Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Tuesday, 19 August 2014

New House Rule for Dying and Near Death

I've decided my old house rules for dying and death are no good. 

(My long, rambling description of said rules can be found here: http://lizardmandiaries.blogspot.com.au/2013/09/house-rules-for-death-or-near-death-in.html

I have two major issues with these rules. Firstly, I was I was never applying the "negative value of HP" to the CON check/saves that people had to make. It always felt too mean/messy to ask that of a dying player, so I would always revert to just asking for unaltered CON saves. Secondly, I was always a loose with the rules, and the dying process seemed to be conducted in a slightly different way each time. 

Death requires strict, simple rules!

The new rule is based on Save Vs. Death (which should work out to be the same as Save Vs. Poison in your OSR rules of choice).




Dying: 

If a character is damaged as to be on 0 or less Hit Points they are dying.

Each round they must make a Save Vs. Death to see if their injuries cause them further damage. If they fail this Save they take d6 extra points of damage. 

Each subsequent round the dying character is left without medical aid they continue to attempt Save Vs. Death at a cumulative penalty of 2 (ie, a penalty of 2, then 4, then 6, etc).

Additionally the damage caused by a failed Save increases by 1 die type each round (ie, d6,d8,d10, etc). 

A character going below the negative value of their Hit Points dies.

Characters may attempt to stabilize the dying character by spending their turn tending to them, and making a successful WIS check (apply appropriate situation modifiers to the roll). Being stabilized by another character requires the dying character to make an additional Save Vs Death (the cumulative penalty is ignored). If failed they take the appropriate die worth of damage and must attempt to the Save Vs. Death each round until they are successful and are then unconscious but stabilized. The cumulative Save attempt penalty is not applied when another character is attempting to stabilize a dying character. Each round of stabilization attempt requires the non-dying character to make a successful WIS check otherwise the cumulative save penalty will apply. .  

Characters successfully passing 3 Save Vs. Death rolls (including cumulative penalties) stabilizes themselves through sheer force of will to live.

Stabilized means the character is not in immediate danger of dying from bleeding/internal injuries, but they are still unconscious and at 0 or less HP. They will not heal naturally. 

Each day a Stabilized but unconscious character must make a Save Vs. Death. If they fail they are once again dying (repeat the above process). If they make the save, they are in a stable (albeit comatose) condition for another 24 hours.   

Thoughts:

The 3 Save Vs. Death rolls represent 30 seconds. This seems like a decent amount of time for a body to decide if it's going to stop working and die, or keep on trucking as best it can.

 A dead party member doesn't present much in the way of choices for the other party members (other than deciding if it's time to run or not). A dying party member does: Will the parties' resources be rerouted to stabilizing their dying comrade? Or do they just pray and hope the unconcsious, bleeding dwarf pulls through on their own accord and get to them once the fighting is over? 

Dwarfs and Halflings (in Labyrinth Lord) are appreciably harder to kill using this system. At level 1 a Dwarf or Halfing has 20% less chance of dying than a Fighter. I like that. 

High level adventurers become pretty hard to kill. Hubris coupled with the cumulatively save penalty and the ever growing dice values of the death damage will get to them eventually though. 

I like this rule because it uses Saves. I want to use Saves more often in my games.


Wednesday, 25 June 2014

NPC Adventurer Party Generator

Other adventuring parties are a staple of random encounter tables. They have a large scope for interesting interaction with PCs. I hadn't found an NPC adventuring party generator that could be used on the fly whilst pumping a little bit of personality and purpose into the NPC party so I decided to make my own;

(I've tried to present chunks of the table in GM usefulness order - you don't really need to know the HD of an adventurer unless they actually become involved in armed conflict).

Number of Adventurers: d8.

Overall Alignment of Adventuring Party: d3; 
1) Lawful. 
2) Neutral. 
3) Chaotic.

(Lawful, Minus 2 to d12 Reaction roll, Neutral, No change to d12 Reaction roll, Chaotic,Plus 2 to d12 Reaction Roll.) 

Purpose: d6 (if Lawful minus 1 to result, if Chaotic plus 1 to result); 
1) On a morally righteous quest.
2) On a quest to help local law keepers/establishment.
3) En route to local town,city,village.
4) On a quest with material reward for dubious group or figure. 
5) En route to pillage local dungeon (or actively pillaging if already there).
6) Openly engaged in brigandry.

