From: Grimoire of Symbiotic Accompaniment 673
Description: A buff spell that amplifies an ally’s next action within 10 feet, adding 1d6 to their damage, skill check, or save result (caster’s choice) for one round. Casting requires a 3-second hum in sync with the grimoire’s choral melody, expending a wild herb sprig, with tendrils linking caster to target. The effect ends if the ally acts against the group, triggering a faint discord.
Roleplay: In a subterranean cave’s dim light, the caster hums with the grimoire’s melody, tendrils weaving toward an ally as they offer a sage sprig, “Let our harmony lift your strike!” The ally’s axe swing glows with amplified force, narrated as a shared song empowering the blow against a cave-beast. The caster smiles, reinforcing bonds, but a selfish move could sour the tune, weakening the group’s rhythm.
The lore of the Harmony’s Echo Amplification 206 emerges from Elowen’s climactic innovations on the Isle of Echoing Bonds, where her grimoire coalesced amid Saṃsāra’s choral tempests—high-magic flows manifesting as auditory waves that amplified group rituals. An isekai soul steeped in bardic guilds from a realm of song-bound symphonies, Elowen grappled with the world’s dissonant perils: avatars’ isolated cries lost in cave echoes or storm choruses, their efforts faltering without harmonic uplift. Her prior rites summoned echoes and beasts, but fleeting solos demanded amplification for pivotal moments. In the isle’s steam-choked cloisters, lit by water-fire lanterns, she experimented with wild herb sprigs—harvested from communal groves—as Qi-catalysts, humming verses synced to the grimoire’s innate melody. The 206th variant—marking twenty tides under the sixth moon’s echo, per faded isle glyphs—crystallized during a cavern collapse, where her hum wove tendrils to a trapped ally, surging their strength to shatter rubble in a glowing crescendo. This spell encapsulated Elowen’s ethos: accompaniment thrives not in constant presence but in amplified instants of unity, turning individual strikes into symphonic triumphs. Propagated by subterranean choristers and aerial hymn-weavers, it became indispensable for tier 1 avatars amid Saṃsāra’s 183 billion acres of labyrinthine caves, floating skies, and uncharted wilds, where over 7 billion souls’ fleeting alliances hinged on such bursts. Coastal shanties and cave-ballads recount Elowen invoking it against the leviathan’s roar, her final hum empowering survivors’ escape before her dissolution into eternal melody.
The use of the Harmony’s Echo Amplification 206 requires a reactive 3-second hum synced to the grimoire’s choral melody, limited to once per day to preserve the caster’s vocal Qi and prevent harmonic overload that could summon dissonant spirits. The caster expends a wild herb sprig (e.g., sage or thyme from fellowship groves), weaving ethereal tendrils to an ally within 10 feet, choosing to amplify their next action: +1d6 to damage (weapon/spell), skill check (e.g., Athletics climb, Perception scout), or save (e.g., Dexterity dodge, Wisdom fear). The effect lasts one round, glowing the ally’s action with amplified force, but ends prematurely if the ally acts selfishly against the group (e.g., hoarding loot, detected by a DC 12 Charisma save from the grimoire’s aura), triggering a faint discord hum that imposes disadvantage on the caster’s next check. Range: 10 feet, no concentration needed post-cast, drawing from ambient choral mana for potency in harmonious loci like monasteries (+1d4 max) or echoes (caves, seas).
Tier: 1 Stats: Casting Time: 3 seconds (reaction/bonus action); Range: 10 feet; Duration: 1 round or until selfish act; Components: Verbal (3-sec hum sync), Material (wild herb sprig, consumed); Effect: +1d6 to ally’s next damage/skill/save (caster choice); Discord Detection: DC 12 Charisma save from grimoire aura Skills Gained: +2 Charisma (Performance) for hum-chants; Proficiency in Insight for group harmony detection Cost: Wild herb sprig (2 Silver/use, foraged or alchemical) Requirements: Grimoire of Symbiotic Accompaniment 673; Ally within 10 feet sharing goal; Once per day (vocal Qi recovery); Harmonic environment preferred (fails in silence-dead zones)
Tags: Magical, Buff, Ally, Harmony, Social, Group, Utility, Divination, Binding, Environmental, Protective, Communal, Fellowship, Echo-Rite, Bondweaver, Spirit-Aid, Choral-Amplify, Tier 1, Roleplay, Tendril-Link, Instant-Surge, Melody-Bond, Selfish-Discord
The roleplay of the Harmony’s Echo Amplification 206 captivates through intimate, melodic empowerment, casting the user as a choral conduit who elevates allies in symphonic climaxes, weaving Saṃsāra’s high-magic flows into narrative crescendos of unity. In a cave’s dim fungal glow, the caster hums the grimoire’s melody, tendrils snaking to an ally’s axe as sage sprig crumbles—”Let our harmony lift your strike!”—narrated as shared song surging the blow into a radiant arc shattering a beast’s carapace, the group’s rhythm unbroken, smiles exchanged in the afterglow. Yet a selfish loot-grab sours the tune with discord, roleplayed as jarring hums fracturing bonds, prompting heartfelt confrontations that test fellowship.
