Spectral Symphony

6th-level necromancy (Sound Spells)   Casting time: 1 action   Range: 90 feet   Target: --   Components: V, S, M (a diamond conductor's baton worth at least 1,000 gp)   Duration: Concentration, up to 1 minute   Classes: Bard, Cleric   Subclasses: Bard (College of Bells)  
You summon the souls of one hundred deceased musicians to form a syphony orchestra, teh symphony manifests in an unoccupied space that you can see within range. The members of the symphony are incorporeal and cannot be directly interacted with in any way. each soul appears as a ghostly imitation of how it appeared in life. Music played by the orchestra can be heard up to 300 feet away.
  each round you maintain concentraion on this spell, the song grows in power, producing additional effects at the beginning of each of your turns. These effects accumulate.
  Round 1, First Movement. When the musicians first appear, they begin their song with a lively opening tune. All allied creatures (including you) that can hear the spymphony have advantage on the first attack roll they make on their turn.
  Round 2, Second Movement. The orchestra's song shifts to a slower and more thoughtful pace. Any hostile creatures that can hear the symphony have disadvantage on the first attack roll they make on their turn.
  Round 3, Third Movement. The orchestra's song races toward a dramatic finale, Hostile creatures that can hear the symphony have disadvantage on the first attack roll and saving throw they make on their turn.
  Rounds 5-10, Finale. The Orchestra's song explodes into a final crescendo. All allied creatures (including you) that can hear the symphony gain 5 temporary hit points at the start of each of their turns. All hostile creatures that can hear the symphony take 5 thunder damage at the start of each of their turns.  

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