Attitude (irrespective of Alignment): d6;
1) Kind/Pious/Caring.
2) Friendly/Jolly/Joking.
3) Diplomatic/Professional/Neutral.
4) Reserved/Short/Grumpy.
5) Mean/Taunting/Belittling.
6) Vicious/Gibbering/Savage.

Wealth and Equipment Level (W&EL) (See Abilities, Equipment and Spells below to see what each equipment level entails for each Class, W&EL will determine if the party appears ragged and shabby or wealthy and regal): d6 (Reduce the result rolled by 1 for each each adventurer less than 4);
W&EL1) 100 GP between the party held in sacks.
W&EL2) 300 GP between the party held in sturdy backpacks.
W&EL3) 600 GP between the party, each adventurer is mounted on an appropriate steed.
W&EL4) 1000 GP between the party, each adventurer is mounted on an appropriate steed.
W&EL5) 1500 GP between the party, each adventurer is mounted on an appropriate steed, they posses a cart drawn by a donkey laden with 200 GP of supplies.
W&EL6) 1500 GP between the party, each adventurer is mounted on an appropriate steed, they posses a cart drawn by a donkey laden with 200 GP of supplies.

Magic Items: If W&EL  4,5 or 6 is rolled there is a chance each adventurer holds a magic item. The chances are as follows W&EL 4 = 10%, W&EL5 = 25%, W&EL6 = 50%. 
The magic item an adventurer owns depends on their class. 

Roll on the random Treasure tables in the Labyrinth Lord rulebook (or your magic treasure table of choice:) 
Fighter: d2: 1 = Sword Table (LL pg. 109) 2 = Armor Table (LL pg. 110).
Magic User: Rod, Staves, Wands Table (LL pg. 108).
Cleric: Armor Table (LL pg. 110).
Thief: Potion Table (LL pg. 107).

Please note adventurers will USE these magic items as appropriate.  

HD of Each Adventurer: d6 (Each Adventurer gets a d8 HP per HD regardless of Class).
Class of Each Adventurer: d4;
1) Fighter. 
2) Magic User.
3) Cleric. 
4) Thief.

Class Abilities, Equipment and Spells:

Fighter: Get 5 HP per HD. 
HD 4 - 6: Plus 2 to hit and damage.
HD 6: Gain 1 additional attack per round. 
W&EL1-3: Chainmail and Shield (AC 17[3]), Longsword and Longbow (d8).
W&EL4-6: Platemail and Shield (AC 22 [-2]), Longsword and Longbow (d8).

Magic User: 
HD1-3: Can cast HD value of both Magic Missile and Charm Person. 
HD4-5: Can also cast HD value of Fireball 
HD6: Can also cast Polymorph Others once per day.
Magic Users will only ever be equipped with a Dagger (d4) and throwing daggers (d4) and be wearing an ornately decorated robe (AC 12 [8])

Cleric
HD1-3: Can cast HD value of both Cure Light Wounds and Hold Person. 
HD4-5: Can also cast HD value of Cure Serious Wounds and Striking.
HD6: Can also cast Flamestrike once per day
W&EL1-3: Chainmail and Shield (AC 17[3]), Mace(d6)
W&EL4-6: Platemail and Shield (AC 22 [-2]) Blessed Mace(d6+2)

Thief:
HD1-3: 3 in 6 chance of Hiding in Shadows and Moving Silently.
HD4-5: 4 in 6 chance of Hiding in Shadows and Moving Silently. 
HD6: 5 in 6 chance of Hiding in Shadows and Moving Silently. 
Backstab at all HD levels: +4 to hit and Double Damage.
W&EL1-3: Leather (AC 14[6]), Longsword and Longbow (d8).
W&EL4-6: Studded Leather (AC 15[5]), Longsword and Longbow (d8).

Notes:

The highest HD adventurer will be the party leader. He/She will most embody the alignment, purpose and attitude of the party, the other adventurers may act interdependently if a situation occurs in which that would be beneficial. 

Assume every adventurer is carrying rudimentary adventuring gear and supplies. 

Assume every adventurer is carrying special items relevant to their class and rolled Weapon and Equipment level.

Wednesday, 28 May 2014

Monsters Encountered in The Ruinlands

When "Monster" comes up as a result in Ruin Filled Swamp Generator, roll a d4:   


1) Swamp Crawler: Flat, black cephalopod roughly 4 to 6 foot across. They dredge the wetland lakes, pools, ponds and muck for carcasses. They are happy to feast on fresher meat and will use their strong tentacles to beat prey into submission and drag them underwater in reach of their beaks. Due to their dark coloration and contorting forms they prove to be difficult melee foes for land dwelling beings.

