Phantom Orchestra

Rank 6CommonarcaneoccultprimalRemaster
Range120 feet
Area10-foot burst
Durationsustained up to 1 minute
DefenseBasic Fortitude
Heightened(+1) 1d6
Damage8d6 sonic

You orchestrate an invisible ensemble of lost sounds captured inside errant breezes across the Plane of Air, and you can direct this symphony to attack foes within range. The sounds materialize and manifest as directed, appearing as silhouetted instruments and musicians that dance and bob in the wind.

When you Cast the Spell, a captured breath of ephemeral music explodes in a great crescendo, appearing in a space you choose within range. On subsequent rounds, the first time you Sustain the Spell each round, you can move your conjured melody to a space within range (if needed) and create another explosion of music.

Each explosion of sound from the phantom orchestra deals 8d6 sonic damage to all creatures in a 10-foot burst (basic Fortitude save). The phantom orchestra doesn't take up space, grant flanking, or have any other attributes a creature would.


Heightened (+1) The damage increases by 1d6.

Traits

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Sonic

An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.