Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
S, M *
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
None
Damage/Effect

You gently roll the pallet drum in your hands, and as you do so you so tendrils of dark energy cloak your body. A moment later, a shadowy duplicate of yourself steps forward with the pallet drum still spinning in their hands. The duplicate follows you as it spins the pallet drum to a rhythmic beat—if there are other musicians playing, it joins them unless you direct it to do otherwise.

 

The duplicate can move up to 100ft away from you—being forcefully pulled along with you if it would end up outside of that range. The duplicate acts on its own initiative, and has expertise in performance (using your proficiency bonus). The duplicate cannot attack, or take any action other than spin the pallet drum. However, it can move up to your movement speed, and it can walk through walls and creatures. If the duplicate ends it's turn inside of another creature or object, it is pushed 10ft towards the nearest unoccupied space; if the duplicate is targeted by radiant damage or is unable to end its turn in an unoccupied space the spell ends.
The duplicate is immune to all damage and conditions, except for radiant damage.

Creatures within a 30ft radius of the duplicate make a Charisma Saving Throw (creatures with an Intelligence of 12 or higher make the save with advantage, while Undead creatures make the save with disadvantage—and receive no save if they are under your command) or are compelled to follow the duplicate as it moves around, or just as an audience. Effected creatures are swathed in a necrotic shadow identical to the duplicate, and they are forced to match the duplicates rhythm by banging on their armor, clanging their shields, stomping their feet, picking up instruments of their own and playing along, singing, humming, and otherwise having a joyous time.

To all who view it, it seems like a jolly good time, indeed. However, when the spell is ended by any means the effected creatures make a Constitution saving throw, or they vomit up black goo, and take 2d12 Necrotic damage, or half as much on a successful save, as the shadow had rotted their insides. Creatures that were ensorcelled by the duplicate learn your location and what you were doing during the time they spent being manipulated. They do not learn your name, or your face (unless they saw it during the course of the spell), and they do not learn of any conversations you had unless they would have normally overheard it by nature of proximity. [If even one effected creature would learn anything—such as what your face looks like—then all of them learn it]

Creatures will not walk anywhere that they would not normally be willing to walk (through fire, on a bear trap they can clearly see, into an area they are frightened of). If they would be lead into such an area, they get to make an additional Charisma saving throw with advantage. On a successful save only that creature is free from the effects of the spell, while on a failed save, they continue into the area until they take damage.

The spell ends if: you lose concentration, or if the Duplicate is dispelled.
If any creature takes damage while under the effects of the spell, then they break free of the spell, and make the Constitution save (2D12 Necrotic damage on a failed save, or half as much on a successful save).
Creatures that succeed on their saving throw—at any point—are immune to the spell for 1 hour, and gain a +5 to their next saving throw against the spell.

 

At Higher Levels:
The spell lasts for 10 minutes at 4th level; 1 hour at 5th level; 4 hours at 6th level; 8 hours at 7th level; 24 hours at 8th level; at 9th level, the duplicate no longer requires concentration, and lasts until dispelled (you may only have one duplicate active at a time).

* - (A small pellet drum with the flesh of a humanoid stretched over the drumhead, and 2 gemstones worth at least 100GP each (200GP in total))

Available For: Wizard (Legacy)

HellaTOXIC

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