Instrument
Each charge grants all allies within 60 feet +4 to damage for 1d6 rounds. The horn splits when depleted. 1d4 charges A curved horn banded in iron with a mouthpiece that tastes of copper and adrenaline.
Instrument
Struck once with the rod, the bell rings on its own for one hour and can never be muffled, wrapped, or drowned out by any louder sound. Every creature that has heard it ring knows its exact direction and distance from as far as two miles, through stone, fog, water, and darkness, and cannot lose its way walking toward it. It will not take a second striking until the hour is out. Permanent. Squat grey handbell with no clapper, struck instead with a short iron rod hung from the grip on a loop of gut.
Instrument
Each charge sounds one note and returns every creature that hears it, with everything it carries, to the exact spot it stood ten minutes earlier. Range 60 feet, through walls, water, and shut doors. An unwilling creature may refuse with a Mind save. Only position is returned, never wounds, time, spells, or charges spent, and nothing is carried across a planar boundary. The bell's lip goes soft as lead when depleted, and turning it over still names aloud where its holder was standing ten minutes ago. 1d2 charges Dull grey metal, a hand bell with no clapper in it, sounded by turning it over once.
Instrument
Each charge targets one creature within 60 feet who must Mind save or be slowed (half movement, attacker gains +3 to hit) for 1d3 rounds. The flute cracks when depleted. 1d4 charges A bone flute carved from something ancient, producing a mournful tone that makes the air feel heavy.
Instrument
When played: all creatures within 30 feet make Mind saves or become frightened for 1d4 rounds. Permanent. Set of reed pipes that produce eerie haunting melodies. Music seems to come from everywhere at once.
Instrument
Send short message to any location user has visited. Arrives as whisper after 1d6 hours. 1d4 charges. Curved horn of polished bone that amplifies user's voice across impossible distances.
Instrument
Playing for 1 minute soothes emotions. Charm animals within 30 feet for 10 minutes (Mind save negates). 1d3 charges. Elegant silver flute with peaceful melody. Animals become docile.
Instrument
Each charge calls every bird within two miles to the piper, arriving within ten minutes as a single flock of hundreds. While the piping continues, up to ten minutes, the flock will heavily obscure a 60-foot area, mob one pointed-out creature so that it cannot see or aim, or carry off every loose object under 2 pounds in a 60-foot area. The feathers blow out of the pipe ends when depleted. 1d3 charges Seven bone pipes bound with waxed cord, each one stopped at the top with a different feather.
Instrument
Each charge lasts 10 minutes and grants +3 to deception and persuasion while playing. Listeners forget the specifics of what was said after the music stops. Strings snap when depleted. 1d3 charges A lute with strings of spun silver that plays slightly out of tune in a way that feels deliberate and hypnotic.