Spellsongs
          The following is a list of spellsongs and their current implementation. One addition I will have to the normal lists is a quick appraisal of each spellsong from my own point of view. You'll noticed many songs are renewable. You will automatically renew these songs when their duration has run out. Unfortunately, the duration of these songs is now a mystery. It has largely to do with your level, but I have no quick and easy formula to give you to predict how long these spellsongs will last.

      Holding Song (1001) - Using the forces of air and vibration, this song will lower a foe's Defense Strength by 10%. It affects one creature plus one additional creature for every 7 spellsongs known over 1 (i.e. 2 creatures at 8 spellsongs and 3 creatures at 15). Although this song can affect other players not in a bard's group, the unfocused version will cycle through the available creatures before targetting players. Playing an instrument will further reduce the target's DS by 5-15 points. Mana cost is 1MP + 2 per additional creature. Renewal costs are 1MP + 1 per additional creature. Does not auto-renew.
      notes: this song is not necessarily very useful at lower levels, since 10% of the DS of what you'll be fighting will probably only be 2-4 points. At higher levels, though, it can be a useful spell, especially for its cost.

      Vibration Chant (1002) - With this chant, a bard can find the exact pitch needed to make an object unstable, and then focus the sound energy upon a target. This will cause an object held by the target to vibrate free from the holder's grasp. Occasionally, the bard will achieve perfect resonance, causing the object to explode. Training in Mental Lore, Manipulation increases the chance of breaking the target's weapon/shield. Non-renewable.
      notes: this song is much more useful in its current implementation than it was in the past. It is CS based, so we have the normal weaknesses associated with such spells, but the total roll to cause an object to explode has been lowered to 150 (normally). This song will work on any held object, but is no longer castable on other players.

      Fortitude Song (1003) - Through the aid of music and magic, a bard singing this song bolsters his Defense Strength by 10. 1MP/renew.
      notes: Get this song early in your career! MP for MP, this is one of the most cost effective spells you'll ever have. You won't find its equivalent in Minor Elemental until 6th level.

      Purification Song (1004) - While singing this song, the bard can direct the resulting sonic vibrations across the surface of a gem, removing blemishes and impurities in the process. Each successful song will increase the gems value by a fixed amount, depending on its class. There is a chance of failure, ending in damage to the singer and destruction of the gem. May create an imbeddable gem usable in the recharging process. Training in Mental Lore, Manipulation increases the chance of success. Non-renewable.
      notes: Here it is, the first song that can potentially harm you! I've included a Gem Appraisal Chart, but it was really intended just for my personal use and is very much a work in progress. At best, this will just give you a rough idea, since gem prices in many shops now seem to depend on race as well as other factors I'm not even sure about. In general, just pay attention to the messaging that will tell you how unstable the gem is becoming. Each bard has a different range, so experiment so you can stay relatively safe.

      Lullabye(1005) - Using the persuasive power of song, the bard may sing a lullaby at a single target. The target may experience varying degrees of drowsiness, react more slowly than normal, be temporarily immobilized, or fall completely asleep. Undead are immune to the higher-level effects, but may become drowsy or slowed. Non-renewable.
      notes: One way I like to use this spellsong is to cast it at a creature, hide and then ambush for a critical hit. I seem to have decent luck with this spellsong against most like level creatures, but if you're hunting above your level, it may not be so useful.

      Lucksong(1006) - Formerly Song of Protection, this is a group song that aids against maneuver based attacks as well as a couple other as of yet undisclosed areas. Lady Luck, however, is fickle and will not always come to the aid of the bard singing this spellsong. As the bards spell knowledge increases, so does the chance that Lady Luck will come to his aid. The initial cost to start this spell is 6 + (1 per every 4 spellsongs over 1006). Renewl cost is half that.
      notes: I've had pretty minimal "luck" with this song. Perhaps it will be more useful at a higher level, but I'm level 46 now, and from what I've seen, the effects of this song kick in at the very most about 10% of the time. Overall, I'm pretty disappointed in it.

