Level
9th
Casting Time
1 Action
Range/Area
120 ft (360 ft *)
Components
V, M *
Duration
Concentration 8 Minutes
School
Enchantment
Attack/Save
None
Damage/Effect
Charmed (...)

As an action, target one creature you can see in a well lit open space within 120 feet.  If the target is unwilling or unaware, it must make a charisma saving throw against your spell save DC.  If the target is immune to being charmed, the save is automatically successful. On a successful save, the target is immune to the effects of this spell for one round but the spell does not end.  As long as you maintain concentration, you may use a bonus action to select a new target and try again. You may retry the same target after their immunity has worn off. It is possible to target yourself with this spell.

On a failed save, all creatures within a 360 foot cube centered on the target will hear rhythmic uptempo music playing as the target begins an energetic choreographed dance.  After 30 seconds, all creatures within an area of effect within 20 feet of the target must make a charisma saving throw against your spell save DC. On a failed save, they will join the flash mob and participate in the choreographed dance.

As long as you maintain concentration, every 30 seconds there after you must make a special concentration check.  Roll 3d100 + 50. The DC is the number of creatures that have joined the flash mob. On a successful save, the area of effect around the target increases by 20 feet and all creatures in range who have not done so yet must make a charisma saving throw or join the flash mob.  Additionally, roll 1d20 and something from this chart will appear and join the flash mob.

  1. 2d100 common townsfolk
  2. 55 professional dancers
  3. 4d12 + 7 classy swing dancers
  4. A marching band with 3d8 + 8 members and a flamboyantly dressed drum major
  5. A 28 member gymnastics team
  6. 3d8 + 3 clerics of Llira, Milil, or Olidammara who magically enhance the music to cast Beacon of Hope on everyone in the flash mob with effects lasting for one hour
  7. 2d12 + 2 well dressed business professionals
  8. An all-Halfling drumline with 2d10 + 2 members
  9. 2d6 + 6 school children carrying long brightly colored ribbons
  10. 3d4 magical creatures
  11. 7 party Dwarves
  12. 1d10 officials in uniform
  13. A 5-piece A Cappella group
  14. 1d6 + 1 freestyle dancers who temporarily steal the show while everyone else forms a circle around them
  15. A troupe of 6 musical bards who magically enhance the music to cast Enhance Ability on everyone in the flash mob with all 6 effects lasting for one hour
  16. 1d4 + 2 circle of the moon druids transformed into elementals
  17. 4 Human sorcerers.  They refuse to dance but cast Dancing Lights over the target area.  They also magically enhance the music to cast Haste on everyone in the flash mob with effects lasting for one hour.
  18. 3 fun-loving paladins wearing the shiniest plate armor.  They magically enhance the music to cast Bless on everyone in the flash mob with effects lasting for one hour.
  19. A young couple that is about to be engaged
  20. A very confused elderly Elvish gentleman, but after a moment he's into it and turns out to be an amazing classically trained dancer (If this happens more than once during a single flash mob, it turns out that these men were childhood friends who haven't seen each other in centuries.  They catch up later and thank you for reuniting them.)

Regular concentration rolls still apply if you take damage.  If you fail a concentration check or when concentration comes to an end after a maximum of 8 minutes, the flash mob continues for one more minute in an epic finale.  When the flash mob is over, the music stops, all creatures who appeared during the flash mob will peacefully walk away, and all creatures who were already there within the area of effect will go back to whatever they were doing previously.  If the total duration of the flash mob was greater than 5 minutes, the target creature suffers 1 point of exhaustion.

Any creature within the range to hear the music and that has not joined the flash mob, including those in the area of effect that successfully saved, will be compelled to come watch the flash mob happen.  While they are not considered charmed by the flash mob, the flash mob is charming and attracts an audience. It is difficult to be angry or annoyed by it.

If this spell is cast by a bard, the target of this spell must be them-self.  If this spell is cast by a wizard of the school of enchantment, all charisma saving throws are made with disadvantage.  Once this spell has been cast, the caster may not do so again for 10 days.

* - ((a masterwork quality instrument must be used to focus the spell, and a prepared mixture of gemstone dust, marble dust, silver dust, and bold spices all together worth at least 2,500 gp which the spell consumes))

Spell Tags: Summoning Buff Social Compulsion Charmed

Available For: Bard Sorcerer Wizard

Gidgewish

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