“Housed in a beautiful seaside resort, the College of Sirens acts not only as a place to hone your natural beauty and enchanting magic, but most of these mages' first real job. The College prides itself on both the hands-on learning experience as well as their luxury vacation packages.
The bards of this college are nothing short of legendary, quite literally. Taking their names from the beautiful and deadly creatures of myths and legends, these bards lure in wealthy customers from all over the world with their incredible beauty and charms.
Despite, or perhaps because of it’s incredible reputation, rumors swirl around the institution. Some say that it was actually the source of those alluring creatures who would lure sailors to their doom, others say that it was started by a council of the creatures to monopolize on their ability to captivate the mortal races, including their own students…”
Level 3 Mind Games - You always have the spells Dissonant Whispers and Calm Emotions prepared. When casting Dissonant Whispers, if the target fails its saving throw, you may choose the direction it moves. This cannot force a creature to run into any obvious hazards (fire, off a cliff, etc…).When casting Calm Emotions, you may choose to create a 20-foot Emanation centered on yourself, rather than a 20-foot sphere within range.
Level 3 Alluring Song - When casting an Enchantment or Illusion you may ignore the Somatic and Material components of spells, as long as the spell does not consume the Material component.
Additionally, whenever a creature within 60 feet of you makes a Saving Throw against an Enchantment or Illusion spell you cast, you can use your Reaction and expend a use of your Bardic Inspiration, subtracting the number rolled from the creature’s Saving Throw. This can also be used when a creature makes an ability check to disbelieve or see through one of your Illusions. This ability cannot be used on a creature that cannot hear your singing.
Level 6 Arcane Harmonies - When Concentrating on an Enchantment or Illusion spell, you may expend a use of your Bardic Inspiration to Concentrate on a second spell from the other school (I.E. 1 Enchantment spell and 1 Illusion spell). When Concentrating on two spells in this way, you only make one Concentration saving throw when taking damage and make the roll at Disadvantage.
Level 14 Dashed on the Rocks - Spells you cast from the Illusion school of magic have become so real, they now are able to cause actual harm to creatures.
If the illusion is some type of stationary hazard, the damage occurs whenever the creature moves into it or ends their turn there. If the illusion is a creature or other moving object, the damage occurs when the creature initially moves within 5ft. of the illusion (or you move the illusion within 5ft. of them) or the creature ends its turn within 5ft. of the illusion. This damage cannot trigger more than once per round per creature.
Any creature who would take damage from one of these illusions must make an Intelligence saving throw against your Spell Save DC. On a failure, they take Psychic damage equal to 1d8 + 1d8 per spell level. On a successful save, they may make an immediate Intelligence (Investigation) ability check to determine the nature of the illusion.
Creatures damaged by your illusions perceive the Psychic damage as the logical damage type that would be dealt but the illusion. (Fire damage for a fire, Piercing for being stabbed, etc…).