      Kai's Triumphs (1007) - While singing this song, the bard stirs the sense of confidence of all members of his party, increasing their Attack Strength by 10. An additional +1 AS is gained for every spellsong known over 1007, up to a max of +20 total. At 19 spellsongs, the group will experience increased health recovery. Initial cost is 7, +1 per point of AS boost over +10. Renewal is 2, +1 for every point of AS boost over +10. Training in Mental Lore, Telepathy further increases AS bonus (+1 at 3 ranks, up to +11 at 88 ranks).
      notes: In hunting groups, this is the "I love bards" song. Sing it, and I promise, they will thank you. Pretty good bang for your "buck" here.

      Stunning Shout (1008) - Previously Mass Holding Song. The bard focuses the power of their shout into a physical blow that strikes their target with great force. In addition to the damage caused, the target may be knocked down, stunned, or disoriented for a period of time. Primary damage caused is based on the warding roll and increased slightly by training in Elemental Lore, Air. The secondary critical is based on bard vs. target level and the warding roll, and may be either an impact or unbalance critical. Tertiary effect is either a stun or a disorient effect. Stun duration is not stackable with other stuns (but the greater duration of the two stuns will apply). Disorientation varies in severity based on the warding roll, but will always result in at least some round time for the target, plus possible other ill effects. Mana Point (MP) cost is 8 per cast. This song is not renewable.
      notes: Don't mourn the loss of Mass Holding Song (though I doubt many would). 1001 can now affect multiple targets. As for the new song, I have not had a chance to use it against much of a variety of creatures at this point, but it does seem to be only slightly less effective than Elemental Strike (415), but given the lower level and (if you're like me) the higher CS with bard spellsongs, it seems to be a very good addition to the bard spell list.

      Sonic Shield Song (1009) - While singing this song, the bard creates a shield of air that can be wielded in the left hand. The bonus of the shield is dependent upon the number of spellsongs the caster has trained in. The current formula is +10 +1/2 spellsongs. Max is +35. Base durability is 125 + 1/2 your level. Training in Elemental Lore, Air will increase the base durability of the shield and reduce its hinderance. 4MP/renew.
      note: Although it's in the spell description, training in Elemental Lore, Air does not currently reduce the shield's hinderance. Supposedly, this will be implemented at some point, but no word yet on when. For a list of the different types of shields you can sing, click on this link . You can also "wear" your sonic shield, so hunting with both sonic weapon and sonic shield is at least now viable.

      Song of Valor (1010) - Spell formerly known as Illusionary Creature (very formerly). By singing tales of heroism and valor, the singer creates an aura of protection about himself, bolstering his physical defensive by +10 DS, +1 for every 2 spellsongs known over 1010. Base cost is 10 + 1 for every +2 DS beyond +10. Renewal is 3, +1 fore every +5 DS over +10.
      notes: Well, they've done it again. In GS III, this song just gave you a straight +20 for 10 MP and 3 MP renewal. Now we have a spellsong that starts off weaker than the original version, and instead of getting stronger later on, just ends up costing you more mana. It also looks like we don't get the bonus to magical defense anymore. Make sure you thank your friendly Simu staff members.

      Song of Peace (1011) - Singing of Song of Peace will create a minor sanctuary that will follow you, with a small delay to account for the difficulty of maintaining the song. If you sing the song in an area that is already a sanctuary, and later move from the area, your sanctuary will not be created until you renew your song. You will not incur roundtime from movement. 4MP/renewal.
      notes: This is a long awaited spell which from what I've seen works quite well and is extremely useful; moreso than the Minor Sanctuary spell since it is mobile.

