These are the commonly known songs available to Troubadours. Click on the song name to read the story behind it.
Some powerful songs have an EP upkeep to continue playing them each round. A Troubadour may decide to stop playing a song at any time during their turn to end the effects. Spirits may not voluntarily leave the Troubadour's aura. If the Troubadour for any reason moves enough so that a spirit is outside the aura, the spirit immediately disappears. All spirits are unaffected by normal weapons, but take element damage and have no DR. Spectral figures have 20 ft of movement.
Unless otherwise stated, continuing to play a song is considered the Troubadour's Action and controlling the spectral figure(s) is considered a Special Action.
Prerequisite: 3 Earth
EP Cost: 3
Range: 20 ft Aura
Duration: Earth modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons two spectral ancestors. The Troubadour may direct them as normal but they are only able to make Grapple attacks to Immobilize their target. The spectral ancestors use the Troubadour's Earth modifier for all Grapple checks.
Prerequisite: 3 Air
EP Cost: 3
Range: 20 ft Aura
Duration: Air modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons two spectral children. The Troubadour may direct them to a target(s) and make a touch attack using the Troubadour's Air modifier to hit. If the attack hits and the target(s) fails an Air saving throw, they are afflicted with Disorientation I until the start of the Troubadour's next turn.
Prerequisite: 1 Air, 3 Water
EP Cost: 4
Range: 20 ft Aura
Duration: Water modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons two invisible spectral figures. The Troubadour may direct them to a target(s) and make a touch attack using the Troubadour's Water modifier to hit. If the attack hits and the target(s) fails a Water saving throw, attacks made against the Troubadour's allies are considered Hard until the beginning of the Troubadour's next turn.
Prerequisite: 3 Earth, 1 Air, 1 Water
EP Cost: 5
Range: 20 ft Aura
Duration: Earth modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons one spectral Fighter. The Fighter uses the Troubadour's Dominant Element modifier to determine Defense and to hit. In addition, it does damage as if wielding a Shaper Weapon (Dominant Element). The Fighter has ER equal to the Troubadour's appropriate modifiers and 10 HP. If the Fighter is destroyed, the song ends.
Prerequisite: 1 Earth, 1 Air, 3 Water
EP Cost: 5
Range: 20 ft Aura
Duration: Water modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons a spectral monk. The Troubadour may bless an allied character adjacent to the spectral monk by making a Water abiltiy check vs the Area DC. If successful, the blessed character may make a d20 roll of their choice with ADV during their next turn. If unused, the blessing disappears.
Prerequisite: 1 Earth, 1 Air, 2 Water
EP Cost: 4
Range: 20 ft Aura
Duration: Water modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons one spectral figure. This figure may perform any Basic Work task within the aura that does not require special tools. All d20 rolls made by the spirit add the Troubadour's Water modifier to the roll. In addition, the Troubadour's may spend an additional EP per round to use their Water modifier instead of rolling a d4 for the Basic Work roll.
Prerequisite: 3 Earth
EP Cost: 3
Range: 20 ft Aura
Duration: Earth modifier, Rounds
Playing Time: 1 Round
Concentration: Yes
The Troubadour summons one spectral builder. The builder may raise a number of hexes of solid ground equal to the Troubadour's Earth modifier up to a height or depth of 5 ft. These hexes now count as cover and remain after the song ends. The builder must be adjacent to the hex they are affecting.