Epic Bard Spells

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These are the Bard Epic Spells.

For the most up to date information, see the HG Forum Post,

You must have 25 levels of bard in order to learn these spells, be level 40, have a base charisma of 30, and have the epic spell focus feat in the spell's school, and find someone or something to teach you the spell.

Conjuration: Calling of the Heart

  • Description: All bards can heal the aches of the body and the soul with their music; the greatest bards can give their music form to act on its own volition.
  • Effect: Summons a healing spirit which is invincible in combat for (CL / 2) rounds (duration includes paragon levels). Each round, the spirit will resurrect the nearest dead ally. If no allies are dead, it will cast Greater Restoration on the nearest ally.

Abjuration: Chant of Warding

  • Description: The bard utters a powerful chant, his words shaping the fabric of what might be, wrapping the bard in protective wards.
  • Effect: All party members in the area are granted (CL / 2) / - resistance and (CL / 6)% immunity versus physical damage types for CL rounds (duration includes paragon levels). Half of the damage resistance stacks with other sources of damage resistance.

Evocation: Cry of the Heavens

  • Description: The bard lets loose a cry that echoes to the vaults of the sky above, calling down the powers there to wreak vengeance upon his foes.
  • Effect: A huge cloud is summoned at the target location. The cloud persists for one round per three bard levels. Each round, all enemies in the cloud must make three saving throws against a DC equal to 25 + the bard's charisma modifier (Both duration and damage include paragon levels in their calculation).

(Only 1 can be active at a time, using a bio and recasting will consume charge with no extra cloud)

    • Fortitude: The enemy takes 1d6 per casterlevel sonic damage, with a fortitude save for half. If it fails its fortitude save, it is knocked down.
    • Reflex: The enemy is struck by lightning and takes 1d8 per casterlevel electrical damage, with a reflex save for half (evasion applies here).
    • Will: The enemy takes 1d6 per casterlevel divine damage, with a will save for half. If it fails its will save, it is stunned.

Necromancy: Dirge of the Deathless

  • Description: When a bard weeps, even Death himself must pause; his bony hands clench around his scythe and he bows his head to mourn those who pass.
  • Effect: Using the token for this ability will toggle the effect; it is available for one round per day per bard level (NOT including LL). All allies in a Huge radius around the caster are immune to critical hits. All allies in the full effect radius around the caster receive 127 Parry skill, granting them half damage against critical hits, plus immunity to fear.

Enchantment: Hear me Roar

  • Description: The bard binds a powerful sound elemental to his will, banishing all silence in the area.
  • Effect: Using the token for this ability will toggle the effect; it is available for one round per day per bard level (including LL). All beings in the effect radius around the caster are cured of deafness and silence, and made immune to those effects.

Illusion: Possum's Farce

  • Description: Perhaps the greatest trick in nature is convincing one's enemies that you are dead, a threat to them no longer. The master bard takes this a step further, fooling death himself.
  • Effect: The token for this effect only serves to display how many uses are left per day. This ability can be used CL/12 (including LL) + (Base CHA/30) times per day. If an ally dies in the same area and there are uses remaining, the ally will be resurrected, as if by a Stone of Rebirth. When only one use remains, this protection applies only to the caster.

Transmutation: Unbowed, Unbent, Unbroken

  • Description: The bards song charges the air around the their allies, thickening it to provide support and protection.
  • Effect: The default radius for this spell is Huge by default but the full effect radius increases to Colossal at 60 Cha (including modifiers). The bard is made immune to knockdown. All allies in the full effect radius around the caster receive +10 to ability checks against knockdown, or +8 if the caster is a Warchanter. They also receive twice that bonus to skill checks against knockdown. However, if they could not automatically make the check, they will still always fail it on a natural 1. This ability is available for one round per day per bard level (NOT including LL).

Divination: Winter is Coming

  • Description: The bard's grave proclamation freezes the air around him as winter's chilly grasp comes calling.
  • Effect: For one round per two points of the bard's charisma modifier, all enemies in a large radius around the bard are frozen (duration includes paragon levels). Enemies that are immune to petrification are immune to this spell.
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