You wield an instrument and play a song of unknown origin, magically augmenting the sound with illusions of various instruments and voices. Make a Performance check to determine the effect the song has. All creatures within 50 feet that are able to hear it must make a Charisma saving throw every turn to determine how they react to the music. You and your companions roll with advantage. This spell has no effect at all on creatures who cannot process sound in any way. You cannot cast spells or use items or weapons while you are still playing the song, and doing so will cause the music to end abruptly and its effects to immediately wear off. When a creature enters the spell's area of effect on their turn, they must make a Charisma saving throw to see if they are affected. When a creature gets far enough away, they remain affected until their next turn.
You may use your bonus action to stop playing, but not on the same turn you started. If your concentration is broken at any point, the song stops and the effects fade after the current creature's turn. The music from this spell has the following effect on creatures in range every turn based on your Performance check:
- (1-4) The horrendous clashing of inharmonious sounds is unbearable; go berserk and attack the caster. (Failure: With disadvantage.)
- (5-8) The caster's terrible performance hurts the target's will to live. (Failure: Take 1d4 psychic damage.)
- (9-12) The otherworldly tune just sounds like average background music. (Success: Skill checks are increased by your proficiency bonus.) (Failure: Skill checks are decreased by your proficiency bonus instead.)
- (13-16) The target's body starts moving to the beat of the music. (Success: Gain Twinkle Toes** for 1 round.)
- (17-20) The target is fully enraptured by the caster's awesome guitar riffs. (Success: Gain an inspiration die every turn; lost at the end of your turn.)
- (21+) The godlike melody strikes the target at its very core and it loses itself to the melody. (Success: Enter flow state; gain advantage on all rolls this turn.) (Failure: Forget about the outside world; gain disadvantage instead.)
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's effectiveness range increases by 50 feet for every spell slot level above 2nd.
**Twinkle Toes — You may use your reaction to dodge an enemy attack that would have hit by rolling a Dexterity saving throw. Save DC is equal to (10 + Enemy HIT + Your AC).
* - (an instrument)Previous Versions
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