Tactics hinge on reactive precision: time for ally “big swings”—e.g., damage on boss strikes (extra 1d6 crit-fishing), skill checks in chokepoints (Perception scouting ambushes), or saves against bursts (Dexterity dodging cave-ins). In coastal emporiums, amplify Persuasion haggles mid-negotiation, the hum blending with steam-whistles for subtle edges; floating cities favor Athletics for wind-shears, tendrils steadying grapples. Jungle ruins: boost Nature vine-cuts; underwater: Survival current-navs. Chain with summons—echo scouts, beast flanks, then amplify the follow-up. Once-daily demands opportunism: pre-position caster near tanks, but 10-ft limit risks exposure. Discord punishes greed—monitor via Insight, using roleplay to preempt (e.g., “Harmony falters—recommit!”). In megacities, amplify Diplomacy guild-talks; ruins: Athletics climbs. High-harmony zones (monasteries) add potency, but silence (void-caves) halves d6. Overall, it rewards tactical synergy, turning tier 1 fragility into group spikes while enforcing narrative accountability.

Perception of Activation: When Harmony’s Echo Amplification 206 is activated in Saṃsāra, its 3-second hum synced to the grimoire’s choral melody weaves a brief, radiant surge of shared power. This activation engages the five senses and extends into extra-sensory perceptions, reflecting its theme of amplifying group unity through melodic resonance. Perceptions center on the tendrils, the herb’s dissolution, and the ally’s glowing action, varying by the chosen amplification (damage, skill, save) but emphasizing a fleeting, symphonic crescendo.
Sight What is Perceived: Golden tendrils weaving from caster to ally, the ally’s next action glowing with radiant force. Description: As the hum peaks, luminous golden threads spiral from the grimoire, linking caster to ally in a shimmering web, the herb sprig dissolving into sparkling motes that infuse the ally’s weapon, hands, or aura with a brief, intense glow. Positives: Visually cues the amplification, aiding tactical timing; glow inspires allies, boosting morale in dim or chaotic settings. Negatives: Bright flash may reveal positions in stealth scenarios; dazzle risks brief blindness if staring directly.
Sound What is Perceived: A rising choral melody from the grimoire, harmonizing with the caster’s hum into a resonant crescendo. Description: The 3-second hum blends with the grimoire’s innate chorus, swelling into a vibrant note that peaks as the ally acts, fading to a faint echo of unity. Positives: Auditory signal confirms activation, syncing group actions; melody can intimidate foes (minor fear effect). Negatives: Loud crescendo may alert nearby threats; discord on selfish act jars painfully, distracting allies.
Smell What is Perceived: A fresh, herbal burst from the sprig, mingling with warm hearthfire. Description: As the sprig crumbles, its sage or thyme aroma surges, blending with the grimoire’s hearthfire scent, enveloping caster and ally in a comforting, invigorating cloud. Positives: Refreshing scent sharpens focus, aiding concentration; evokes fellowship, enhancing roleplay bonds. Negatives: Strong aroma may attract scent-sensitive beasts; cloying in confined spaces risks minor nausea.
Touch What is Perceived: A warm, tingling pulse through the caster’s throat and hands, extending via tendrils to the ally. Description: The hum vibrates the vocal cords and fingers, tendrils delivering a gentle, empowering warmth to the ally, like a shared heartbeat amplifying their action. Positives: Tactile feedback ensures precise timing; warmth boosts ally confidence, reducing hesitation. Negatives: Tingling can strain voice briefly (disadvantage on next verbal); discord sends chilling jolt, risking stun.
