damage, +2 Fort, +3 Discipline, +2 Against Fear; DWARF: Damage Shield (1d4 Fire) Level 10: +2 AB, +3 Fire Damage, +3 Fort, +4 Discipline, +2 Against Fear; DWARF: Damage Shield (1d6 Fire)
(50) Ode to the Avariel
An ode written by an elf poet, to his now almost extinct Avariel cousins. Level 1: +1 AB, +1 Electrical; HALF-ELF: 2% Movement Increase; ELF: 5% Movement Increase Level 3: +1 AB, +1 Electrical, +1 Tumble; HALF-ELF: 2% Movement Increase; ELF: 5% Movement Increase Level 6: +1 AB, +1 Electrical, +2 Tumble, +1 Reflex; HALF-ELF: 5% Movement Increase; ELF: 10% Movement Increase, 5% Concealment Level 8: +2 AB, +2 Electrical, +3 Tumble, +2 Reflex, 5% Movement Increase; HALF-ELF: 10% Movement Increase; ELF: 15% Movement Increase, 10% Concealment Level 10: +2 AB, +2 Electrical, +4 Tumble, +3 Reflex, 10% Movement Increase; HALF-ELF: 15% Movement Increase; ELF: 20% Movement Increase, 10% Concealment
(51) Spooky Party Song
An upbeat spooky song that Undead have shown quite a positive reaction to. Level 1: +1 Negative Energy Damage; UNDEAD: +1 Dodge AC, 5% Concealment Level 3: +1 AB, +1 Negative Energy Damage, +1 Fort; UNDEAD: +1 Dodge AC, 10% Concealment Level 6: +1 AB, +1 Negative Energy Damage, +1 Fort, 5% Against Divine, 5% Against Positive; UNDEAD: +2 Dodge AC, 10% Concealment Level 8: +1 AB, +2 Negative Energy Damage, +2 Fort, 10% Against Divine, 10% Against Positive; UNDEAD: +2 Dodge AC, 20% Concealment, Damage Reduction 5/+1 Level 10: +2 AB, +2 Negative Energy Damage, +2 Fort, 20% Against Divine, 20% Against Positive; UNDEAD: +2 Dodge AC, 30% Concealment, Damage Reduction 10/+1
(54) Swamp Noises
While not very musical, residents of the swamp are proud of such a “song.” Level 1: +1 AB, +1 Listen, +1 Hide, +1 Spot, +1 Animal Empathy, Summon 1 Frog Ally; SWAMP: +1 Against Disease/Poison, +1 Acid Damage; NOT SWAMP: -1 CHA Level 6: +1 AB,+1 Listen, +1 Hide, +1 Spot, +2 Animal Empathy, Summon 1 Frog Ally; SWAMP: +2 Against Disease/Poison, +2 Acid Damage; NOT SWAMP: -1 CHA Level 8: +2 AB, +2 Listen, +2 Hide, +2 Spot, +4 Animal Empathy, Summon 2 Frog Allies; SWAMP: +4 Against Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA Level 10: +2 AB, +3 Listen, +3 Hide, +3 Spot, +5 Animal Empathy, Summon 3 Frog Allies; SWAMP: Immunity to Disease/Poison, +1d4 Acid Damage; NOT SWAMP: -2 CHA
(55) Songs from the Resistance
Songs that have been recorded during the days of fightings against the Sibilant Masters. Level 1: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian Level 3: +1 AB, +1 Discipline, +1 Dodge AC against Reptilian, +1 Slashing Damage Level 6: +1 AB, +2 Discipline, +2 Dodge AC against Reptilian, +1 Slashing Damage Level 8: +2 AB, +3 Discipline, +2 Dodge AC against Reptilian, +2 Slashing Damage, +1 Universal
(56) Scaley Slithering Song
An ancient sssssslithering sssssong, from the glory days of the Sibilant Masters. Level 1: +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage Level 3: +1 AB, +1 Cold Damage, +1 Bluff, +1 Against Mind Affecting, +1 Against Fear; REPTILIAN: +1 Dodge AC, +1 Negative Energy Damage, 5% Cold Immunity Level 6: +1 AB, +1 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +1 Against Fear; REPTILIAN: +2 Dodge AC, +2 Negative Energy Damage, 5% Cold Immunity, Regeneration 1 HP every 6 seconds Level 8: +2 AB, +2 Cold Damage, +2 Bluff, +2 Against Mind Affecting, +2 Against Fear; REPTILIAN: +2 Dodge AC, +1 Universal, +1d4 Negative Energy Damage, 10% Cold Immunity, Regeneration 1 HP every 3 seconds
(57) Ballad for A Soft Breeze in a Summer’s Day
