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Bards have access to powerful spells that combine offensive damage with supportive buffs. All Bard spells use the Arcane spell school for damage and the Healing school for buffs.

Spell mechanics

Bard spells feature unique channeling animations using lute instruments and produce musical note particles. Most spells benefit from both Arcane and Healing spell power.

Spell costs

All Bard spells use:
  • Exhaust cost: 0.2 (20% of total exhaust)
  • Cooldown: 10 seconds

Casting animations

Bard spells use custom animations:
  • Channel animation: bards_rpg:lute_channel
  • Release animation: bards_rpg:lute_release

Active spells

Troubadour’s Minuet

Tier: 1
School: Arcane (damage), Healing (buff)
Range: 5 blocks
Target Type: Area (includes caster)
Cooldown: 10 seconds
Exhaust Cost: 20%
A song that deals damage to enemies while reducing incoming damage for allies. This area-of-effect spell affects all entities within range, including the caster.
Cast Duration: 5 seconds
Movement Speed: 150% during cast
Channel Ticks: 10
Vertical Range Multiplier: 1.5×
The spell channels for a brief period while musical particles emanate from the caster in bright green.
Damage Impact:
  • Base damage: 0.5 (scales with Arcane power)
  • School: Arcane
Buff Impact:
  • Effect: Troubadour’s Minuet
  • Base duration: 10 seconds
  • Base amplifier: 1
  • Max stacks: 3
  • School: Healing
  • Amplifier cap scales with spell power (0.1× multiplier)
  • Reduces damage taken by 5% per stack (multiplicative)
Each application can stack up to 3 times, providing up to 15% damage reduction at maximum stacks.
Use Troubadour’s Minuet at the start of combat to build up damage reduction stacks for your team while dealing consistent damage to enemies.

Magical Ballad

Tier: 2
School: Arcane (damage), Healing (buff)
Range: 20 blocks
Target Type: Aim
Cooldown: 10 seconds
Exhaust Cost: 20%
Launch magical projectiles that pierce through multiple enemies, dealing damage and increasing offensive stats for allies.
Cast Duration: 4 seconds
Movement Speed: 150% during cast
Channel Ticks: 20
Channels arcane energy before releasing a musical projectile.
Velocity: 1.2
Pierce: 3 targets
Homing: None (0° angle)
Hitbox: 1.8 × 1.8
Light Level: 12
Model: bards_rpg:projectile/magical_ballad
Model Scale: 2.0
Light Emission: Radiate
The projectile is a large, glowing magical model that pierces through up to 3 enemies.
Damage Impact:
  • Base damage: 0.75
  • Attribute multiplier: 1.0
  • School: Arcane
  • Particles: Arcane spark burst
Buff Impact:
  • Effect: Ballad
  • Base duration: 8 seconds
  • Base amplifier: 1
  • Max stacks: 3
  • School: Healing
  • Amplifier cap scales with spell power (0.15× multiplier)
  • Increases Attack Damage by 2.5% per stack (multiplicative)
  • Increases Spell Power by 2.5% per stack (multiplicative)
At maximum stacks, allies gain 7.5% increased Attack Damage and Spell Power.
Magical Ballad’s pierce capability makes it excellent against grouped enemies. Hit multiple foes to buff all nearby allies simultaneously.

Encore

Tier: 3
School: Arcane
Range: 12 blocks
Target Type: Area (includes caster)
Cooldown: 10 seconds
Exhaust Cost: 20%
A powerful area-of-effect spell that deals damage to nearby enemies and reduces active spell cooldowns for allies.
Cast Duration: 0.5 seconds
Movement Speed: 150% during cast
Vertical Range Multiplier: 0.5×
A quick-cast spell with an instant release, creating a burst of cyan musical energy.
Damage Impact:
  • Base damage: 0.6
  • Attribute multiplier: 0.5
  • School: Arcane
  • Particles: Large cyan spark burst (30 particles)
Cooldown Reduction:
  • Affects: Active spells
  • Duration multiplier: 0.8 (reduces remaining cooldown by 20%)
  • Does not affect passive or channeled abilities
This unique effect helps allies recover their powerful abilities faster during intense battles.
Encore is perfect for extended fights. Use it to help your team cycle through their abilities faster while dealing area damage.

Army’s Paeon

Tier: 4
School: Arcane (trigger), Healing (buff)
Range: 5 blocks (initial buff area)
Target Type: Area (includes caster)
Cooldown: 10 seconds
Exhaust Cost: 20%
The most complex Bard spell. Buff nearby allies with a stash effect that triggers additional buffs when you damage enemies.
Release Animation: Lute release
Particles: Golden musical notes
Creates a golden area circle effect that follows buffed allies.
Army’s Paeon applies a stash effect that listens for damage triggers:Trigger Conditions:
  • Melee attacks hitting enemies
  • Arrows hitting enemies
  • Damaging spells hitting enemies (Active type only)
Consume Amount: 0 (stash is not consumed on trigger)When you hit an enemy while buffed, all nearby allies receive the Army’s Motivation buff.
Initial Buff (Army’s Paeon Stash):
  • Effect: Army’s Paeon
  • Base duration: 8 seconds
  • Base amplifier: 1
  • Max stacks: 3
  • School: Healing
  • Amplifier cap scales with spell power (0.15× multiplier)
Triggered Buff (Army’s Motivation):
  • Triggered on each melee hit, arrow hit, or damaging spell
  • Cooldown between triggers: 1 second
  • Affects all allies within the stash effect area
  • Deals magic damage scaling with the highest attribute
  • Damage scales with effect amplifier
  • Creates golden particle burst on trigger
Army’s Paeon has two components: the initial stash effect that lasts 8 seconds, and the motivation buff that triggers each time you damage an enemy during that window.
Use Army’s Paeon before engaging in combat, then aggressively attack enemies to continuously buff your allies. The more you attack, the more value your team gets!

Spell comparison

SpellTierRangeTypeBase DamagePrimary Effect
Troubadour’s Minuet15Area0.5Damage reduction (-5% per stack)
Magical Ballad220Projectile0.75Attack/Spell Power (+2.5% per stack)
Encore312Area0.6Cooldown reduction (20%)
Army’s Paeon45Area + TriggerVariableDamage on ally attacks

Spell synergies

1

Pre-combat setup

Cast Army’s Paeon on your team before engaging to set up the damage-triggered buffs.
2

Opening engage

Use Troubadour’s Minuet to damage enemies and gain defensive stacks immediately.
3

Sustained damage

Fire Magical Ballad projectiles at grouped enemies to build offensive stacks while dealing piercing damage.
4

Ability reset

Use Encore to reduce cooldowns and prepare for another rotation while dealing area damage.
All Bard spells have the same cooldown (10 seconds) and exhaust cost (20%), allowing you to cast them in any order without worrying about resource management.