You spend one hour writing a Diss track against your greatest of nemeses. Once written, you know the diss track until you play it, at which point it is magically erased from your mind, and you are no longer able to play it. If you cast this spell again before using the previous diss track, it is erased from your mind.
When you spend an action to play the song, all enemies that either have line of sight to you, or that you have line of sight to, must make a charisma saving throw. If the person you wrote the diss track against is making a saving throw, they have disadvantage on it. On a failed save, an opponent takes 5d10 damage, the damage type being either thunder or psychic, you choose which damage type when the spell is written. Also, you pick one opponent that has failed their save and you roll 1d10 on the table below, granting them the effect shown. On a successful save, they take half of that damage, and are not affected by the table.
- They lose concentration on their current spells, and cannot cast spells for 1d4 rounds. Any attempt at casting spells will result in the use of a spell slot, but no effect.
- They gain disadvantage on attack rolls against you and your allies for 1 minute.
- Any damage they take until the start of your next turn is doubled, including the damage from this spell.
- They pass out, giving them the effects of a stabilized unconscious person for 1d4 rounds, during which they have damage vulnerabilities to all damage types they are not immune to.
- 1d4 of their allies are charmed by your spell, and will spend their turns attacking your opponent.
- They take 1d4 levels of exhaustion.
- They drop their weapons, and gained the frightened condition against you, ignoring immunities to the frightened condition.
- Their pride is hurt, and they gain no proficiency bonus to their rolls for 1d6 rounds.
- They attempt to diss you back, and must make a DC30 intimidation check, or suffer the effects of a failed save a second time. On a success, you get disadvantage on attack rolls against them for 1 turn.
- Any attack they make for 1d6 rounds grants opportunity attacks against them, and on a successful hit that beats their armor class by a roll of 5 or more, ends their turn before they make their attack.
At higher levels, you spend 1 additional hour per level above 8th, and when you use the diss, you roll on the table regardless of save, and roll twice on a failed save. You are able to have two songs of different levels at once.
* - (A handful of dirt and a burned out candle.)
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