You begin playing discordant music and target a spot within range. Within a 20 foot radius sphere, the music is amplified to oppressive levels. Outside the area of effect the music is heard at its normal volume. While in the area of effect, creatures have:
- a -10 modifier on Hearing Perception checks
- disadvantage on all ranged attacks (due to involuntarily cringing from the sound)
- disadvantage on Concentration checks
- Spellcasters must make a (disadvantaged) Concentration check (i.e., CON Save, DC = caster’s Save DC ) each time they try to cast a spell or fail (with no loss of the slot)
Verbal communication with those in the area of effect will be very difficult. Those in the area can only understand if the speaker is shouting (whether the speaker is in or out of the area of effect.)
The spell effects only last as long as the caster uses his Action to continue playing and remains within 60’ of the edge of the area of effect, for up to 1 minute. The caster should keep in mind that creatures in the area effect who aren’t directly engaged in melee may well choose to try and eliminate the source of the noise, if they can locate the caster.
Any creature who is deafened or has immunity to Thunder damage is immune to the effects of this spell. Resistance to Thunder damage eliminates the disadvantage on ranged attacks and Concentration checks. Spellcasting still requires a (non-disadvantaged) CON Save.
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