Thanks
gemini476 and
mgtremaine; it was right there all along of course
I have also done a summary of the A&E and SR Singer/Bard, similar to
gemini476's summary above. Might as well share them now:
Michael Siemon's SINGERPublished A&E #1 and #2 (June and July 1975, respectively).
* Prime Requisite is a new 3--18 ability called INSPIRATION.
* Unlimited advancement for all player types
* Any alignment (see Cure/Cause Light Wounds spell: "Lawful Singers can only Cure, Chaotic only Cause; Neutrals may do either at will").
* Suggestion that existing players (esp. M-Us) may wish to "switch" to Singers
** Allowable if they have above average Inspiration (see above).
** Suggestion that Dwarves only be allowed to do so after reach cap level as fighter.
** Suggestion that singers be able to operate as their former class (Fighter, cleric, M-U) or as a Singer "during a given adventure", presumably switching class between adventures as do 3LBB elves.
* XP requirement, HD, saving throws "be intermediate between those of Clerics and Magic Users".
* Attack advancement per MU; five level "bands" (note different XP requirement per level, however).
* Use of "any weapon".
* Use of any magic items except; wands, staves, rings of spell storing, spell scrolls.
* The only class allowed to use enchanted musical instruments.
* Fighting Capability be equal to the highest achieved in any class.
SPELLS
* Access to "essentially all the spells of both Magic and Clerical spell tables".
* Singer spells are generally effective only while they are being sung.
** Some spell effects linger. E.g., removed curses will not return post-singing.
** Songs must be heard to be effective.
** Spell range is determined by loudness; 10--200ft.
** Singer should be allowed a saving throw if Silenced (Silence 15ft r. spell introduced in GH)
** Saving throws vs Singer spells penalised by the Singer's Psychological Advantage
*** Determined by Singer's Inspiration and type (elves advantaged, dwarves disadvantaged)
* IMPROVISATION spell allows the Singer to duplicate the effect of
any other spell on the spell table, or
an entirely new spell, on an impromptu basis.
** Improvisation "appears on each level of the Singer Spell Table".
** The Singer "must have the improvisation spell for each lower level for his Improvisation spell at a given level to work".
** Success depends on Singer's Inspiration score, attempted spell level, whether the player invents an appropriate verse/song. Possible spell failure and/or positive/negative side effects (if over-reaching).
* Additions/Alterations to spells
** Protection from Evil: becomes a 0th level spell.
** Read Music
** Charm Person: Affects 1--4 persons; lasts til next sleep.
** Sleep: Effect scales with Singer level.
** Cure/Cause Light Wounds: limited to one per day.
** Invisibility: simultaneous silence effect.
** Hold Person: Affects 1--8 persons; lasts 1 turn post singing.
** Bless: can also affect objects (subject to saving throw).
** Sing to Animals: explicitly includes an adjusted reaction table.
** Hold Portal: Lasts 0--3 turns post-singing.
** Dispel Evil: additionally enables the Singer to TURN UNDEAD as a cleric.
** Confusion: Lasts 1--6 turns post singing. Scales with level of Singer.
** Charm Monster: Lasts until next sleep; effect scaled to monster HD.
** Cure/Cause Heavy Wounds: 4--14 hp
** Sing to Plants: Lasts 1 day post-singing; range scales; commend trees as Ent.
** Hallucinatory Terrain: range scales.
** Protection from Fire: Lasts while sung; per potion of fire resistance.
** Summon Muse
** Hold Monster: Duration scales with level of Singer; affect twice as many as Charm monster.
** Feeblemind: affects all non-fighters; duration scales with level of the Singer.
** Animate Dead: Duration scales with level of the Singer.
** Insect Plague: Possibility of poisonous insects.
** Magic Jar: Limited to musical instruments.
** Death Spell: Affects 3--24 creatures with 9 or fewer HD (M-U version: 2--16 creatures of 7 or fewer HD).
** Reincarnate: 2/3rds likely to reincarnate, 1/3rd likely to raise dead.
Doug Schwegman's BARDPublished SR #6 (February 1976), Best of The Dragon (1980)
* Requires at least average strength, intelligence and high charisma.
** Low dexterity halves thief abilities.
** Each pip of charisma above 14 adjusts odds of mesmerizing (see below) by +5%.
* Functions as a thief of one-half his actual level (rounded down), sans backstab.
* Elves, Dwarves, Hobbits can progress to 8th level.
** Elves +5% to charm and lore attempts.
* Any alignment; lawful bards lose thief abilities.
* As many languages as intelligence score (
8 more than other PCs of equal int).
* Use of
any weapon* Mail or leather armor (mail precludes climbing walls and moving silently).
* Access to a (slower) progression of M-U spells up to 7th level spells.
* Advance on attack matrix in 4 level bands, per clerics.
* Saving throws per clerics.
* Magic items allowable to thieves/fighters/all plus spell scrolls; no wands/staves; no fighter's potions; enhances function of enchanted musical instruments.
* Percentage chance to "mesmerize" any creature that can hear his song.
** Once per day per Bard level.
** All creatures within hearing distance (approx. 60ft) potentially affected, excluding allies.
** scales up with bard level, down with monster HD/level.
*** Undead, monks, Balrogs especially resistant.
*** Enraged, particularly hungry creatures more resistant.
** Affected creatures do nothing but listen, until interrupted.
** Negate effect of Harpy's song.
** May then use a Suggestion spell (per GH M-U spell) on mesmerized creature.
* Percentage chance to know lore of an object or locale.
** Identify purpose/properties of a magic items, including cursed items.
* Receives XP for mesmerizing/suggesting/identifying.
* Wanderer; only a Master Bard (12th) or above may build a castle.
* Attracts
levelled followers with
+3 loyalty who serve without pay.