Level
9th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

With a grand, epic melody, you imbue an ally with the power of ancient legends. Choose one creature you can see within range. For the duration, the chosen creature gains one of the following effects. You may choose an additional creature at the start of each of your turns with a bonus action, but a creature can only benefit from one effect at a time.

1. Fate’s Redemption: The next time the creature would drop to 0 hit points, they instead drop to 1 hit point and immediately gain temporary hit points equal to half their maximum hit points. They can immediately take a turn, interrupting the initiative order.

2. Wrath of the Ancients: The creature gains legendary resistance for the duration. If the creature is subjected to making a saving throw and fails, they can choose to succeed instead. Once this occurs, the effect ends.

3. Legendary Might: The creature’s weapon attacks deal an additional 3d10 force damage. When they hit with an attack, they can push the target 10 feet away from them.

4. Aura of the Divine: The creature emits a 30-foot aura. Allies within the aura have advantage on saving throws, and enemies within the aura must succeed on a Constitution saving throw at the start of their turn or be blinded until the start of their next turn.

5. Tempest’s Fury: The creature can call down a bolt of lightning on a creature within 60 feet. The target takes 6d10 Lightning damage and must succeed on a Dexterity saving throw or be stunned until the end of their next turn.

6. Eternal Vigilance: The creature is immune to fear, charm, and paralysis. They cannot be surprised, and creatures within 10 feet of them cannot take reactions.

7. Life’s Symphony: The creature gains regeneration, healing 10 hit points at the start of each of their turns. If reduced to 0 hit points, they instead drop to 1 hit point and lose the regeneration effect.

8. Mythic Precision: The creature’s attacks score a critical hit on a roll of 18-20. When they score a critical hit, they can immediately make another weapon attack.

9. Celestial Guardians: Ethereal guardians surround the creature, granting them half cover. Any enemy that attacks the creature or ends its turn within 15 feet takes 3d8 Radiant damage.

10. Healing Echo: The creature’s attacks score a critical hit on a roll of 18-20. When they score a critical hit, all allies within a 15-foot radius of the creature heal for 8d6. This effect can trigger once per turn and heals a maximum of 5 creatures.

* - (a strings instrument, such as a harp)
Graham3D

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