Angel
Melody, Aerosmith 8
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your allies take on heavenly characteristics.
All your allies gain the benefits of the Half-Celestial template while within the area of effect.
Around the World
Melody, Red Hot Chili Peppers 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
With a piercing, lasting note, you and your allies disappear, carried on the wings of music to far-away lands.
You teleport yourself and all your willing allies within the area of effect as per the teleport spell.
Astronomy
Melody, Jethro Tull 9
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Your music calls down the stars from the heavens to destroy your enemies.
Each round, each target within range is hit by a falling star. You must make a ranged touch attack against each target, using your Charisma modifier in place of your Dexterity modifier; a successful strike deals 1d8 damage per caster level bludgeoning damage.
Banish from Sanctuary
Melody, Blind Guardian 8
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Nearby enemies vanish as they are forced back to their home planes.
All enemies within the area of effect must make a Will save or be instantly forced back to their home plane.
Behind Blue Eyes
Melody, The Who 8
Area: 120-foot radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The notes you play resonate in your mind, taking shape into words that echo the thoughts of those around you.
This is a mind-affecting effect. You can eavesdrop on the thoughts of every creature in the area of effect, as per the brain spider spell.
Blitzkrieg
Melody, Metallica 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your allies are spurred into action by this trumpeting chord.
All of your allies within the area of effect immediately take a standard action. If they choose to use that action to attack, they may make a full attack instead.
Cold Wind to Valhalla
Melody, Jethro Tull 7
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
The chord rips through the air, sucking all heat out with it.
All enemies within the area of effect suffer 1d6 cold damage per 4 caster levels every round. Beginning in the 2nd round and each round thereafter, increase the damage each enemy takes by 2d6 if that enemy fails a Fortitude save. The damage increases each round are cumulative.
Creeping Death
[b]Melody, Metallica 8
Range: Medium (100 ft + 10 ft/level)
Target: One creature
Duration: See text
Saving Throw: See text
Spell Resistance: No
You play, and the notes take root in your enemy, slowly approaching its heart.
This is a necromancy effect which places a curse on your target. An enemy targeted by this chord must make a Fortitude save every hour. For every failed save, the target makes all further Fortitude saving throws against this chord at a cumulative -2 penalty. Once the target fails 5 saving throws, it dies.
This chord cannot be dispelled, nor can it be removed by break enchantment or limited wish. A miracle or wish spell removes the curse, as does remove curse cast by a spellcaster of at least 17th level.
Curse My Name
Melody, Blind Guardian 9
Area: 30-foot radius burst centered on you
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You sing lyrics of the Dark Speech which cause your enemies to blanch.
All enemies in the area of effect must make a Will save or suffer a curse as per
greater bestow curse. All enemies suffer the same curse, which can only be removed by a
miracle or
wish spell, or
remove curse cast by a 20th-level spellcaster.
Dream On
Melody, Aerosmith 9
Area: 20-foot radius emanation centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
As you play the chord, the music swells around you in a dreamy bubble.
Dream On creates a planar bubble (as per the
planar bubble spell) which emulates the Dreamheart (see Manual of the Planes page 201 for information on the Region of Dreams). Though time passes much more quickly inside the bubble than outside, things have difficulty transitioning across the boundary. Attacks cannot be made across the boundary in either direction; spells cannot be cast across the boundary (including power chords cast as spells), nor can spell-like, supernatural, or extraordinary abilities be activated across the boundary (including power chords activated as SLAs or supernatural abilities). Creatures inside the bubble must make a Will save to be able to leave, though they can otherwise act normally.
Any creature trapped inside the bubble may make Lucid Dreaming checks as normal if it has ranks in the skill; a DC 20 Lucid Dreaming check allows a creature to leave the bubble without making a Will save. You may substitute a Perform check for a Lucid Dreaming check if you wish. You can make a special Lucid Dreaming check to emulate the effects of any power chord you know (DC 20 + 3 times chord level), without expending a daily use of the chord. However, the range and/or area of effect of any chord emulated this way is limited to inside the Dream bubble.
When the chord ends, all spells and effects which began inside the bubble also end. Consumables and daily uses activated inside the bubble are not expended, and spell slots or power points are returned to their pre-bubble state. However, the effect of any spells or abilities with an instantaneous duration remain, as does any damage, conditions, or death sustained during the time spent inside the bubble.
