Traveler's Song (1020)

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
Traveler's Song (1020)
Mnemonic [TRAVELSONG]
Duration Immediate
Utility Magic  
Subtype Teleportion 
Availability Group 
Bard Base Spells
Holding Song (1001) Attack
Vibration Chant (1002) Attack
Fortitude Song (1003) Defensive
Purification Song (1004) Utility
Lullabye (1005) Attack
Song of Luck (1006) Utility
Kai's Triumph Song (1007) Offensive
Stunning Shout (1008) Attack
Sonic Shield Song (1009) Utility
Song of Valor (1010) Defensive
Song of Peace (1011) Utility
Sonic Weapon Song (1012) Utility
Song of Unravelling (1013) Utility
Sonic Armor (1014) Utility
Song of Depression (1015) Attack
Song of Rage (1016) Attack
Song of Noise (1017) Utility
Song of Power (1018) Utility
Song of Mirrors (1019) Defensive
Traveler's Song (1020) Utility
Singing Sword Song (1025) Utility
Song of Sonic Disruption (1030) Attack
Song of Tonis (1035) Defensive
Troubadour's Rally (1040) Utility


By harnessing elemental forces, a Bard singing the Traveler's Song can travel back to the comforting safety of an inn. However, on a failure, the bard and the bard's group is transported to a dangerous local area. A failure will also result in a loss of mana and injuries upon arrival. By playing an instrument a bard can reduce the chance of a negative outcome. Traveler's Song will work anywhere a gold ring is usable.

Traveler's Song can be anchored to your favorite inn. This may not work in all rooms within the inn. Only one inn may be set as your anchor, so keep this in mind if you travel!

To anchor:
PREP 1020, then sing a song that tells of the place, its environs, the bard's objective and so forth.
The proper process and song concludes with a message denoting success.

Traveling Between Realms

A bard may travel to an inn located in a different realm, as long as it's within the same teleportation zone.

If the caster's anchor point is in another realm but still within a teleport zone, then it will now be possible to teleport to that anchor point. Similar to Transference (225), if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be Chrono-locked upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.

Anchoring Messaging

Successful anchoring:
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant's hand then releases and sinks into the ground below.

Success Factors

 Success = (Bard spellsong ranks * 2) +
           [10 if anchored in the same realm] +
           [1-20 for instrument playing skill] +
           (if one-handed, half the bonus)
           [seed 1 summation of (EMC + MMC)] +
           [DIS bonus (min 0)] +
           [d100]
  • Penalties for not being able to think clearly (typically head wound, which range from -90 to -10), if ≥ 100, success.
  • There is a minimum 5% chance of failure that cannot be trained away.

Provided by GM Estild

Travel After Effects

There is a small chance that after traveling the bard will get dizzy or become thirsty. Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT. Thirst must be remedied by drinking something - alcohol is recommended, but water will also work. Dizziness will fade on its own after a period of time.

Training in bard spell songs will decrease the likelihood of suffering these ill-effects. This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]

Thirst Messaging

You feel a bit thirsty.

  • The thirsty messaging does not happen on every use; just a minor chance for the side-effect.

Dizzy Messaging

You feel horribly dizzy and suddenly squeamish! Roundtime: 15 sec.

The floor suddenly shifts underneath you! Roundtime: 12 sec.

The world spins around you at an odd downward angle. Roundtime: 10 sec.

Everything you look at is slightly out of focus. Roundtime: 5 sec.

The world returns to its normal, seemingly motionless state.

  • The dizzy messaging does not happen on every use; just a minor chance for the side-effect.

Resources