Music

Music

An ancient art, song magic is a tradition that has been handed down through countless generations of bards. The techniques involved in creating magic from music are complex and are considered a trade secret by most bards - you won't find many that are willing to share their music combinations with anyone but a similarly-advanced bard.

Technique

Bards can play up to 21 different musical notes - A B C D E F G(whole notes), A# B# C# D# E# F# G#(sharp notes) and Ab Bb Cb Eb Fb Gb(flat notes). While the musical notation is similar in transcription to more traditional music, Bards are able to produce special sounds that go beyond the effects of ordinary music. By using a musical instrument such as a lyre or harp, bards can cause magical harmonies. Trained from birth, the music of a true bard is an amazing thing to hear.

At least three, and up to seven notes can be strung together to create a magical effect - too many notes and the combination becomes unstable, and can result in lethal backfires of the harmonies. The whole notes - A B C D E F G- have heavier weight than sharps and flats. Depending on the order in which they are played, the notes may have lighter or heavier weights.

The ability to conjure more complex magic depends on the musician's skill level and the complexity of the instrument with which he shares his music with the world.

Instruments

The power of the song can also be modified depending on the musical instrument on which it is played. Allowing the bard to go beyond the ranges of his voice, the musical instrument serves to enhance the strength of the vibrations that are used to create magical effects.

Instruments range from very simple, such as a practice lyre, to very complex, such as the legendary hand-carved viola, a very high-level and high-powered creation. Bards level 145 and higher may choose to obtain a well-crafted violin through questing. One of the more common instruments for adventurers above level 150 is the magical bagpipes. Vendors selling other instruments, as well as opponents one can combat for their instruments, can be found in most major townes.

Types of Instruments

Musicologists in Xaventry, a half-elf named Sachs and an elf named Hornbostel created a formal taxonomy for musical instruments, classifying them by the origin of the sound produced. The so-called Sachs-Hornbostel System categories and sub-categories are:

Idiophone
In which a vibrating solid material is used to produce sound.
Concussion
Cymbals or castanets
Friction
Musical glasses
Percussion
Most unsophisticated drums
Plucked
Mouth harp or mbira
Scraped
Washboards
Shaken
Maracas or bells
Stamping
Tap shoes
Stamped
Rhythm blocks
Membranophone
In which a vibrating stretched membrane produces sound.
Kettle Drum
Timpani
Tubular Drum
Some specially-shaped drums
Friction Drum
Frictive drums
Mirliton
Kazoos
Frame Drum
Tambourines
Pot Drum
Pot drums
Ground Drum
Animal skin stretched over a hole in the ground
Aerophone
In which a vibrating mass of air is used to produce sound.
Brasswind
Bugles, horns, saxophones, tubas
Woodwind
Clarinets, flutes, whistles
Free Reed
Accordions, bagpipes, harmonicas
Chordophone
In which a stretched vibrating string is used to produce sound.
Musical Bow
Violins, upright bass
Harp
Harps
Lyre
Lyres
Lute
Guitars, banjos, mandolins, hurdy gurdys
Zither
Zithers
Electrophone
In which an artificial sound is created and amplified.
Steam
Jack-in-the-boxes
Magic
Unknown

Common Songs

As multiple songs exist that produce the same effect, a listing of the most common songs follow. Additional songs can be discovered and played if the Bard possesses a powerful enough musical instrument.

Non-combat Effects (Will only work if cast when not in combat):

Invisibility
A C E
Detect Invisibility
A A# B B#
Healing
G B D#
Levitation
Fb C# E# A
Refresh
E F A
shield
G A B
Sense Life
Cb E# F# G#
Light
Gb Fb Eb
Detect Alignment
Eb C# E#
Enhanced Strength
B A D G
Create Food
D# C# E#

Combat Effects (must be in combat to use):

Fireball
A G E Fb E
Lightning Bolt
G A B D#
Frost
A B F G# Cb D
Blindness
F A D E
Weaken
A A# B B# E E#