Taste What is Perceived: A crisp, herbal tang like fresh sage or thyme, with a hint of hearthfire smoke. Description: As the sprig dissolves, its essence—carried by Qi-mist—floods the mouth, leaving a refreshing, smoky aftertaste that lingers during the ally’s action. Positives: Invigorating taste enhances focus, potentially aiding initiative; ties to roleplay with herb offerings. Negatives: Bitter sprig variants may distract; prolonged taste risks dry mouth for verbal actions.
Extra-Sensory Perception (Mind’s Eye) What is Perceived: Golden Qi-threads pulsing with the ally’s amplified action, revealing boost strength. Description: The grimoire projects a mental web of threads, showing the +1d6 surge as a radiant pulse, detailing the ally’s action type and group synergy. Positives: Provides tactical clarity on amplification; detects selfish intent early. Negatives: Overwhelm from threads distracts from other Mind’s Eye perceptions; weak bonds show frayed threads.
Extra-Sensory Perception (Qi Flow/Sympathetic Resonance) What is Perceived: A shared rhythmic surge, feeling the ally’s intent as a choral wave. Description: The hum channels a Qi pulse, syncing caster and ally like a duet, amplifying the action through a phantom sense of unified purpose. Positives: Enhances timing, boosting ally action; senses group harmony for roleplay depth. Negatives: Discord backlash causes Qi nausea (debuff); selfish acts disrupt flow, risking caster fatigue.
Extra-Sensory Perception (Choral Echo) What is Perceived: A fleeting emotional crescendo of ally’s resolve, echoing Elowen’s harmony. Description: The melody evokes the ally’s drive—courage, focus, or doubt—radiating as a warm choral wave that briefly uplifts the group. Positives: Boosts morale, inspiring advantages; enriches narrative with Elowen’s legacy. Negatives: Negative emotions (e.g., greed) amplify, risking debuffs; attracts melodic entities.
Hum That Makes One Strike Sing
In the time when the great water was a mirror for the sky’s tears, but after the souls fell like rain into Saṃsāra, there was a world of many voices and many silences. The people came from places where songs lifted the weak, but here the songs were eaten by the dark, and one hand could not break the stone or cut the vine. The words of this tale are old, scratched on leaves now turned to dust, spoken by tongues that lost the true tune, so the story hums with a broken note.
There was a woman who carried many songs in her throat. She had lived where the choir made the small strong, where a hum joined the axe to the tree, but death took her voice from them. In Saṃsāra, she woke with a name that might be Elowen, though the old marks say “Choir-Lifter” or “Hum-Giver.” She saw the alone ones fail, their strikes weak as a child’s, their steps slow in the caves where the dark pressed. “This is a quiet too heavy,” she said to the stones, which heard then, “and I will make it loud with a hum.” Her mind held pieces of old magic, notes that lifted, and she sought a place where the echo answered.
She found an isle that sang back, a place of mist where the walls held voices like water in a cup. It was the Isle of Echoing Bonds, or perhaps “Place of Singing Walls.” There, under lights that burned with water joined to fire, she sat with a book she made from feathers and roots and silk of the deep. She wrote with ink that shone like the stars’ breath, and she found a leaf of the wild, a sprig that smelled of the earth’s heart. She hummed a short song, three breaths, and the book answered with a choir.
But the dark grew hungry. A great beast of stone and shadow rose in a cave, its roar shaking the walls. Elowen stood with one other, a friend with an axe too heavy for his hand. She opened her book, its light dancing, and took the sprig of sage. She hummed with the book’s song, her voice joining the choir, and a light of gold ran from her to the friend’s axe. “Let our harmony lift your strike,” she sang, and the axe glowed, its swing cutting the beast like a song cuts the silence. The cave trembled, but the beast fell, its roar turned to dust.
Others came, their feet echoing in the cave, drawn by the hum. They saw Elowen, her friend strong, and the beast broken. But the isle began to sink, the water drinking it like a thirsty mouth. Elowen’s light grew too bright, her body turning to mist, joining the choir’s song. The book fell, carried by the echo to places where the weak walked.
Those who found it learned the hum. In caves where the dark pressed, they made one strike sing. In skies where the wind cut, they lifted one leap. In jungles thick with green, they made one cut clear the way. But the hum needed a true heart. If the one lifted turned selfish, the song broke, and the light turned cold. The book whispered this warning, for Elowen’s light was gone, but her hum lived, a gift with a shadow.
Moral of the Story: The hum that lifts one also breaks when the heart turns, so sing for the many or the song will leave you silent.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Rite of Echo Amplification 206
A 3-second hum amplifying an ally’s next action (1 round).
