Friday, 18 April 2014

Runner's Journals, Player Write-ups from my WA 2070 Shadowrun Campaign (Session 2).

Session 2 is done and dusted. The runners got into the slightly run down K-dome and got their first job as a group. It seems their/the Serpent's Cup assault on the SK research detail is the talk of the Domes. It also seems Laz's truck was recorded by a Drone that escaped destruction during the rumble in the ruins.

My player's have not disappointed, providing me more Journals and Write-ups in exchange for Karma.

Here is the GM Session Summary.

Click ahead to read the player journals/write-ups/stories:   

Monday, 7 April 2014

Runner's Journals, Player Write-ups from my WA 2070 Shadowrun Campaign (Session 1)


I ran the inaugural session of Shadowrun in Western Australia 2070's campaign (setting introduction is here) over the weekend. I offered a point of Karma for any one who wanted to do a write up of the session from their character's perspective. My Karma greedy players did not disappoint! After the jump is a bunch of stories written by the player's from the perspective of their outlaw, motley crew of Runners. I thought they were worth sharing. 

Here's a rundown of events and concepts from the session to put the stories into perspective;
  • The events took place in the lawless Ruins outside of the Saeder Krupp domes.
  • The Serpent's Cup is a biker gang that holds the most power in the ruins. 
  • Merlin seems to be a head figure in The Serpent's Cup gang. 
  • The Serpent's Cup seem to have a fetish for freedom and anarchy. 
  • The player's converged at the biker bar "The Mount" to set up connections with The Serpent's Cup.
  • Merlin was riding to check out a SK transport helicopter and the players agreed to accompany him.
  • Merlin wasn't offering anything other than a healthy dose of joviality for the company. 
  • The events that took place weren't so much a Shadowrun as a out of control skirmish. 
  • The runners and the Biker's attacked a contingent of SK armed guards and scientists. 
  • An over-use of grenade's resulted in the destruction of whatever SK was researching.

Click ahead to read the journals/write-ups/stories:   

Thursday, 3 April 2014

Western Australia circa 2070, a Runner's Dusty Playground.


Hoi Chummer, Session summaries and Runner Logs of the campaign are at the bottom of the post! 

But first, a little history:

In 2010 a faint prismatic scar appeared in the sky above Perth. This was the same year the ocean began to recede.

In 2030 Western Australia was sold to Saeder-Krupp to help keep the financially struggling Australian Government afloat (load of good that did). From then on the land suffered severe environmental degradation as Saeder-Krupp ripped apart the state in search of resources. The scar in the sky continued to grow, a lurid, technicolor stain.


It got hotter and hotter.

Saeder-Krup started building the Domes mid 2030's, cities housed in magnificent white domes (they're all brown and rusty now). Workers were spending all day starting at the mystifying colors in the sky, staring until the sun burnt away their eyes. The domes blocked out the growing prismatic scar.


The oceans kept receding. The shore got sucked back all the way past Rottnest sometime in the 2040's. There is a limestone cliff where the old coast used to be, and a stench and bone filled wasteland where the water was.


Rottnest and Garden islands are now both mountains sticking out of the wastes. Rottnest Mountain houses the most debauched pleasure gardens NuYen can rent. It's only accessible via private air transport. Garden Mountain is a seething hub of mega-corp research labs.


The Spill happened about 2050. Toxic industrial heavy waste started pumping out into the salt plains of Kwinana. Saeder-Krupp didn’t see a financial benefit to stopping the spill, so they let it keep pumping out all year long.

That's when the Wagyl woke up.

Well, the Wagyl is what the non-dome dwellers call it anyways. The Saeder-Krupp wage slaves in the domes have been duped into thinking it was some sort of eco-terrorist attack. What really happened is something beneath the Swan River woke up...and it woke up pissed off.

When the Wagyl slithered out of whatever hole it had been sleeping in, it took the rivers and the lakes with it. It also did a good job of destroying that rotting husk of a city, Perth. It cracked that dome wide open.


Everywhere outside of the Domes is dry as a bone now.

No one got video footage of the event, because the Wagyl seemed to fry anything electronic pointed at it. People died, and Perth was abandoned. The other domes became the only place to live. Saeder-Krupp ships in huge quantities of salt water to be desalinated and keep its thirsty peons alive. Millions live in the domes, eeking out corp governed half-lifes. Saeder-Krupp lets the other corps come in and sell the stuff they don't wanna deal with.


