Music is inherently magical. If you don’t know what I’m talking about, you should stop whatever you’re doing and spend at least a few hours just listening to music, see a live act if you can, but studio recordings will work just fine. Music can focus the mind, free you from stress, move you to action, fill you with joy or sorrow so deep the soul aches, and even shut out all the extra noise on a crowded bus or train. Music is some pretty incredible stuff and while it doesn’t need spells to be magical, it can definitely help anything else, including spells, feel more magical. To that end, I hope you enjoy these spells made with music in mind.
SPELLSONG OF DISSENT
School enchantment (compulsion) [mind-affecting]; Level bard 4
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one or more creatures
Duration concentration, up to 2 rounds/level
Saving Throw Will negates; Spell Resistance yes
You weave a spell of pure rage and dissension, which is infused by the power of a song of defiance, with more resonant songs having a greater effect. When you cast this spell, make a Perform (any musical instrument, or sing) check. For every 5 points by which the result of your check exceeds 20, affected characters gain a +1 morale bonus on attack and damage rolls. This morale bonus stacks with that granted by a bardic performance, but not with morale bonuses granted by any other source. Affected characters must also succeed on a Will save or be compelled to attack the nearest hostile creature with a held weapon, forgoing any non-physical means of combat, including the use of spells, spell-like abilities, and supernatural abilities, although extraordinary abilities like trip or grab can still be used. A character that succeeds on his saving throw is immune to the effects of this spell, including the bonus to attack and damage rolls, for 24 hours. You can affect a number of characters with this spell equal to half the ranks you have in the Perform skill you used when you cast the spell.
SPELLSONG OF LOVE
School enchantment (charm) (compulsion) [mind-affecting] [sonic]; Level bard 6
Casting Time 1 standard action
Components V
Range 100 ft.
Area spherical emanation, centered on you
Duration concentration, up to 3 rounds/level; see text
Saving Throw Will negates; Spell Resistance yes
You infuse a wave of positive emotions and affection with the power of music, causing affected characters to cease hostilities and embrace love. When you cast this spell, make a Perform (any musical instrument, or sing) check. For every 5 points by which the result of your check exceeds 30, affected characters suffer a -2 penalty on their saving throw. A character that is affected by this spell immediately becomes fascinated and listens deeply to your song. For each minute an affected creatures remains fascinated, his attitude improves by 1 step towards you and your allies. A character whose attitude is raised to helpful in this way remains helpful indefinitely, unless you or your allies do something to lower his attitude. Additionally, a character whose attitude is raised to helpful in this fashion is far more likely to listen to your suggestions, and the DC for any Diplomacy check made against such creatures is decreased by 10, and the target suffers a -5 penalty on all Will saves made to resist your charm or compulsion effects.
SPELLSONG OF SORROW
School enchantment (compulsion) [mind-affecting]; Level bard 5
Casting Time 1 standard action
Components V
Range 100 ft.
Area spherical emanation, centered on you
Duration concentration up to 1 minute/level
Saving Throw Will negates; Spell Resistance yes
You fill the air with misery and sadness with your dirge, causing woeful emotions in those who have the misfortune to hear your dread melody. When you cast this spell, make a Perform (any musical instrument, or sing) check. For every 5 points by which the result of your check exceeda DC 25, affected characters suffer a -1 morale penalty to their AC, saving throws, and on all weapon damage rolls. There is no saving throw against this effect, though it ends immediately if an affected character leaves the spell’s area. Additionally, whenever a creature enters the spell’s area, he must succeed on a Will save or become shaken for as long as he remains within the spell’s area. A new saving throw must be made for every 5 consecutive rounds an affected creature remains within the spell’s area, with a failure indicating that the target becomes shaken, or if already shaken, becomes frightened, or if already frightened, becomes panicked.