Bardic Magic is different then most other schools of magic. If you go into this field of magic you can know no other forms of magic, not even beginner magic. However Bardic Magic has a bit of a mix of most other magics in it with stat alterations, healing and even mana regeneration, an ability most schools do not.
Bardic Magic can affect more people at a time then most other spells, but the catch is the song or dance must be continuously played for the effect to be maintained. As such they generally are not able to fight while using this magic. In addition, if they are knocked off their feet or otherwise interrupted from singing or dancing, the magic ends. Lastly, most Bardic Magic cannot affect themselves with it.
Bards can choose to specialize in songs that help their allies, or hinder their enemies. While they can learn both, the specialization they choose means they need rolls 5 lower of their chosen side, and 5 higher of the opposite side. Certain spells are neutral. In addition, bards also can recover their magical ability through the Cosmic Beat when they are not performing. They gain 1 MP per round times the maximum circle they know at least two songs in. ( If they know 3 circle two songs, they regen 2 MP a round when not performing.)
First Circle. Roll to learn: 60
Anthem of Awareness
Cost: 2 MP per target per round
Uses: Psyche
Type: Ally
Description: +1 to Intuition to one ally on a green, three on a yellow, five on a red. Useful to avoid sneak attacks or traps.
Dancing Daze
Uses: Psyche
Cost: 5 mana per target
Type: Enemy
Description: During her performance she can play a note that causes disorientation to anyone that hears it. The affected will stop attacking and stand in a daze for 2 rounds or until struck. Hits one target on white, two on a green, three on a yellow.
Dirge of Despair
Cost: 2 MP per target per round
Uses: Psyche
Type: Enemy
Description: -1 Fighting for offensive rolls to one enemy on a green roll, three on yellow, five on red. Opponents roll psyche to resist.
Hymn of Valor
Cost: 2 MP per target per round
Uses: Psyche
Type: Ally
Passive: Grants +1 Fighting for offensive rolls to one ally on a green roll, three on yellow, five on red. Only works on single attacks.
Melody of Mobility
Cost: 2 MP per target per round
Uses: Psyche
Type: Ally
Description: +1 to Agility for defensive rolls to one ally on a green roll, three on yellow, five on red
Song of Sluggishness
Cost: 2 MP per target per round
Uses: Psyche
Type: Enemy
Description: -1 to Agility for defensive rolls to one enemy on a green roll, three on yellow, five on red. Opponents roll psyche to resist.
Second Circle. Roll to learn: 65
Advanced Anthem of Awareness
Cost: 4 MP per target per round
Uses: Psyche
Type: Ally
Description: +2 to Intuition to one ally on a green, three on a yellow. On a red, targeted allies are immune from sneak attacks.
Advanced Dirge of Despair
Cost: 4 MP per target per round
Uses: Psyche
Type: Enemy
Description: -2 Fighting for offensive rolls to one enemy on a green roll, three on yellow on a red roll, enemy crits only do 2d6 bonus damage. Opponents roll psyche to resist.
Advanced Hymn of Valor
Cost: 4 MP per target per round
Uses: Psyche
Type: Ally
Passive: Grants +2 fighting on offensive rolls to one ally on a green roll, three on yellow. On a red, crits do 4d6 bonus damage. Only works on single attacks.
Advanced Melody of Mobility
Cost: 4 MP per target per round
Uses: Psyche
Type: Ally
Description: +2 to Agility for defensive rolls to one ally on a green roll, three on yellow. On a red, this also effects defensive Fighting rolls.
Advanced Song of Sluggishness
Cost: 4 MP per target per round
Uses: Psyche
Type: Enemy
Description: -2 to Agility for defensive rolls to one enemy on a green roll, three on yellow. On a red this also effects defensive Fighting rolls. Opponents roll psyche to resist.
Carol of Courage
Cost: 2 MP per target per round
Uses: Psyche
Type: Ally
Description: +1 to Psyche against fear effects and enemy bardic effects to one ally on a green roll, three on yellow, five on red.
Caper of Confusion
Uses: Psyche
Cost: 5 MP per target
Type: Enemy
Description: Sends a series of notes in such a flurry the target loses track who is their enemy and who is their ally. The affected will attack a random target from the list for 3 rounds or until struck. Hits one target on white, two on a green, three on a yellow.
Samba of Sleep
Uses: Psyche
Cost: 5 MP per target
Type: Enemy
Description: Put the listeners into a deep sleep if heard. Lasts until the target takes damage. Hits one target on white, two on a green, three on a yellow.
Third Circle: Roll to learn: Yellow Roll
Aura of Regeneration
Cost: 5 MP
Uses: Psyche
Type: Neutral
Description: Lasts 5 rounds. Grants Minor Regeneration to entire party, including the Songstress. ( heals entire party for 1 hp per round for the 5 rounds ). On a yellow roll this increases to Light Regeneration ( 2 per round ). On a red, status effects like burned and frostbite will be removed. This is one of the few songs that can stack with itself.
Aura of Magical Regeneration
Cost: 5 MP
Uses: Psyche
Description: Lasts 5 rounds. Grants Arcane Knowledge 1 to entire party, except the songstress. ( heals entire party for 1 mp per round ). On a yellow roll this increases to Arcane Knowledge 2 ( 2 per round ). This is one of the few songs that can stack with itself.
Chant of Cinders
Cost: 5 MP
Uses: Psyche
Type: Neutral
Description: Dries out the area around the party. Gives all allies Typical Resistance to Water attacks for 1d3+1 rounds.
Chorus of Calming
Cost: 5 MP
Uses: Psyche
Type: Neutral
Description: Calms the wind around the area. Gives all allies Typical Resistance to Wind attacks for 1d3+1 rounds.
Expression of Erosion
Cost: 5 MP
Uses: Psyche
Type: Neutral
Description: Harsh elements batter away the ground around you. Gives all allies Typical Resistance to Earth attacks for 1d3+1 rounds.
Refrain of Rain
Cost: 5 MP
Uses: Psyche
Type: Neutral
Description: Fills the area with humidity. Gives all allies Typical Resistance to Fire attacks for 1d3+1 rounds.
Psalm of Protection
Cost: 10 MP
Uses: Psyche
Type: Neutral
Requires: At least two element songs.
Description: A area of magical protection encompasses the area. Gives all allies Typical Resistance against Earth, Wind, Fire, and Water fir 1d3+1 rounds.
Fourth Circle: Roll to learn: 75
Samba of Spell Power
Cost: 10 MP + 5 MP per target after the first, per round
Uses: Psyche
Type: Ally
Description: Increases spell by 1 CS up to a maximum of Incredible damage
Evensong of Spell Efficiency
Cost: 10 MP + 5 MP per target after the first, per round
Uses: Psyche
Type: Ally
Description: Decrease spell cost by 5 MP. Spells can not have their cost decreased below 5 MP.
Monody of Spell Weakness
Cost: 10 MP + 5 MP per target after the first, per round
Uses: Psyche
Type: Enemy
Description: Decrease spell power by 1 CS. Spells cannot be reduced in this manner below Good damage.
Coronach of Spell Inefficiency
Cost: 10 MP + 5 MP per target after the first, per round
Uses: Psyche
Type: Enemy
Description: Increases spell cost by 5 MP.