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Pipes of Madness

8th-level enchantment

Casting Time: 1 action

Range: 150 feet

Components: S

Duration: Concentration, up to 8 hours

All creatures that can hear you in a 20-foot-radius sphere centered on a point you can see within range must make Wisdom saving throws. Creatures that can’t be frightened automatically succeed on the saving throw against this spell. This spell causes each target that failed on the saving throw to dance madly or attack the nearest creature (50% chance of either each round) for 1 minute. Attack rolls against dancing creatures have advantage. Dancing creatures are incapacitated and have disadvantage on Dexterity saving throws. Each dancing creature that can see or hear an ally that isn’t affected makes another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At the end of this period of frenzy, the affected creatures become catatonic, whistling the melody of pipes of madness for the remaining duration. If an affected subject is attacked, whether during the frenzy or during the catatonia, that subject makes a Wisdom saving throw. If it fails on this saving throw, it spends its next turn attacking the creature that attacked it. If it succeeds on this saving throw, the effects of pipes of madness end on it. Any creature not yet affected by this casting of pipes of madness who hears the whistling from within 60 feet must make a Wisdom saving throw with advantage. If the listener fails on this saving throw, the spell affects the listener, starting with 1 minute of frenzy. Upon any successful saving throw against pipes of madness, a creature becomes immune to that casting of pipes of madness.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.