Level
8th
Casting Time
1 Action
Range/Area
120 ft (30 ft *)
Components
V, S
Duration
Special 10 Minutes
School
Enchantment
Attack/Save
WIS Save
Damage/Effect

A lively song fills the air as two spheres (one centered on yourself, the other on an enemy within range) are outlined with a brilliant light. Creatures within each sphere cannot be harmed by creatures outside either sphere.

In the sphere centered on yourself (the friendly sphere), you and up to six other creatures of your choice are locked into a battle of performance with up to seven creatures within the other sphere (the enemy sphere). Creatures selected for the enemy sphere must make a Wisdom save against your spell save DC. On a failure, they must engage. On a success, they are ejected. Any creatures not designated within these two spheres are ejected from the space occupied by the spheres.

While this spell is active, the two spheres are treated with their own initiative. In order to do battle, the attacking sphere rolls a Performance (Charisma or Dexterity) attack. The Performance attack can either be an average of every creature's rolls, or it can be one attack made by a creature that the DM or party chooses. The creatures within the defending sphere must make a Wisdom save to contest the Performance attack. On a failure, they take 6d10 psychic damage. On a critical failure, they take double damage. On a success, they take half damage. On a critical success, they take no damage. This continues until either the spell ends or one sphere contains no conscious creatures.

Other spells cannot be cast by creatures within the circles. Creatures that do not take part in the dance battle must make a Wisdom saving throw against your spell save DC or take 3d10 psychic damage. On a successful save, they take half damage and are ejected from the sphere.

Available For: Bard

LunaticKnight

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