Type: Spell (POW x4 cast, 1d3 Sanity loss; 1/day) Components: Verbal (hum sync), Material (herb sprig). Effect: +1d6 ally damage/skill/save; ends on selfish act (POW x4 detect, discord hum).
Drawback: Discord: caster -10% next action.
Blades in the Dark
Echo Amplification Hum 206
3-sec hum boosting ally action (1 round).
Type: Quick Action (Attune, 1 Stress; 1/score) Effect: +1d ally action (damage/skill/save); create “Harmonic Surge” (1 free). Ends on selfish (Resolve 2).
Drawback: Critical: surge backfires (+1 stress all).
Dungeons & Dragons (5th Edition, 2024 Player’s Handbook)
Harmony’s Echo Amplification 206
Cantrip evocation Casting Time: 1 bonus action Range: 10 feet Components: V, M (wild herb sprig, consumed) Duration: 1 round
Amplify ally’s next action: +1d6 damage/skill/save. Ends on selfish act (DC 12 Cha from grimoire).
At Higher Levels: 1st: +2d6; 2nd: 2 allies.
Knave (2nd Edition)
Echo Amplification 206
Spell Slot: Cantrip 3-sec hum: +1d6 ally next damage/skill/save (1 round). Verbal + herb. Ends on selfish (Cha DC 12). 1/day.
Fate Core System
Echo Amplification 206
3-sec hum amplifying ally action (1 round).
ASPECT: Harmonic Surge of Unity STUNT: Once/scene, spend Fate Point: +2 ally action (damage/skill/save); create “Echo Boost” (2 free invokes). Ends on selfish (Will oppose). Verbal hum + herb equiv.
Drawback: Compel for discord (-2 group).
Numenera & Cypher System (2nd Edition)
Harmony Echo Surge 206
Level: 2 (Cypher) Form: Verbal (3-sec hum + herb sprig). Effect: Ally next action +1d6 dmg/skill/save (1 round); ends on selfish (Intellect level 3 detect).
Drawback: Depletion 1 in 1d6.
Pathfinder (2nd Edition)
Harmony’s Echo Amplification 206
Spell 1 [evocation] [auditory] [magical] Traditions divine, occult Cast [one-action] material, verbal Range 10 feet; Target 1 ally Duration 1 round
Amplify ally next action: +1d6 damage/skill/save. Ends on selfish (DC 18 Will aura). Herb sprig consumed.
Heightened (+1): +2d6.
Savage Worlds Adventure Edition (SWADE)
Echo Amplification 206
Power Points: 1 (1/day) Duration: 1 round Trappings: 3-sec hum + herb sprig. Effect: Ally next action +1d6 dmg/skill/save. Ends on selfish (Spirit -2).
Drawback: Discord: caster Fatigued.
Shadowrun (Sixth World)
Echo Amplification Pulse 206
Type: Manipulation Spell (Mana) Drain: F-3 Duration: Instant (1 round) 3-sec hum amplifying ally action.
Cast as Simple Action: Verbal (hum) + Material (herb sprig). Ally next action +1d6 dmg/skill/save. Ends on selfish (Willpower + Charisma (2) detect).
Drawback: Discord: caster -1 dice next action.
Starfinder (2nd Edition)
Harmony’s Echo Amplification 206
Level: 1 Traditions: mystic Cast: [one-action] material, verbal Range: 10 feet; Target: 1 ally Duration: 1 round
Amplify ally next action: +1d6 damage/skill/save. Ends on selfish (DC 18 Will aura). Herb sprig consumed.
Heightened (+1): +2d6.
Traveller (Mongoose 2nd Edition)
Echo Harmony Boost 206
Tech Level: 12 (Psionic) Cost: Cr 2,000 (herb equiv.) Mass: Negligible Power: Psionic (1/day)
Psionic (INT 8+): 3-sec hum; ally next action +1d6 dmg/skill/save (1 round). Ends on selfish (INT 8+ detect).
Drawback: Discord: caster -DM1 next action.
Warhammer Fantasy Roleplay (4th Edition)
Echo Amplification Hum 206
Lore: Hedge Magic CN: 3 Range: 10 yards Target: 1 ally Duration: 1 round
3-sec hum (herb sprig); ally next action +1d6 dmg/skill/save. Ends on selfish (WP TN 40 detect).
Drawback: Discord: caster -10 next action.