      Sonic Weapon (1012) - Spell formerly known as Sonic Blade. While singing this song, a bard can weave vibrating air and magic around his or her right hand into a weapon of the bard's choosing. Most weapon types are available (not just base weapon types as before). If there is a weapon name that would only be available by alteration, the bard must be holding that weapon in their hand to be able to create the sonic version. Weapons with special properties, such as katanas and naginatas can not be created with this song. Weapon is +10 +1/2 spellsongs (up to +35), and may shatter on a clash, ending the spell (not currently implimented). The weapon will do random vibration injuries. Base durability is 160 + 1/2 your level. Training in Elemental Lore, Air will increase the durability and increase the chance of the weapon flaring. Sonic Weapon can now be used against undead. If used in this manner, the weapon is +10 regardless of your training in spellsongs, and the weapon will not produce sonic flares. 4MP/renewal.
      notes: a lot of mixed feelings on this weapon, as most people have already have a higher ETd weapon at the lower levels. Still, except when hunting undead, I use it almost exclusively, and I'm pretty happy with it (of course, I'm too poor to afford a better real weapon). I suppose it is nice that this weapon can now be used against undead, but given the fact that I can Voln bless my own +20 weapon, it seems rather pointless. Perhaps it will be more useful if weapons ever start breaking.

      Song of Unraveling (1013) - Versus a player or creature target, the song will dispel a targeted spell or random spell if available. A penalty to the target's warding attempt is based on the singer's song knowledge. Targetted attempts do not receive the full benefit of this bonus, are more difficult to achieve versus spiritual spells, and are progressively harder against higher level spells. If no spells are active on the targeted player or creature, the song will try to drain mana from the target. The amount of mana drained per attempt is based on the singer's song knowledge. The amount of mana recovered is based on the singer's song knowledge and Mana Control, Mental skill. Versus a magic item, the song will drain charges from the item and convert to mana. Mana from non-elemental sources will be less efficient than from elemental sources. This song is not auto-renewable. If the song is dispelling random spells or draining mana from a target player/creature/object, it may be manually renewed for the duration of the song and will continue to target the original target. Unravelling targetted spells from a target is not renewable in any form. The base renewal mana cost for this song is 4 mana, adjusted for target spell circle and spell level.
      notes: This song is somewhat useful for stripping all those bothersome spells off the creature you're hacking at as well as for targeting specific spells to be removed from yourself. As for any thoughts of gaining any significant mana from this song, forget it. It was never really meant to be a significant mana source for the bard, and it isn't. Unless you have some really good share, draining mana from a creature is a losing proposition, and even draining mana from a magical item is not worth it, especially since you're destroying a perfectly good item for little or no mana gain.

      Sonic Armor (1014) - While singing this song, a bard can weave vibrating air and magic similar to Sonic Weapon and Sonic Shield. The difference however is that the magic forms a sonic barrier around the singer, effectively acting as magical armor.
      Usage: SING [number]
      The singer can specify the armor sub-group when casting by including the number of that group. If unspecified, the song will default to Full Leather (AsG 6). Armor is +15 +1/2 songs known, capped at +35. The sonic barrier also has resistance against certain magical attacks, such as electricity, heat, and cold, but is susceptible to impact, such as falling from a great distance. Base durability of sonic armor is 210 + 1/2 your level. This can be increased by training in Elemental Lore, Air. 5MP/renewal.
      notes: I've been using this spellsong a good deal recently, but mainly because I haven't found a good set of brigandine armor to wear. If you're fighting a creature that uses any sort of bashing/charging/kicking/etc. attack (e.g.: skeletal warhorses or roa'ters), be wary of this type of armor. It's almost like you're wearing nothing at all when you take impact damage like this. I do find it useful to be able to pick the AsG of your armor on the fly as you're trying to find the best mix between encumberance and damage absorption. By the way, if you haven't noticed, the cap for bonuses to sonic equipment has been dropped from +50 to +35.