There's some life outside of the dome. Wild anarchists and shamans who find a way to survive in harsh freedom. There's also rumors of mega corps slithering their tendrils past the domes and the ruins, out into the desert, trying to find and tame whatever force destroyed Perf back in 2050. All the while that freaky scar in the sky keeps growing... and it just keeps getting hotter.


Shadowrunner's Journals and GM session summaries from WA 2070 Campaign: 

Session 1: 
Runner's Journals. 
GM Session Summary. 

Session 2:
Runner's Journals. 
GM Session Summary.  

Session 3: 
GM Session Summary. 

Session 4:
Gm Session Summary.

Session 5:
Gm Session Summary.  

(Unfortunately the WA2070 Shadowrun Campaign is now on permanent hiatus.) 

Thursday, 20 March 2014

Artifacts from the Vine-worm Mother's Crater

Not for glory was the Vine-Worm Mother exterminated, but for the glint of treasure winking from her be-vined crater-home. In the hidden gloom of a Dwarven thoroughfare she was poisoned, and now her twisting figure rots in a hole. Her murderers recovered the following artifacts from her offering pile.

Shield of Clasping Detritus:


A small cracked, stone buckler, the backside of which has a rubbery, pliant texture. The wearer of this shield will find it impossible to remove it once donned, though the rubbery, rocky strap maybe be moved from hand to fore-arm. Over the day of initially strapping on the shield the wearer's body will slowly take on the aspect of stone. They will become pale, bluish and craggy and their skin turns hard and cold to the touch. Unsightly, bulbous stone protrusions will also form over their body.

 This transformation, and wearing the shield itself, has the following effects:
  • The wearer's base AC is increased by 2, plus an additional 1 point of AC bonus if the shield is wielded rather than moved up the forearm to free up the hand. 
  • The 2 in 6 chance ability to hide against a backdrop of stone, rocks, cliffs, stone-ruins, etc when standing still. 
  • Due to hardening of the epidermis the wearer of the shield is much less agile and their Dexterity drops by 1 point, their fingers in particular become constantly numb and less deft leading to a penalty of 2 to any ranged attacks or actions involving fine motor skills. 
  • The wearer of the shield will also always go last in a scenario where individual initiative is used. 
Once the transformation is complete, the wearer of the shield has control of its shape like that of a particular cramped, numb limb suffering from extreme parathesia. The shield can change shape once a day, and can be melded into something completely un-shield like, such as a head, wing, statue, etc, but any armor class benefits of using the buckler as a shield are negated for the day. The transformed shield must remain on the arm which the shield was initially worn, and the shape it transforms into can not exceed the general mass of a small dog. To do this requires a successful Save vs Paralyze or the shield stays as its shape from the day before. This may only be attempted once per day.

Any non dwarfs will find the wearer's cracked, grey and segmented skin disturbing and uncouth resulting in a -4 penalty to any social Charisma based checks or actions. Dwarfs will generally find the effect agreeable though particularly proud and historically minded dwarfs with knowledge of the shield and its like may become offended if they see a non-dwarf transformed by the shield

To remove the shield, the Stone to Flesh spell must be cast on the wearer.

Blood Drawer's Oath Ring:

A black ring inset with a dull black stone. When the ring is worn the stone turns red.


These rings was used as a form of punishment by ancient dwarfs. The ring was placed on traitors, heretics and those guilty of treason. Once the ring is put on a finger, the wearer must spill the blood of non-dwarven foe once a day and dip the ring into that blood to avoid the onset of a mortal illness. Those condemned to wear the rings were shipped to an area known to house aggressors of the dwarfs and left to fend for themselves. Only those that sate the thirst of the ring and return to dwarven civilization are forgiven for their past transgressions.

Wearing the ring has the following effects:

  • When placing the ring on a finger the wearer may not remove it for d6 weeks. Each day that the ring is worn a non-dwarven foe's blood must be drawn by the wearer. If this does not occur the stone of the ring will begin to darken and the finger will begin to fester and rot. The wearer will become nauseous and be filled with an oppressive sense of dread.  The amount of weeks that the wearer is required to wear the rings equals the amount of days without blood the ring will wait before attempting to kill its wearer. Each day the ring does not receive blood impacts the wearer with a stacking additional penalty of 2 to all actions. Once the amount of days without blood are up, the wearer must make a Save Vs Death each day to avoid death.
  • The knowledge of impending doom imbues the wearer's psyche with a vicious and savage will to fight for their life, granting a bonus of 1 to both To Hit and damage.
  • Any person who survives the Blood Drawer's Oath, sates the thirst of the ring is granted 1000 XP per level and a permanent increase of 1 to Wisdom when they remove the ring. The bonus to To Hit and damage no longer apply and the increase in Wisdom may only be bestowed once.        
Removing the ring normally will result in instant death but a wearer who takes off the ring as Remove Curse is cast upon them may Save Vs Death to avoid dieing.