An emotional ballad written by a poet to the Golem “A Soft Breeze in a Summer’s Day.” Level 1: +1 Electrical Damage, +1 to all skills, +1 AB, Constructs: Regeneration 1 HP every 6 seconds, 5% Movement Increase Level 3: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +1 AB, Constructs: Regeneration 1 HP every 6 seconds, 5% Movement Increase Level 6: +1 Electrical Damage, +1 to all skills, 5% Bludgeoning Immunity, +8 Bonus HP, +1 AB, Constructs: Regeneration 2 HP every 6 seconds, 10% Movement Increase Level 8: +1 Magic Damage, +1 to all skills, 10% Bludgeoning Immunity, +1 Will Save, +12 Bonus HP, +1 AB, Constructs: Regeneration 2 HP every 6 seconds, 20% Movement Increase, +1 Universal Level 10: +1 Magic Damage, +2 to all skills, 20% Bludgeoning Immunity, +1 Will Save, +20 Bonus HP, +2 AB, Constructs: Regeneration 3 HP every 6 seconds, 20% Movement Increase, +2 Universal
(58) Last Lament of the Musician
An ancient emotional lament, which is said to have been written by a musician, long forgotten by the ages. Level 1: +1 AB, +1 Sonic Damage, +1 Negative Energy Save Level 3: +1 AB, +1 Sonic Damage, +1 Negative Energy Save, +1 Lore, +1 Concentration Level 6: +1 AB, +1 Sonic Damage, +2 Negative Energy Save, +1 Lore, +1 Concentration, +1 Will Level 8: +1 AB, +2 Sonic Damage, +2 Negative Energy Save, +2 Lore, +2 Concentration, +2 Will Level 10: +1 AB, +2 Sonic Damage, +3 Negative Energy Save, +3 Lore, +3 Concentration, +3 Will
(62) A Mother’s Lullaby
A sweet lullaby, that gives comfort to those who hear it. Level 1: +1 Positive Damage, +1 Concentration; HALFLINGS: +1 Natural AC Level 3: +1 Positive Damage, +1 Concentration, +1 Against Fear; HALFLINGS: +1 Natural AC Level 6: +1 AB, +1 Positive Damage, +2 Concentration, +1 Against Fear; HALFLINGS: +2 Natural AC Level 8: +1 AB, +2 Positive Damage, +2 Concentration, +2 Against Fear; HALFLINGS: +2 Natural AC, 1 Regeneration every round
(63) Story of a Trickster
A thrilling story detailing many adventures of a gnome trickster, some of them mostly exaggerated... Level 1: +1 Negative Damage, +1 Tumble; GNOMES: +1 DEX Level 3: +1 Natural AC, +1 Negative Damage, +1 Tumble, +1 UMD; GNOMES: +1 DEX, +1 Reflex Level 6: +1 Natural AC, +1 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +1 DEX, +1 Reflex, 1 Illusory Clone Level 8: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 10% Movement Speed, 3 Illusory Clones Level 10: +1 Natural AC, +2 Negative Damage, +2 Tumble, +2 UMD; GNOMES: +2 DEX, +2 Reflex, 15% Movement Speed, 5 Illusory Clones Clones created by this song do not count against any limits and do not cause existing minions to be unsummoned.
(64) Serenade of Roses
A melodic serenade, with some lines that pierce through the heart. Level 1: +1 AB, +1 Piercing Damage Level 3: +1 AB, +1 Piercing Damage, +1 Perform; FEMALE: +1 CHA Level 6: +1 AB, +1 Piercing Damage, +1 Perform, +1 Tumble; MALE: Take 1d4 piercing damage; FEMALE: +1 CHA, +1 Persuade, +1 Bluff Level 8: +1 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d6 piercing damage; FEMALE: +2 CHA, +1 Persuade, +1 Bluff, +1 Magic Damage Level 10: +2 AB, +1 Piercing Damage, +2 Perform, +2 Tumble; MALE: Take 1d8 piercing damage; FEMALE: +2 CHA, +2 Persuade, +2 Bluff, +1 Magic Damage
(65) Song of the Oak
A slow rhythm song that nurses the bodies of those who hear it. Level 1: +1 Positive Damage; SUNLIGHT: 4 Temp HP Level 3: +1 AB, +1 Positive Damage; SUNLIGHT: 8 Temp HP, 1 Regeneration Level 6: +1 AB, +1 Positive Damage, +1 Fortitude; SUNLIGHT: 12 Temp HP, 1 Regeneration, +1 CON Level 8: +1 AB, +2 Positive Damage, +1 Fortitude; SUNLIGHT: 16 Temp HP, 2 Regeneration, +1 CON Level 10: +2 AB, +2 Positive Damage, +2 Fortitude; SUNLIGHT: 20 Temp HP, 3 Regeneration, +2 CON Sunlight effects are given while outdoors, during day time, in non-plane areas.