Number Encountered: d6.  
Alignment: Chaotic.  
Movement: 160' in water, 60' on land.
HD: 2. 
Armor Class: 18 (2) when underwater and fighting a non aquatic foe, 12 (8) on land or fighting an aquatic foe.  
Attacks and Damage: 2 x Tentacle Whip (d6), if a foe is dragged beneath the water in reach of their beak they can bite for d8.
Special: If a Swamp Crawler attacks with a single tentacle it may attempt to drag a foe beneath the water, said foe must Save Vs, Paralyze to avoid this. Once dragged beneath the water the Swamp Crawler may bite its victim with a +4 To Hit bonus. A non aquatic being will be drowned in GM discretion rounds, said being may attempt to escape the Swamp Crawler's clutches by passing a Strength test by a greater margin than an opposed Swamp Crawler Strength test (The Swamp Crawler has a Strength of 14). Alternatively the victim may attack the Swamp Crawler at a -4 to hit while in it's clutches.  
Save: F2.
Morale: 8.  
XP: 200.


2) Spell Snake: Amphibious, chitinous worm 12 to 14 foot long approximately the girth of a man's torso. Their dark, segmented body swirls with prismatic colors, like oil catching sunlight. Their head are topped with a great beak and several sets of compound eyes. They feed on magical half-life expulsed in ages long gone and held in the peat and bog of the Ruinlands.

Number Encountered: d3.  
Alignment: Chaotic.  
Movement: 160' in water, 140' on land.
HD: 4.  
Armor Class: 20 (0) when underwater and fighting a non aquatic foe, 16 (4) on land.  
Attacks and Damage: Bite (d10) and body slam (d6).  
Special: The Spell Snake sets its mesmerizing eyes on a target and inhales air with a deafening screech. Target must Save Vs. Spells or lose d4 memorized spells/prayers (determined randomly).  
Save: F4.
Morale: 7, after "feeding" on a spell 10.
XP: 300.  


 3) Bear Toad: A misleadingly named toad that's actually closer in size to a large breed of dog. Their croak is particular deep and sonorous, sending unsettling vibrations throughout The Ruinlands. They enjoy leaping high in to the air and flattening other creatures with their bulk. Once a creature is killed Bear Toads will bounce victim's body into a fleshy goop to encourage the growth of their preferred dish, corpse mushrooms.
Number Encountered: d8.  
Alignment: Chaotic.  
Movement: 120' in water, 140' on land.
 HD: 2. Armor Class: 14 (6).  
Attacks and Damage: Jump Attack, does d8+2 damage but Bear Toads will always be the last to attack.
Special: Bear Toads may supercharge their croak to emanate an unsettling, dizzying force. Victims must Save Vs. Breath Weapons or suffer -2 AC and -2 To Hit for d6 rounds.
Save: F2.
Morale: 6.  
XP: 200.

4) Were-Toad / Warty Man: After the movements of the Lake's dawn tide these beings will appear as naked, wart covered men with bulging eyes and lolling tongues. They carry crude wooden spears and bows. They are vaguely intelligent and encountering them may prompt a reaction roll (at a penalty of 6). After the movements of the lake's dusk tide these beings will appear as gangly, up right walking toads. Their semblance of human intelligence fades away in this form. 

Number Encountered: d12+4.
Alignment: Chaotic.
Movement: 120' regardless of terrain.  
HD: 1. Armor Class: 13 (7).  
Attacks and Damage: As a man: d6 from either spear or bow. As a were-toad: d6 from spear or a bow, with the ability to jump attack for d6+2 with a bonus of +2 To Hit.  
Special: As a man: Ability to hide or scale sheer surfaces/climb, 4 in 6 chance. As a were-toad: Ability to hide, 4 in 6 chance. Ability to scale sheer surfaces/climb with impunity.  
Save: F1.
Morale: 6.
XP: 150.



Monday, 10 March 2014

Magic Consumables: Salve of Vermin Poreification and Knotted Wring of Babble Weed

I would like to see more one-time-use magic consumables.When I get around to writing it all up I want my Guild Dogs campaign setting to be filled with them. I want to have a veritable feast of temporary game breaking items available for players to purchase before each "job".

Imagine these items come from seething black metropolis filled with all the weirdness of intersecting multiverses. Also note that these items aren't particular wild and belong on the mundane side of an adventurer's inventory.

