Instrument of the Bards

<[roll d20 for type]>



 
 
 
 
 
[1-5] Fochlucan Bandore
[6-9] Mac-Fuirmidh Cittern
Class: Bard
[10-12] Doss Lute
[13-15] Canaith Mandolin
[16-17] Cli Lyre
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[18-19] Anstruth Harp
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[20] Ollamh Harp
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-
Enc: 35 (assumes human size)
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Miscellaneous Magic
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<8Magic Items8>
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DMG

There are 7 magical instruments.

Each and every instrument looks exactly alike due to powerful dweomers placed upon them.

Class: Each can be fully utilized only by a bard, particularly a bard of at least as high a college
        as the instrument is named for, i.e. Fochlucan, Mac-Fuirmidh, Doss, etc.
        Bards of lower status, as well as other characters able to play such an instrument,
        will be able to use the device with only limited results.
        <Note: Order is the "order of the college ie. 1-7", Level is the minimum level to be able to enter that college, and hence, fully play the associated instrument.>

10-80 Minutes: Any character able to play one of these instruments can sing so as to do one of the following for as many turns as the order of the college,
        i.e. 1-7, a magnus alumni for 8 turns with any of the 7, once each per day:

            1. put up a 10’ radius protection from evil;
            2. become invisible
                (although the strumming <&> singing can still be heard distantly, the exact location is impossible to discover unless detection of invisibility is possible);
            3. levitate; and
            4. fly.

        Each ability of the instrument takes 5 segments to activate, and-not less than 1 full round to complete.

Charm: If the bard‘s charming ability exceeds 100% with instrument bonus, the creature saving against the magic does so at -1 for every 5% above 100%,
3% or 4% being rounded to the next 5%, i.e. 3% = 5%, 8% = 10%, 13% = 15%, etc.
 

OA: These instruments are not found in Oriental lands. Reroll the result.

<moved>
<make link to bard charming ability?>
<redundant: The 7 instruments are described below:>
<redundant: General Properties Of All Bard Instruments:>
<added underline to looks exactly alike>
<make link through the USE insead? if so, then only do this for the 4 standard powers>
<that is the color for the faerie fire link>

Fochlucan Bandore
 
Enc.: IS: wood.thin Order/Level: 1/2 XP: 1k GP: 5k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Fochlucan Bandore:
If this small, 3-stringed instrument is played by a 1st level bard (probationer) or a non-bard,
it has a 50% chance per round of playing to cast a faerie fire spell,
    but there is a 10% chance that the musician will be limned by the glow, if the spell is so cast, rather than the desired target.

A bard of Fochlucan or higher college
casts the faerie fire spell at base 50% per level of bard experience above 1st,
reducing the reverse effect by 1% per level above 1st.
Furthermore, the bandore also has the following song properties when properly played:

    1. add 10% to the bard’s charm percentage;
    2. cast an entangle spell once per day;
    3. cast a shillelagh spell once per day; and
    4. enable the bard to speak with animals once per day.

If a 1st level bard attempts these powers, there is a 30% chance that they will work,
but a 70% chance that the player will take 2-8 hit points of damage.

<do not confuse with bandora!>

Mac-Fuirmidh Cittern
 
Enc.: IS: wood.thin Order/Level: 2/5 XP: 2k GP: 10k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Mac-Fuirmidh Cittern: This lute-like instrument is 50% likely to deliver
3-12 hit points of damage to any non-bard or bard under 5th level who
picks i t up and attempts to play it. A 5th or higher level bard who uses
the cittern has a 15% better chance of charming and can sing the following
songs once per day which:

    1. cast a barkskin spell;
    2. cure light wounds; and
    3. cast an obscurement spell.

Lower level bards cannot use the cittern even if they do not harm themselves
(whether they take damage or not).
 

Doss Lute
 
Enc.: IS: wood.thin Order/Level: 3/8 XP: 3k GP: 15k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Doss Lute: This instrument is 60% likely to deliver 4-16 hit points of
damage to any non-bard or bard under 8th level who picks it up and
attempts to play it. An 8th or higher level bard who plays the lute has o
20% better chance of charming and can sing magical songs once per
day which:

1. cast a hold animal;
2. neutrolize poison; and
3. cast a protection from fire in a 10’ radius.
 

Canaith Mandolin
 
Enc.: IS: wood.thin Order/Level: 4/11 XP: 4k GP: 20k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Canaith Mandolin: The mandolin is 70% likely to cause 5-20 hit points
of damage upon any non-bard or bard of under the 11 th level who attempts
to utilize its powers by playing it. An 1 l t h or higher level bard is
able to employ the instrument to add 25% to his or her charming ability
and also to cast the following spells once per day:

1. cure serious wounds;
2. dispel mogic; and
3. cast a protection from lightning in a 1 0 ’ radius.
 

Cli Lyre
 
Enc.: IS: wood.thin Order/Level: 5/14 XP: 5k GP: 25k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Cli Lyre: A Cli Lyre is 80% likely to cause 6-24 hit points of damage upon
any non-bard or bard of less than the 14th level of experience who
plays it. A 14th or higher level bard adds 30% to charming ability and
can cast the following spells by singing and playing on the Lyre, once
each per day:

1. control winds;
2. transmute rock to mud; and
3. create a wall of fire.
 

Anstruth Benet
(Anstruth Harp)

 
Enc.: IS: wood.thin Order/Level: 6/17 XP: 6k GP: 30k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Anstruth Harp: This powerful instrument is 90% likely to cause 8-32 hit
points of damage to any non-bard or bard of less than 17th level who
attempts to strum it. In the hands of a 17th or higher level bard the harp
adds 35% to charming abilities and can be played so as to cast the following
spells, one each per day:

    1. cure critical wounds;
    2. create a wall of thorns; and
    3. cast a weather summoning.
 

Ollamh Harp
 
Enc.: IS: wood.thin Order/Level: 7/20 XP: 7k GP: 35k 
USE: Protection from Evil, 10'r USE: Invisibility - USE: Levitate USE: Fly
USE:  USE: CHARM USE: USE:
- - Aura: - -
Instruments of the Bards - <8Magic Items8> - DMG

Ollamh Harp: If an Ollamh Harp is played by any non-bard or bard of
under 20th level it will inflict 10-40 hit points of damage upon such an
individual. When played by a bard of 20th or higher level, i t adds 40%
to hisor her charming abilities and can cast one each of the following
spells daily:

    1. confusion;
    2. control weather; and
    3. fire storm.
 
 









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