      Song of Depression (1015) - Singing this song will cause all not joined to the singer to become depressed, decreasing their desire to ward against magic and attack. -20 to Spirit Warding and react slower than normal. Each rank of Mental Lore, Telepathy will boost the TD pushdown and increase the duration of the slow effect by one second, cumulative at 10, 25, 45, 70 and 100 ranks. 6MP/renew and must be manually renewed.
      notes: I find this spell mostly useful if you're fighting with other spellcasters. Otherwise, if you need this spell to help you hit with your magic, then it's kind of self defeating to make it CS based so you have as much trouble depressing the creature as you do with the other spells you're trying to keep it from warding against.

      Song of Rage (1016) - This song stimulates memories of anger in the target, causing it to become enraged and attack with full force. As a natural side effect, the singing bard becomes the focus of the target's anger. A single target will go to a fully offensive stance and try to attack the singer relentlessly for the song's duration. Note that the singer must be visible in the room, and the creature may occasionally give up and walk away if it has no chance to hit the singer. Training in Mental Lore, Telepath increases the effectiveness of this song. 4MP/renewal.
      notes: It doesn't seem like the creature I've enraged necessarily attacks me exclusively. This may be because I tend to use it when group hunting with lower level adventurers, so it may just be that I somehow intimidate the creature. I think it's more likely that this feature of the song just doesn't work as advertised (could be a good thing depending on what you're hunting). It is pretty good for getting those "turtled" creatures to go into an offensive stance so you can actually hit them, but for 16 mana, I don't find myself using this spellsong very often. It is funny watching the beast get really pissed off at you, though. Enraging the creature more than once does have compounding effect, though I'm not entirely sure what this entails, other than sometimes it will simply collapse from the pain and I believe it always causes a round time penalty for the creature you're singing at.

      Song of Noise (1017) - Calling upon the echoes of every song ever sung, the bard creates a cacophony of sound, disrupting the magical forces in the area. Due to the difficulty in singing this song, the bard may experience trouble renewing or singing other song spells while this song is in effect. This song prevents magic in the room it is sung in by using disruptive sonic waves to hinder normal magical flow. (Also known as Song of Oghier.) 7MP/renew
      notes: This song is pretty useful when what you're fighting gains more with its spellcasting than you gain with yours. Remember, though, you will have an extremely difficult time casting spells of your own while singing this song, and you'll probably lose some or all of your spellsongs if you renew while singing 1017. It's a little expensive, but one strategy is to never allow this spellsong to renew. When your other spellsongs are getting close to renewing, stop this one (give it at least 10 seconds of lead time for the effects to wear off), renew your other spellsongs and then start 1017 up again.

      Song of Power (1018) - The singer of this song becomes a moving focal point of magic in the area, providing improved manna recovery for everyone joined to the singer. Maintaining this song creates a manna focus that moves with the singer. There is a chance that the power will break free, damaging all in room. May cause disaster if another is also trying to sing this song in the same room. This will actually accent natural focii, but will almost always injure the singer and local focii created with manna focus (418). Unlike a natural manna focus, this spell does not provide increased experience absorption. 15MP/renew.
      notes: I believe the bug that required the singer to lead the group has been fixed, but I've not had a chance to test it. Otherwise, it seems to be a dangerous version of Manna Focus. Some bards will stop this song before it autorenews and then start it up again so you never have to worry about it exploding. At 15 manna per renewal, it's not costing you much more to do this.

      Song of Mirrors (1019) - Previously Eonak's Song of glory, when singing this song, the bard's voice will form resonant tones that will create the illusion of multiple images of the Bard in the room. As such, the attacker will have more difficulty hitting the Bard, since it will become difficult to tell which is the true Bard and which is a mirror image. This illusion provides the defense equivalent of 20 Dodging ranks, +1 for every 2 Bard spellsongs known over 1019. Initial cost is 19, +1 for every 5 spellsongs over 1019. Renewal cost is 8, +1 for every 10 spellsongs known over 1019.
      notes: A major revamp of the previous Song of Mirrors. Of course, there's the drop in level from 35 to 19, made possible by the combining of the old 1007 and 1019. So far, I've been pretty impressed with the dodging skill, and this song seems to be the only good change I've seen to the bard spell list so far.

