Song of Luck (1006): Difference between revisions

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<big>'''Eligible Items'''</big>
<big>'''Eligible Items'''</big>


The target item must be wearable, non-combat, non-container, and non [[Scripted]] to become a Lucky item. The item must not use a RUB activator for anything else (like an imbedded spell). [[Enhancive]] items are eligible. Crumbly items are also eligible but if they crumble, there will be no refunds. There will be a warning when attempting to turn a crumbly item into a Luck Talisman.
The target item must be wearable, non-combat, non-container, and non [[Scripted]] to become a Lucky item. The item must not use a RUB activator for anything else (like an imbedded spell). [[Enhancive]] items are eligible. Crumbly items are also eligible but if they crumble, there will be no refunds. There will be a warning when attempting to turn a crumbly item into a Luck Talisman. '''All successful Lucky items will become''' '''functional if not already so'''.


Your local [[Bard Guild]] may sell items that you may find ideal for this purpose.
Your local [[Bard Guild]] may sell items that you may find ideal for this purpose.

Revision as of 11:37, 10 February 2024

Song of Luck (1006)
Mnemonic [LUCKSONG]
Duration As long as the Bard
is singing the song
Utility Magic - Skill Enhancement  
Skill Enhancement Special 
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) Attack
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


Song of Luck improves the overall luck of a bard and their group by giving an increased chance of success at performing certain actions, such as creature maneuvers, Combat Maneuvers, and Disarming Traps. The spell does not always increase the luck of the bard and their party; however, increased training in the Bard Base circle increases the chances that this spell will activate.

Instead of outright raising the chance for an event to occur (or not occur), the spell will grant a second roll. The higher of the two rolls will be the one factored into the event.

Activation can vary from system to system, but generally (such as with the standard maneuver roll), bards have a base 50% chance + 1% per 3 spellsongs while non-Bards have a flat 33% chance for a reroll. Provided by GM Estild

Mana (MP) cost = 6 + 1 for every 4 Bard Base ranks above 1006

Renewal Cost

Half of the base MP cost

Messaging

Start
As you sing, the air sparkles briefly with tiny flashing motes of light before returning to normal.  You feel strangely lucky!
End
The air stops shimmering around you.

Bard Service - Luck Talismans

Bards may craft a Luck Talisman when they reach level 30 and have learned 30 ranks in the Bard spell circle. When worn, the item will grant a chance to reroll combat rolls for a better result. There are 6 total tiers. The first 5 tiers each grants a 4% chance of a reroll. This reaches a maximum of a 20% chance of a reroll. The 6th tier enables the use of "Fated Fortune".

The % chance to reroll applies to AS/DS, CS/TD, UCS, and SMR rolls when attacking or defending. Each of these attacks will have a (tier * 4%) chance to reroll, and the final result will be the higher of the two rolls. This is especially beneficial for mitigating SMR open rolls.

Fated Fortune

Once a Luck Talisman reaches tier 5, it may be further imbued (tier 6, requiring 200,000 luck) with luck to unlock the Fated Fortune ability. When the Luck Talisman saves a character from an open roll (which would only happen when defending against SMR since the other combat systems don’t have open rolls) by a creature that they can learn from (no more than 10 levels below them), it stores that lost luck from the attacker as a charge. The talisman can then be activated (with RUB) to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100). The talisman can store 5 charges of Fated Fortune.

Charges

A new talisman comes with 200 charges - if all charges are drained, it will stop working. This is separate from the charges stored for tier 6 ("L6"). Charges are drained in a somewhat random manner similar to Enhancive items, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more "spammy" hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.

Upgrading your talisman to the next tier refills the charges to 200. You may also have a bard add charges at a cost of 1000 inspiration per charge.

Eligible Items

The target item must be wearable, non-combat, non-container, and non Scripted to become a Lucky item. The item must not use a RUB activator for anything else (like an imbedded spell). Enhancive items are eligible. Crumbly items are also eligible but if they crumble, there will be no refunds. There will be a warning when attempting to turn a crumbly item into a Luck Talisman. All successful Lucky items will become functional if not already so.

Your local Bard Guild may sell items that you may find ideal for this purpose.

Songstones

Songstones are required for each service cast. They may be purchased at your local Bard Guild and cost 50k silvers each. They may be bundled up to 12 charges and become songstone clusters when bundled. Each tier requires (tier * 1) songstone held in your left hand when casting.

Binding

Lucky Talismans bind to their user when used in combat. After 30 days of non-use, it may bind to a different character.

Luck Inspiration

The bard Resource for this service is called "Luck Inspiration" and can be tracked using the RESOURCE verb. A bard may earn 50k resource per week, with the weekly cap resetting with each new Gift of Lumnis. A bard may store a maximum of 200,000 Luck Inspiration.

The table below details the bonus and Luck Inspiration required for each Luck tier. Suffusion may be used if necessary. Fumbles are possible (how unlucky!) even with 100% nominal success chance.

The difficulty is calculated by: 75 + (tier * 75)

Tier Difficulty Bonus Needed for 100% Inspiration Required
L1 150 250 50,000
L2 225 325 75,000
L3 300 400 100,000
L4 375 475 125,000
L5 450 550 150,000
L6 525 625 200,000

Creating/Improving a Lucky Talisman

Holding a songstone (with enough charges) in your left hand and the item in your right hand: PREP 1006 + CAST at the item twice.

Adding Charges (Refilling)

PREP 1006 + CHANNEL at the item twice. No songstone required. 1000 inspiration per charge cost.

Success Factors

Level: +1 per level (100)

Intuition: +1 per stat bonus (25)

Influence: +1 per stat bonus (25)

Bard songs: 2 per rank up to level then 1 (302)

Mental Mana Control: 1 per rank (101)

Elemental Mana Control: 1 per rank (101)

Magic Item Use: 1 per rank (202)

Tavern or Shrine of Cholen, Jastev, or Tilamaire Bonus: +20

Baseline Maximum: 100 + 25 + 25 + 302 + 101 + 101 + 202 + 20 = 876

Resources