|Because We All Know This is What The Bard |
Will Look Like After a Few Failed Castings
Lore - The chance to know some of the history of important / magical items. This isn't the same as the Identify spell we all know and love / loath. As magic items are relatively rare in the default assumed Weird Fantasy setting, all will probably have a fairly unique history. While knowing the history may certainly hint at the items powers, it shouldn't spell them out.
Inspire - This is a powerful ability, especially in a system that only allows fighters to increase in combat ability.
+1 hit / +1 saves (never increases)
- 5 rounds per pip
- 10' radius per pip
max persons effected - 1 pip=1 2 pips=2 3 pips=4 4 pips=8 5 pips=16 6 pips=32 (yes, at high levels they can possibly turn the tide of a closely matched, fairly large scaled, battle).
Performance - Work crowds for pocket change / food / beer lodging - the greater the success, the better the results. Would also be used for Sleight of Hand and Picking Pockets
Read Languages - They are Bards after all.
Anything I'm missing?
Building a Better Bard - Prelude
Part 1- Spell Casting
Part 2 - More on Spell Casting