Zafu of Welling Thought: 



A circular rug, two and a half feet across, decorated with a dark, swirling, psychedelic pattern. Though clearly worn and aged by countless centuries, it's lurid colored  patterns draw and mesmerize the eye

This Zafu was loomed in age when primal magic energy swirled constantly through the ether and drenched the world. Those that kneel upon it to meditate feel themselves sinking deep below the earth and are able to harness the ancient power that lurks there. Doing so causes a depression in the world's psychic fields and those of weak conviction and disorganized mind tumble towards it.

The Dwarven Magi had a twofold use for this Zafu. They enriched themselves with magical power and entrapped those dwarfs who were not of sound mind. Free-thinking, dwarfs who in their deepest thoughts did not respect the Sanctity of Law were powerless to resist the curvature of the Zafu's psychic hill.

A Magic User who meditates (meaning the 8 hour rest/meditation) with the assistance of the Zafu has the following effects:
  • They may memorize an addition 1-3 spells above their normal allowance. With a singular additional spell the chance of a random encounter with a chaotic being is increased to 2 in 6. With 2 additional spells the chance of a random encounter a with a chaotic being is increased to 4 in 6. With 3 additional spells a random encounter with a chaotic being is guaranteed.
  • In areas that are normally considered safe, such as town and cities, chaotic beings will be inexplicably drawn towards the magic user, normally to attempt to procure the Zafu for themselves. 
  • Using the Zafu to memorize a singular additional spell will disrupt any Chaotic aligned party member's attempt rest and they must Save Vs. Spells or the 8 hours will pass without them receiving any of the benefits of resting. With 2 additional spells any Chaotic aligned party members will be simply unable to rest for the 8 hours and gain no benefits of the period. With 3 additional spells any Chaotic aligned party members will, on the fourth hour of rest, have to make a Save Vs. Spells to not spend 1 round attacking the meditating Magic User. The Chaotic party member will attack the meditating magic user for each round that they fail their Save Vs. Spells until the Magic User is dead or stops meditating. If this occurs, neither the Magic User or the Chaotic party member receive the benefits of rest.
The Zafu is rather bulky and thus transporting the Zafu on one's person results in a penalty of 1 to the carrier's Dexterity.

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. 

Sunday, 9 March 2014

Easy Mapping for G+ Hangout Gaming

In most games I run I will draw a basic map for my players. I can see the value in leaving the mapping to players, but in the campaign I'm currently I value speed of getting across basic ideas of space. Explaining relative distances between objects and people is much easier when I map things, rather than having to re-explain details as they change in importance to the player. One day I'll run a game where the mapping is left to the party and cackle with glee as they get hopelessly lost. Until that day, my current practice for mapping online G+ Hangout games is outlined below.


I take a blank Google Documents Spreadsheet with re-sized cells:



Then I share it with the Party and color in the Squares to make a map!


Adventure ensues.

The squares generally represent 10'x10' but my measurements get pretty liquid. Also I don't use my maps for tactical combats, just to give an idea of where everything is.

Here's the link to the blank map which you're welcome to copy and try my mapping system for yourself.

As a bonus, here's my folder of maps I've created over the course of my G+ campaign.




Thursday, 27 February 2014

The Lizard Man Diaries now has a Logo!

+Luka Rejec blessed the Google+'o'sphere today by taking requests for 1d4 drawings. I was lucky enough for my wish of a drawing of a "lizard man writing an an old scrappy diary" to be granted. I was pretty chuffed because I really, really, really like Luka's style.

Here's the original drawing in all it's glory:


 You can find the new logo lounging on a rock at the top of the page.

Thanks again Luka!

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, 18 February 2014

& Magazine Issue 8 (features some of my art)

Issue 8 of the OSR Ad&D focused "&" Magazine is out. 

It's an Urban Adventure themed issue with 96 pages of free Ad&D content.

While I'm more of a B/X kinda guy any old school is good school in my (school) books.

This issue also features some of my ink artwork (and stay tuned the next issue might just have a cover done by me).


 http://www.and-mag.com/

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