Song of Luck (1006)

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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) 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


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

The bard is able to craft a Luck Talisman, and is unlocked when you learn 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


“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 - the other combat systems don’t have open rolls) against 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 to release the captured luck so the character’s next attack (in any combat system) uses an open roll. (i.e. 100 + d100). It is capable of storing 5 charges.


Creating a lucky talisman:

Holding a songstone in your left hand and the item in your right PREP 1006,

CAST at the item twice.

Suffuse and Resources work if needed for success

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.


For adding Luck charges:

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


Difficulty

75 + (tier * 75)

T6 difficulty 525 base

Luck Inspiration

The table below details the Luck Inspiration requirement for each Luck tier.

Tier Units
1 50,000
2 75,000
3 100,000
4 125,000
5 150,000
6 200,000

Resources