This instrument of the bards is an exquisite example of its kind, superior to an ordinary mandolin in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. Each time that attunement is broken, the strings snap. To attune to the instrument requires the player to restring and tune it as part of the usual attunement timeframe.
You can use an action to play the instrument and cast one of the following spells: Healing word (3rd level), Dispel Magic (3rd level), Protection from energy (lightning only), Conjure Animals (3rd level: 2 giant spiders or 4 swarms of spiders only). Once the instrument has been used to cast a spell in this way, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
If cast a spell that causes any of the spell’s targets to be charmed on a failed saving throw, you can simultaneously play the instrument to impose disadvantage on the save. This effect applies to spells cast from the instrument or from your normal spell list.
The sentience of Ziggy Stardust has awakened fully in this mandolin, allowing the user to plug into more of Ziggy’s powers. Inspiration Reset: As an action on your turn you regain all uses of your Bardic Inspiration. Double Inspiration: When you expend a Bardic Inspiration, the user of the die can roll 2 of your inspiration dice instead of just one. Additional Spellcasting: Hypnotic Pattern (3rd), Lightning Bolt (3rd). Ziggy’s Magical Secrets: Disintegrate (6th), Chain Lightning (6th), Power Word Stun (8th), Astral Projection (9th), Prismatic Wall (9th). Commune with Ziggy: you cast the Commune spell and speak with Ziggy. Once one of Ziggy’s powers have been accessed in this way it can’t be accessed again until the next dawn.
Notes: Bard. Mandolin must be restrung and tuned during attunement process.
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