(66) The Owl’s Lullaby
A quiet tune that merges itself with the surroundings... Level 1: +1 AB, +1 Spot/Listen/Search; MOONLIGHT: +1 Reflex Level 3: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify Level 6: +1 AB, +2 Spot/Listen/Search; MOONLIGHT: +1 Reflex, Amplify, Clairaudience/Clairvoyance Level 8: +2 AB, +3 Spot/Listen/Search, Darkness Surrounds Bard; MOONLIGHT: +2 Reflex, Amplify, Clairaudience/Clairvoyance, Ultravision effect Moonlight effects are given while outdoors, during night time, in non-plane areas.
(67) Dance of Swords
A high tempo rhythm song that coordinates well with swift movements of swords. Level 1: +1 Slashing Damage, +1 Parry Level 3: +1 Slashing Damage, +1 Parry, +1 AB, *: Damage Shield (1 Slashing) Level 6: +2 Slashing Damage, +2 Parry, +1 AB, +1 Reflex, +5% movement speed, SWORD: Damage Shield (2 Slashing), Special: Out of the sword weapons in effect, one is randomly chosen and a copy of it is animated as a floating weapon, giving it a similar effect of Shelgarn Persistant Blade for the duration of the song. Level 8: +2 Slashing Damage, +3 Parry, +1 AB, +2 Reflex, +10% movement speed, SWORD: Damage Shield (1d4 Slashing), Special: Out of the sword weapons in effect, two are randomly chosen and a copy of them are animated as a floating weapon, giving them a similar effect of Shelgarn Persistant Blade for the duration of the song. Level 10: +3 Slashing Damage, +3 Parry, +2 AB, +2 Reflex, +10% movement speed, SWORD: Damage Shield (1d6 Slashing), Special: Out of the sword weapons in effect, three are randomly chosen and a copy of them are animated as a floating weapon, giving them a similar effect of Shelgarn Persistant Blade for the duration of the song. Sword effects are given to creatures with appropriate weapons (daggers, shortswords, longswords, rapiers, scimitars, greatswords, or bastard swords)
(68) Clyde’s Song of the Tenacious Tambourine
A rhythmic song accompanied by tambourines that encourages its listeners to move faster, even the heavyset ones. Level 1: 5% Movement Increase, +1 Sonic Damage, +1 Tumble Level 3: 10% Movement Increase, +1 Sonic Damage, +1 Tumble, HEAVY: +1 AB Level 6: 15% Movement Increase, +1 Sonic Damage, +2 Tumble, HEAVY: +1 AB Level 8: 20% Movement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB Level 10: 30% Movement Increase, +2 Sonic Damage, +3 Tumble, HEAVY: +2 AB Heavy effects are given to creatures with the "large" phenotype, generally depicting an overweight person.
(69) Elsbeth’s Chronicle of Companions
A positive song that sounds better the more listeners and performers there are. Level 1: +1 Positive Damage, N Temp HP (capped at 10) Level 3: +1 Positive Damage, +1 AB, N Temp HP (capped at 10) Level 6: +1 Positive Damage, +1 AB, +1 Natural AC, +3% Movement Speed, N*2 Temp HP (capped at 15) Level 8: +2 Positive Damage, +2 AB, +2 Natural AC, +5% Movement Speed, N*3 Temp HP (capped at 22), MOMENTUM: +1 Universal Level 10: +2 Positive Damage, +2 AB, +3 Natural AC, +7% Movement Speed, N*4 Temp HP (capped at 30), MOMENTUM: +2 Universal N is the number of player characters affected by the song excluding the caster. Momentum effects are given when the number of player characters is six or more.
(71) Hymn to the Well
An almost ceremonial hymn, glorifying the Well of Ephia.
Level 1: 4 Temp HP Level 3: 8 Temp HP Level 6: 12 Temp HP, 1 Regeneration Level 8: 16 Temp HP, 2 Regeneration Level 10: 20 Temp HP, 3 Regeneration
(72) Sha'ir’s Ballad of the Great Ash
One of the many ballads and songs of the Sha'ir.
Level 1: +1 AB, +1 Fire Damage, *: DR 5/1 20 points Level 3: +1 AB, +1 Reflex, +1 Fire Damage, +1 Discipline, DERVISH: DR 5/1 30 points Level 6: +1 AB, +1 Reflex, +2 Fire Damage, DERVISH: DR 5/2 30 points Level 8: +2 AB, +2 Reflex, +2 Fire Damage, DERVISH: DR 5/2 40 points Level 10: +2 AB, +3 Reflex, +3 Fire Damage, DERVISH: DR 10/2 50 points Dervish effects given while in desert tilesets.