Incomplete Chord (5e Spell)

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Incomplete Chord
3rd-level Evocation
Casting time: 1 action
Range: Self (60-foot radius)
Components: S, M (a musical instrument worth at least 5 gp)
Duration: Concentration, up to 1 round

You play the musical instrument used as the material component for this spell, creating an unfinished chord charged with magic that lingers in the air for the duration of the spell.

As an action, another creature within range capable of casting this spell can complete the chord. When they do so, they choose a point within the spell's range. All creatures within a 20-foot radius of that point must make a Dexterity saving throw, taking 8d8 fire, lightning, or thunder damage (your choice when you cast this spell) on failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by this spell increases by 1d8 for each slot level above 2nd.


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