      Traveler's Song (1020) - Tapping into the elemental forces, the bard creates an illusion of past revelry so real that his entire party is transported to the location of the past event. By singing this song, the caster's entire party is transported to the nearest Inn, or a more dangerous area on a failure. Will work anywhere that a ring will work. Other side effects of the song may include dizziness and thirst. A failure will result in loss of manna and injuries upon arrival. Non-renewable.
      notes: Basically, a dangerous Spirit Fog with not nearly the perks. The chance of injury for me has been prettey minimal lately (level 46), but it can make for a pretty rough ride at earlier levels. Just make sure you have something to drink with you, as this song tends to make you thirsty, resulting in some nasty neck bleeders. The success rate does improve if you anchor this song to a specific location (this is a game secret, so I can't explain it here). It also gains a bonus if you are playing an instrument when you sing the song. Two handed instruments work better than single handed instruments, and your skill with the instrument also makes a difference. One tactic is to sing Song of Peace, start playing your instrument (so to speak) and travel away.

      Singing Sword Song (1025) - Through clever manipulation of vibrations, a Bard can force magic and air to take the shape of a particular free-floating weapon. This free-floating weapon will follow the Bard into most areas, and he or she can direct it to attack foes. The attack strength of the weapon is based upon your own AS (for that class of weapon), stance, spell ranks over 1025, aura and influence. AS can be further increased by training in Mental Lore, Manipulation. Spells, potions, etc. increasing your AS will not increase the AS of the singing sword. Stuns and wounds to the heads, eyes or nervous system will decrease the weapon's AS. Being calmed, unconscious or extensively wounded will prevent the weapon from attacking at all. The roundtime for the weapon is based upon the base roundtime for its weapon class. You may continue to perform other actions while the sword is attacking. You will receive a portion of the normal Experience Points and Fame Points you would be eligible for through damage done with this weapon. If, for some reason, the spellsong is interrupted beyond your control, the weapon will disintegrate. Singing Sword can be used against undead (it's not necessary to bless the weapon), but it will suffer an AS penalty.
      USAGE: Prepare the weapon as normal and then SING [weapon type]. Currently, only the SING verb seems to work and not CAST (you can't specify weapon type with CAST). Available weapons are: broadsword (default), longsword, falchion, club, morning star, mace, halberd, jeddart-axe, twohanded sword and war mattock, troll-claw, sai, katar, short bow, composite bow, long bow, light crossbow, heavy crossbow, quoit, discus, and dart.
      The weapon is controlled with the Tell command:
      TELL WEAPON TO [command]
      Available commands:
      Attack [target]: Attacks the specified creature or player. If no target is specified, it will attack the first eligible creature or target specified by the bard using the "Target" command.
      Cease: Causes the weapon to stop attacking
      Return: Causes the weapon to immediately return to the room the Bard is in. Note that some areas of the game are naturally inaccessible to the weapon
      15MP/renew.
      notes: This spell is especially useful when attacking multiple or tough to kill foes. It does provide an extra challenge if you "stance dance". Remember that if you're currently in a defensive stance when the sword strikes, it will have an AS relative to that stance. Overall, I am very pleased with this spellsong, but the reduction of AS may change my mind, since one of the most useful aspects of this weapon was that it could continue the fight if you were incapacitated. There have been some complaints about the singing sword having a lower AS than the bard. With 34 spellsongs known and 5 ranks of Mental Lore, Manipulation, my natural AS with a sonic weapon is 271. My singing sword AS is 277 (262 vs. undead). Once I start singing 1007, however, my AS becomes higher than the sword's, but the singing sword is still quite effective.