These items do what they say they do once, and then they are gone. They are consumables after all. You could probably buy a few of them if you had the ability to carry them (and the gold).


Salve of Vermin Poreification: 500 GP, Black ointment contained in a metallic canister.

Large black pustules will begin to form once this tarry jelly is smeared over a person's (or fleshy being's) skin. A patch of flesh approximately the size of human's thigh is needed for the verminifaction to take place. 12 hours after the application a quivering mass of vermin filled sacks will be protruding from the salve's application area. With the correct flex of the muscles beneath the sacks, or the correct pressure applied either side of the sacks, a swarm of misshapen insects will burst forth from the popped abscess's. There is a 75 percent chance that the vermin swarm will move in the direction the host of the vermin sacks was intending (the art of aimed boil popping is unfortunately lost to the ages). If the chance fails roll a d8 to determine the direction the vermin travel in.

The airborne insects released from the pustules will move directly along their launched trajectory until they make contact with an immovable barrier. At this point they will continue to squirm against said movable barrier until they exhaust themselves and fall to the floor dead. Any flesh-based being caught in the cloud of insects path will take 1d4 damage as the insects bite and sting them. They must also make a Save Vs. Poison to avoid their bites swelling into unsightly, stinging boils which will drive them to distraction for the next 24 hours (-1 to any attempted actions).

Once the insect pustules are popped the host takes 1d6 damage and is left with a large open sore. This wound has a 1% chance to become infected with the cancerous magics that produce the insects themselves.


Knotted Wring of Babble Weed: 750GP, Knotty roots braided into a arm sized band, the underside of which is speckled with fleshy, pink suckers.

Slipping this wooden band over a persons arm will cause the suckers on the underside to leech onto their skin and release incredibly thin, sharp root tips. These will quickly spread to tap into the blood steam of the arm. At this point said person is require to make a Constitution Save at a penalty of 3 to avoid instantly passing out from pain.

Once the root tips have tapped the blood stream, the band will begin to sprout luscious red vines, leaves and flowers. The plant growing from the band will be fully formed, protruding approximately a foot in all directions from the band, in d6 rounds. Each round that the band grows results in 1 point of HP lost for the person wearing the band. The plant will not grow to its full size (and thus not flower) if the person wearing the band drops below 0 HP. It will continue to grow if that person is unconscious but above 0 HP.

The flowers of the Knotted Wring of Babble Weed bear a resemblance to that of a human's lips. Once formed the lips will begin to "sing" an alien, but alluring sounding song that will draw the attention of any vaguely intelligent being within 100 feet of the plant. The song lasts for 1d10 rounds. During this time any being hearing the song will do everything within its power to get closer to the noise. They will not risk bodily harm or death for this goal though. Those within a 10' radius of the plant's first round of song will be affected by the plant's soothing, healing vapors which heal for 1d6 and calm any mental anxiety for the next day.

Once the Babble Weed has sung its leaves will wither, die and fall to the ground. The ring will be unable to be removed without severe damage to the wearer's circularity system  for the next d10 days. 

Tuesday, 25 February 2014

Letting my players create their own Classes

In my current Labyrinth Lord home game I let my players create their own Character Classes.

One of the main reasons I started running Labyrinth Lord (essentially b/x d&d) is because of the astonishingly large wealth of content roaming the blogosphere at large. In terms of sheer mass of stuff to inject into your game, there has never been a better time in history to be playing d&d. There is near limitless new ideas, monsters, rules, settings, character classes, etc, etc getting pumped out of the innumerable quality blogs/zines/pdfs all over the internet, every single day. 

My players don't really read blogs though. I let them know they could trawl the internet for any class that tickles their fancy and vaguely fits into B/X d&d and bring it to the table. Unfortunately that didn't  happen and I got thinly veiled complaints about the stifling simplicity of the base Labyrinth Lord character classes.

I extolled to them the virtues of the OSR philosophy of actual interaction with the game world, as opposed to New School character builds, skill sets and feats and how simplified character creation facilitates that...but they weren't getting it.

So, I let them know they could make their own Character Classes. And that they did.

I provided them with my simplified "Quick and Easy Player Handbook for Old School D&D / Labyrinth Lord"  which gave them the general template for a B/X character class.

