Spell Type:
Special Collaborative Spell (not a standard spell—requires all 4 bards to participate)
Casting Requirements:
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All 4 bards must use their Action on the same turn to begin performing.
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Each bard must be within 30 feet of each other and be able to perform (not silenced, stunned, etc.).
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Each bard must use their instrument or voice as their spellcasting focus.
- Each bard must make a performance check. If 1 bard rolls a 10 or less, the target takes damage at disadvantage. If 2 bards roll 10 or less, the target automatically passes all saves. If 3 bards roll 10 or less, the spell has no effect on the target.
Casting Time:
1 round (all 4 bards take their turns to channel the spell; the effect happens at the end of the last bard’s turn)
Effect:
The performance unleashes a wave of sonic energy infused with elemental magic. Choose one of the following effects when cast:
1. Thunderous Crescendo
A cone of concussive sound erupts from the band (60 ft cone).
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Creatures in the cone must make a Constitution saving throw (DC = 8 + proficiency bonus + highest CHA mod among the group)
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On a failed save, they take 8d6 thunder damage and are pushed 20 feet and knocked prone.
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On a successful save, they take half damage and are not pushed.
2. Fireball Finale
The band's tempo builds to a blazing burst of energy.
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A 20 ft radius sphere within 150 ft erupts in a burst of flame and fury.
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Creatures in the area must make a Dexterity saving throw (same DC).
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On a fail: 10d6 fire damage. On a success: half.
3. Hypnotic Harmony
Soothing, swirling magic fills the area.
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Choose up to 6 creatures within 60 feet that can hear the performance.
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Each must make a Wisdom saving throw.
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On a fail, they are charmed and incapacitated for 1 minute (save at end of each of their turns).
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Ends early if damaged or shaken (like Hypnotic Pattern).
Recharge:
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Once cast, this spell can’t be used again until the party completes a short or long rest.
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