All Creatures that can hear you (though don't need to understand you) are effected by this spell.
You Create all necessary Instruments to play along with a Song from a lost land (you or your dm may decide what the song is) depending on the song's genre this spell's effect changes.
Rock
You and Your Allies Are granted with the effects of Haste Spell and add 3d12 to any damage roll made within the spells duration. After the spell ends, The caster has their Wisdom Score decreased by 4 for the next 3 days.
Classical
1d8 Dancing Couples appear around the Caster Forming a Barrier With a radius of 30ft centerd on the caster Nothing can pass In or out of the Barrier unless the caster allows it. All Allies with in the barrier regain 3d8 Hp on the start of the Casters Turn. The barrier lasts Until the duration or dispelled By a Dispel Magic casted at 9th lv targeted at the barrier
Jazz
You Summon a Finely Dressed Jazz Band that Surrounds You, for the duration you have advantage on all spell attacks and saving throws, when a Spell you casted require's the target to make a saving throw, you may roll an inspiration dice and subtract the rolled number from the Target's saving throw. In addition You can add your inspiration Die + charisma Modifier + Proficiency Bonus to the damage of your casted spells.
Soul
You Raise Up to 3d8 Ghosts from the Grave, they appear a.t the start of your next turn and are only hostile to those who pose Direct harm to you and your Party. The Ghosts Will Stay Summoned Up to 5 hours or until Dispelled by the caster, After this effect expires the caster's Intelligence score is temporarily decreased by 1/2 (rounded Up) for every ghost they summoned. this condition will resolve after 3 days of rest.
Pop
You conquer a spectral giant stereo speaker behind you to Amplify your spells. The Stereo can be destroyed causing the spell to end early, It has an Ac equal to the Spell save DC of the Caster and has 7d10+5 Hp when destroyed the Spell ends. when you cast a spell of 7th lv or Lower from the Bard Spell list, the spell slot is expended but is casted at 1 lv higher then the casted spell lv. When this spell ends the Caster is Unable to Cast Spells above 4th Lv Until they Finish a Long rest.
Hip-hop / Dance
A Loud rhythmic beat fills the air and compels all who listen to dance along Including those who are immune to charming effects, choose an area within 120 ft of you any creature within 50 ft of the point you choose must make a Charisma Saving throw Against your Spell Save DC, On a success the Creature is Immune to the effect of this spell for 1 min. if they are still in the Area of Effect of the spell at the end of the min. they must make the Saving throw again. On a Failure an affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d12 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn it instead Dances In Place. 7 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 8 The creature can act and move normally. 9-12 The target Joins Besides you and Attacks anything that is threatening your life, The target will put itself in harms way in order to protect you but It will not act directly against its alignment. After the Spell's Duration the caster has their Charisma score Decreased by 5 for the next 3 days and must make a con saving throw on a success nothing happens, on a failure you take 1 point of Psychic Damage for every creature effected by the spell.
* - (A Important Cultural Relic That has great Importance to the Genre of Music of the effect you cast.)
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