      Song of Sonic Disruption (1030) - The bard singing this song is able to resonate their voice to such a degree that all not joined to the singer must suffer sonic disruption of their bodies. Once a renewal every non-joined player and all creatures must ward the resonant vibrations of the song or suffer vibration injuries. 20MP/renew and must be manually renewed.
      notes: This song can be improved with Mental Lore: Manipulation. At 15 ranks, you can focus this song on one enemy at half the mana cost. In addition, with enough training, this song will act as if you're playing an instrument even when you're not. I believe it's the equivalent of playing a two-handed instrument at 65 or 75 ranks. Otherwise, I've heard mixed things about this one. It can certainly do some damage, and there are some interesting messages for the damage it does. Playing an instrument while singing this song significantly increases its effectiveness. Although it's quite expensive, this spellsong does do some fairly impressive damage, especially when I use it with my tambourine. I can only imagine what it would do with a two handed instrument, but who's actually that brave. . .or foolish.

      Song of Tonis (1035) - Previously Song of Mirrors, While singing this song, a Bard magically imparts all members of his or her party with additional speed, making all of their actions a bit quicker, and giving them an increased chance to dodge incoming attacks. Specifically, Song of Tonis increases the defensive equivalent of the group's Dodging skill by +20 ranks as well as adding a -1 second haste effect. Training in Elemental Lore, Air will increase the dodge and haste benefits of this song. Dodging is increased 1 rank of dodge at 1 rank of lore, up to 20 ranks of dodge at 100 ranks of lore. Haste is increased up to -2 seconds at 30 and 75 ranks of lore. This song has a duration of 60 seconds, which can be increased with Mental Lore, Telepathy (+1 sec for each rank up to 20, +1sec/2 ranks after until 100 ranks). This song is not renewable.
      notes: Sounds like it would be a pretty decent song if it was renewable. I don't have it yet, though, so we'll see.

      Troubadour's Rally (1040) - Through this spell a bard may, with a sufficiently powerful cry, rally his comrades. A strong shout can waken the sleeping, bestir the calmed, break a stun, return lost mobility and even bring the recumbent to their feet. A debilitated bard can attempt to rally himself with this shout, however, because of his impaired condition; this will be more difficult than rallying others. The same cast of SHOUT that frees the Bard also has the possibility of freeing his group, but the group cannot be freed by a SHOUT unless the Bard is free of sleep, calm, or immobility. Troubadour's Rally is invoked via SHOUT 1040. The spell will attempt to remove the following conditions from every group member of the Bard caster: calm, sleep, stun, immobility, and prone/sitting. Calm and sleep conditions on group members are removed with guaranteed success. Stun and immobility effects are removed at a base rate of 90%, -3% per second remaining in the effect's duration, +3% based on Mental Lore: Telepathy ranks on a summation scale, seed 1. The minimum rate is 10%. Prone and sitting conditions will be cleared as if the afflicted group member had entered the STAND command, but with no roundtime, and an additional bonus equal to the Mental Lore: Telepathy modifier calculated in the stun and immobility removal rates. Though the Bard cannot assist his allies while he is stunned or immobile, he can attempt to rally himself, albeit at a more difficult base rate. Doing so will allow the rallying shout to affect the rest of his group. Stun and immobility effects for the Bard are removed at a base rate of 50%, -2% per second remaining in the effect's duration, +1% per Mental Mana Control rank. The minimum rate is 10%. Prone and sitting conditions for the Bard will be cleared if he had entered the STAND command, but with no roundtime, and an additional bonus equal to the Mental Mana Control modifier calculated in the stun and immobility removal rates. Each of the negative states will have the chance to be removed from all affected by the spell, with a flat cost of 40 mana to the Bard
      notes: It will be awhile before I learn this spellsong, but it has been the subject of many complaints since before it was implemented. The main concern is that for a level 40 spell, it is only moderately useful for the bard himself. If you often hunt in groups, however, I do see some potential for this as a useful spell.

      1050 -
      Forget all previous descriptions, this spellsong is definitely going to be changed. Whether or not it's ever implemented is another story. Word was they'd start working on the concept for this spellsong after all other spellsongs were implemented. Well, with the implementation of 1040, all the spellsongs have been completed, so we'll see what happens with this one.