Basically all I required before unleashing a new character class unto my game is the following:
  • The HP dice they use (normally d4-d8).
  • The XP they need to get to level 2 (any where from the Thief's 1250 to the Elf's 4000).
  • The class's armor and weapon restrictions (if any).
  • The class's special abilities.
It's been the case so far that first three points are used to counterbalance the wild and whacky ideas that are implemented in the fourth. My players seem to really like wild and whacky special abilities. 

I generally decide on which of the original classes baseline To Hit Bonus and Saving Throws the new class will use. I obviously also make a few changes, edits and power balancing to the class before it's good to go.

It's proved to be a great exercise.The players with their own customer character classes are much more invested in their characters. As a GM who likes to see players create their own goals, rather than me giving them specific quests and adventures, I' excited to already see long term goals be formulated and extrapolated from the core mechanics of the custom classes. I also like the new classes, because weird character classes make the game more entertaining for me to run.

I've also now got access to three new Labyrinth Lord / B/X compatible character classes out of the deal, which I'm going to put up on my blog for the world to enjoy. Those being;

  • A Shaman with a randomized "healing" mechanic. 
  • A Psionic warrior who forms mental bonds with his targets, which cause mental stress and disorder when said bond is broken at the death of a target. 
  •  An Arachnomancer, which is basically a thief with spider abilities rather than thief abilities. 
Expect to see them on the blog soon!

Am I crazy? How do you feel about letting your player's bring their own creations to the table?

Tuesday, 11 February 2014

Labyrinth Lord Bard Character Class

Here's my Labyrinth Lord Bard Class originally published in Brave the Labyrinth Issue 3. I would suggest downloading it as it's got a lot of good stuff in it. 

The Bard: 


Requirements: CHA 9
Prime Requisite: STR and DEX
Hit Dice: 1d4
Maximum Level: None

Bards travel the lands searching for new stories to sing. If they happen to get rich along the way, that’s fine by them too. Adventuring Bards are bards who have traveled with a group of adventurers, singing their tales, until realizing: “Hey, I could do this adventuring stuff myself!".

Bards can be found in any of the usual adventurer hot spots, singing at the inn between seducing girls and swindling gold.

Adventurer Bards have a magical relationship with their music, using it to control the minds and emotions of the people (and monsters) around them. A Bard’s rough and tumble lifestyle allows them to wear some armor and swing a sword, but they're not great at either, preferring to talk or trick their way out of sticky situations.

On reaching 9th level, a Bard may buy or construct an Inn or Tavern in a suitably busy town or hamlet. The Inn or Tavern quickly attracts a reputation across the land for being a good source of wholesome entertainment, courtly intrigue, or dastardly villainy, depending on the Bard's alignment. Travelers, adventurers, and pleasure seekers flock to the Inn or Tavern from far and wide and the Bard does not have to look far to find interesting people with even more interesting tales. These individuals can point the Bard and his party in the direction of adventure, as well as provide secret knowledge that only comes from loose lips receiving the VIP treatment. The ale sales should make the Bard a pretty penny as well.

Bards use the Magic-User Attack Tables and Saving Throw Tables and the Thief Level Progression Table. They may use shields, but cannot wear armor heavier than leather. Bards cannot use weapons with a base damage higher than 1d6.

Song Knowledge: Bards have the ability to gauge the emotion and general lyrics of a song, even if they do not understand the language it is sung in. For example, they can tell the difference between an orcish war chant and an orcish love song without knowing how to speak orcish.

Hear Noise: A bard is particularly adept at listening out for peculiar noises, or deducing what may be happening on the other side of a door via sound. For this ability to work, the area around the Bard needs to be quiet. Due to years of musical practice, the bard is slightly better at this ability than the Thief. Bards are particularly adept at comprehending lyrics or general meaning of songs heard through doors and walls.

Level Chance to Hear Noise (d6):
1-2:     1-3
2-4:     1-4
5+:      1-5

Hide in Plain Sight: Bards have the ability to disappear in a crowd. This ability has been gained from years of running away from unappreciative crowds and furious fathers. If there is a large crowd of people in an area (more than 5 people in the majority of 10' foot squares in the room/street/plaza/etc.), the Bard can slip away unnoticed from whomever happens to be chasing him. Alternatively, the Bard may just want to blend into the crowd, denying his normal flamboyant demeanor.