Lionheart
Melody, Blind Guardian 7
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The notes ring out and your allies grow in strength and ferocity.
All allies within the area of effect take on some qualities of a were-dire lion for the duration of the chord. Each willing ally gains a +14 bonus to Strength, a +4 bonus to Dexterity, and a +6 bonus to Constitution, as well as damage reduction 10/silver and a +5 bonus to natural armor. Each ally also gains two claw attacks (1d6 + Str for a medium creature) and a bite attack (1d8 + Str/2 for a medium creature), as well as the Multiattack feat. Allies affected by
lionheart can make a full attack at the end of a charge, and are immune to fear.
Master of Puppets
Melody, Metallica 9
Area: 30-foot radius emanation centered on you
Duration: Concentration, up to 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
The notes you play worm their way into your opponents' consciousness, taking them over.
This is a mind-affecting compulsion effect. Any enemy within the area of effect who fails their Will save comes is affected as if by
dominate monster. You can dominate a number of creatures this way up to your Charisma modifier; however, wrangling so many creatures requires a sizable amount of concentration.
Me and My Friends
Melody, Red Hot Chili Peppers 9
Area: 30-foot radius burst centered on you
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your chord takes on the semblance and substance of you and your friends.
You create one duplicate of each ally in range, including yourself, as per the
Body Outside Body spell. In addition to the normal restrictions, the duplicates cannot use the original creatures' supernatural or spell-like abilities, but they can duplicate extraordinary abilities. The original creatures take no damage when a duplicate is destroyed.
Miracle Cure
Melody, The Who 9
Range: Medium (100 ft + 10 ft/level)
Target: 1 creature/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Allies are suddenly cured by the power of rock.
All targets within range are cured of all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, and stunned. The chord ends sleep effects and the effect of the
feeblemind spell and the
seasons of wither chord, and ends any additional effects from poison, as the
neutralize poison spell. Each target is cured 1d4 points of damage per caster level, and healed of all ability damage and drain, negative levels, and levels permanently drained by a force or creature (but not level or Constitution loss due to death).
Occasional Demons
Melody, Jethro Tull 8
Area: 60-foot radius emanation centered on you
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your allies take on fiendish characteristics.
All of your allies gain the benefits of the Half-Fiend template while within the area of effect.
Parallel Universe
Melody, Red Hot Chili Peppers 8
Area: One-mile radius spread centered on your square
Duration: 24 hours/2 levels (D)
Saving Throw: Will partial; see text
Spell Resistance: No
The air and ground warp, taking on strange and unusual configurations.
Parallel Universe causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists.
- All attacks have a 50% miss chance.
- Area effects with a source or target within the area have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon (PH 158).
- All Perception checks based on vision take a -10 penalty.
- Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.
- Any teleportation effects with a destination inside the area of the parallel universe deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as described in the teleport spell. If this would send them outside the chord's area, roll again. A teleport effect cast within the chord's area and intended to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the area of the parallel universe.
When within your own parallel universe, you are immune to the last two effects (movement and teleportation), but not the others. You may attempt to guide your companions through the parallel universe; this does not allow them to find their way automatically, but it does grant them a +4 bonus on Will saves to resist those two effects. The center of the effect is determined when you play the chord, and does not change if and when you move.
Seasons of Wither
Melody, Aerosmith 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You play a discordant note, and your enemies grow so weak and slow they can barely move.
All enemies within range must make a Fortitude save, or their Strength and Dexterity scores each drop to 1. Each affected creature is unable to use Strength- or Dexterity-based skill checks, and likely cannot move due to the weight of its equipment. Each subject remains in this state until a
heal, limited wish, miracle, or
wish spell, or a
miracle cure chord or similar effect, is used to cancel the effect of the
seasons of wither.
Won't Get Fooled Again
Melody, The Who 7
Area: 60-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The notes spring out and disrupt all illusions in the area.
All illusion spells and effects in the area of effect of this chord are immediately ended. To disrupt any illusion spell or effect of 7th level or higher, you must succeed on a caster-level check for each, against a DC of 11 + the caster level of the effect.