Week 3: Magical Happyfun Singalong Time
This is the old magic, the magic of voice and drum. Words are magic, and math is magic, and some spells combine these in the sorcery of song. Strict GMs may require a Perform check.
Song of the Unworthy
This tuneless, amelodic ditty is something you must croon to yourself, murmuring and stumbling as if trying to recall a song that you haven’t heard or sung in many years. As long as you can keep this up, you are Beneath Notice. Others are technically aware of your presence, but they don’t care, and so as long as you do nothing but slip unobtrusively by while singing, your presence will go as unremarked-on as if you had been invisible and soundless. Even animals are affected, if they are social enough to be able to assign relative importance or standing to others around them.
Call to the Daring
This bold paean draws others to you: it promises danger and excitement; worthy challenges and proportional rewards. In a fight it draw the attention of all; brave or opportunistic foes will seek you out, while the most cowardly or reluctant will flee. In a less hostile situation the Call will draw willing followers and helpers, although your cause must be appealing to them if you want them to stay; the attraction ends with the last note of the song.
Song of the Ball
This magical children’s rhyme summons a sphere of shining energy that takes on physical properties specified and adjusted as desired in the lyrics. It can be thrown, kicked, bounced, and otherwise treated like an ordinary toy ball. Advanced magicians can learn how to make it hover, stick to various materials, split into multiple smaller balls, and other tricks along those lines.
Song of Distraction
This rhythmic chant, contrary to what one might expect from its name, grants you deep focus. The Song doesn’t even need to be loud enough for anyone to hear, but as long as you are chanting, there is little that can break your concentration. Heat, cold, pain, sights and sounds that should fill one with horror or joy, hostile magic; none of these will penetrate the still, calm circle of the Song. It is said that for a master magician, even Death can be held at bay.
Song of the Darn
This practical tailor’s tune, easy peasy, repairs holes, tears, or similar damage to a piece of fabric.
Song of Blord
It is not clear who, or what, Blord is: extradimensional wanderer or occasionally-corporeal spirit, fae trickster or elder god. Whatever it is, this inhuman hymn incites a localized manifestation of Blord’s essence. Normal physical and even magical rules gradually lose their power as events and things alike descend from ordinary to unusual, to magical realism, through surrealism and careen toward abstract impressionism. Only those who know (and join) the hymn, or those especially skilled at the reality-manipulation of lucid dreaming, have any chance of surviving unscathed even this long, and beyond this point, arcane tidal forces seem to set in and the Song forcibly ends itself as something catastrophic befalls the singer. It is not recommended that you use this Song even a moment longer than is absolutely necessary.
Song of Goom
This lilting, arrhythmic air summons a funny, fuzzy, chubby little energetic pet something for a brief time. It is playful and friendly and seems to especially love children; the perfect companion for an afternoon’s entertainment while the adults concentrate on more serious work.
Singing only the stressed syllables, with certain alterations, changes this spell into the Song of the Doom Goom. This variant also summons something that, while “fuzzy” and “chubby” in a certain sense of the words, and definitely “energetic” and “playful,” is dramatically less “funny” and “friendly” and is certainly not recommended for children.