Level Chance to Hide in Plain Sight:
1: 13%
2: 17%
3: 20%
4: 27%
5: 30%
6: 37%
7: 47%
8: 57%
9: 67%
10: 77%
11: 87%
12: 90%
13: 97%
14+: 99%

Busk: Bawdy or solemn, making the incorrect song choice from his repertoire can be dangerous for a Bard. If a Bard succeeds at busking, he has picked the right songs for the crowd and they happily tip him for his playing. Crowds tip 15% of their carried wealth to the Bard. The size of the crowd depends on how much work the Bard has done in drumming up interest in his show, or where he has chosen to play. If the Bard fails his busking attempt, the crowd either happily ignores his poor choice of music or is incited into a murderous rage. The Labyrinth Lord must roll 2d6 on the Reaction table to determine this. Busking attempts take approximately 30 minutes to an hour of ingame time.

Level Chance to Successfully Busk:
1: 23%
2: 27%
3: 30%
4: 37%
5: 40%
6: 43%
7: 53%
8: 63%
9: 73%
10: 83%
11: 93%
12: 95%
13: 97%
14+: 99%

Beguile: Regular folk can become enamored with a Bard, so much so that they may be willing to work for him for free (as long as their basic needs are taken care of). When attempting to hire a Retainer, if the Labyrinth Lord rolls a 2 (including modifiers) on the Retainer Reaction to Hiring Offer table, the Retainer offers to work for free. The other benefits of +1 to Retainer morale also apply. If the Bard insists on mistreating the Retainer, they may end up demanding pay (probably at the most inopportune time for the Bard).

Reaching the 5th Level: A Bard can comprehend languages with 80% probability. The Bard cannot communicate in the languages he comprehends. If the roll does not succeed, the Bard cannot attempt to comprehend that language again until he reaches a higher level of experience. The Labyrinth Lord may want to keep this roll result secret and not allow the Bard to know if he has succeeded or not. The Labyrinth Lord may then tell the Bard character what he thinks he is comprehending from the person that is speaking to him.

Reaching the 6th Level: A Bard can read and cast magic from Magic-User (and Elf) scrolls with 40% accuracy. A failed rolls means the spell does not function as expected, and can create horrible effects, at the Labyrinth Lord's discretion.

Reaching the 8th Level: A Bard can read and cast magic from Magic-User (and Elf) scrolls with 80% accuracy. A failed rolls means the spell does not function as expected, and can create horrible effects, at the Labyrinth Lord's discretion.

Song Spells: Bards have the ability to cast magic spells through their songs. To do so they are required to be playing a two-handed instrument (Lute, Flute, Bagpipes, Violin, Harmonica, Panpipes, etc.) when they cast the spell and to maintain the spell. Bards do not have the same explosive nature with magic as Magic-Users and need to continue playing their instrument in order to keep their magic power at play in the world. The instant the Bard stops playing, the spell he has cast fails, even if it has time remaining where it would still be in effect. The Bard needs his party members to give suggestions and directions to people under the effect of spells like charm person and geas, because if the Bard speaks he must cease playing his instrument. Song Spells do not last longer than their listed effectiveness, even if the Bard continues playing.

To learn new spells, a Bard needs to find another Bard who knows the Song Spell and is willing to teach it. Bards are not overly protective of their known Song Spells, but demand gold for their lessons (1,000 gp per
Song Spell level).

Bards have a limited choice of magic compared to Magic-Users. The Song Spells Bards can use are listed below.

Level 1: Bless, Charm Person, Remove Fear, Sleep, Ventriloquism.
Level 2: Silence, Snake Charm.
Level 3: Haste, Hold Person.
Level 4: Charm Monster, Confusion, Detect Lie, Plant Growth.
Level 5: Feeblemind, Hold Monster.
Level 6: Geas.
Level 7: Power Word Stun.
Level 8: Irresistible Dance, Mass Charm.

Bard Song Spells Per Day Per Level:

Bard Level
Spell Lvl. 1
Spell Lvl. 2
Spell Lvl. 3
Spell Lvl. 4
Spell Lvl. 5
Spell Lvl.6
Spell Lvl. 7
Spell Lvl.8
1
1
2
2
3
2
1
4
3
1
5
3
1
6
3
2
1
7
4
2
1
8
4
2
2
9
4
2
2
10
4
3
2
1
11
4
3
2
1
12
4
3
3
1
13
4
3
3
2
14
4
3
3
2
1
15
5
4
3
2
2
16
5
4
4
2
2
1
17
5
4
4
3
2
1
1
18
5
5
5
4
3
2
1
1
19
5
5
5
4
4
2
1
1
20
6
5
5
5
5
3
2
2