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  Instrument
  bagpipe
  bladder pipe
  bombard
  cor anglais
  cornamuse
  cornett
  crumhorn
  dulcian
  ﬂageolet
  ﬂute
  ﬂute, transverse
  gemshorn
  hautboy
  hirtenschalmei
  horn (shofar)
  kortholt
  lituus
  lizardserpent
  ocarina
  oboe
  pipe
  rackett
  rauschpfeife
  recorder
  sackbut
  shawm (schalmei)
  trombone
  trumpet
  tuba
  zink
  Level
  6
  5
  5
  7
  4
  3
  3
  3
  3
  3
  4
  3
  4
  4
  3
  4
  4
  3
  2
  4
  4
  4
  4
  3
  6
  3
  6
  6
  6
  4
  MN1a: WINDS/HORNS
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  Effect (as Spell Type)
  cure light wounds
  detect evil
  detect magic
  light 
  purify food/water
  remove fear
  charm person
  hold portal
  shield
  ﬁnd traps
  hold person
  levitate (performer only)
  phantasmal force*
  cure disease
  remove curse
  dispel magic
  ﬂy*
  invisibility*
  protection from evil
  cure serious wounds
  neutralize poision
  charm monster
  confusion
  dimension door
  massmorph*
  remove curse 
  feeblemind
  anti-magic shell
  dispel evil
  stone to ﬂesh
  Duration
  I
  I
  I
  P
  I
  I
  P
  P
  P
  I
  P
  P
  P
  I
  I
  I
  P
  P
  P
  I
  I
  P
  P
  P
  P
  I
  P
  P
  I
  I
  MN2: EFFECT
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  Type Instrument
   
  string chittarone
   
  string cittern
   
  string  citole
   
  string clavichord
   
  string dulcimer
   
  string ﬁddle
   
  string gamba
   
  string gittern
   
  string harp
   
  string harpsichord
   
  string hurdy-gurdy
   
  string lute 
   
  string  mandolin
   
  string mandore
   
  string psaltery
   
  string rebec
   
  string spinet
   
  string viol
   
  string vielle
   percussion bell(s)
   percussion cymbals
   percussion drum
   percussion drum, long
   percussion drum, side
   percussion jingle
   percussion naker
   percussion tabor
  percussion tambourine
   percussion timbrel
   percussion triangle
  * music remains audible
  MN1b: STRINGS/PERCUSSION
  d30 Magical Instruments
  “d30  Magical Instruments: © 2012, New Big Dragon Games Unlimited
  Level
  7
  5
  5
  7
  3
  6
  6
  4
  7
  8
  6
  3
  4
  3
  4
  7
  8
  7
  7
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  0
  GENERAL INSTRUCTIONS
  1.  Roll for Instrument Type.
  Choice of MN1a or MN1b at DM’s discretion.
  The instrument’s level represents the relative difﬁculty of 
  playing the speciﬁed instrument competently to produce its 
  effect(s) as indicated by MN2. Multiplying the instrument’s level 
  by 2 indicates the equivalent bard level equivalent required. 
  2. Roll for instrument effect. 
  Instruments may have as many effects as the DM desires, with a 
  different melody or rhythm required for each (see 3 below).
   
  Make additional roll for area of effect: 1d3x10' radius. 
  (DM may roll separate areas of effect for each effect as desired.)
  Offensive effects (e.g., confusion and feeblemind) affect all in 
  area of effect (on failed save, including other party members) 
  except the person playing the instrument. 
  Beneﬁcial effects (e.g., cure light wounds, remove disease) affect 
  all in area of effect (no saving throw required, including 
  enemies/foes) including the person playing the instrument.
  Duration of effect: 
  C: goes into effect immediately upon completion of song;
  roll 1d30 for required duration of performance in rounds
  P: in effect for duration of performance (on failed save where 
  appropriate); as long as the instrumentalist continues to 
  perform, effects will continue; if playing stops, all effects cease, 
  and new saving thows must be made if playing then resumes
  3. Determine multiple effect option (if required). 
  Generally, any competent performance of a magical instrument 
  will produce the effect (per MN2). Instruments with more than 
  one effect require different compositions be played. 
  Effect options (below) at DM’s discretion (or roll 1d3).
  Option 1: any performance produces the “default” effect, and  
  each additional effect requires a speciﬁc composition/rhythm
  Option 2: each effect requires a speciﬁc composition/rhythm 
  and any other performance has no effect
  Option 3: each effect requires a speciﬁc composition/rhythm 
  and any other performance has a random effect 
  Character knowledge of speciﬁc melodies/rhythms (either from 
  recall or through reading of music transcription) is required to 
  produce these types of effects.
  
SOURCE: textdata/thevault/OSR Generic/Old School Adventures D30 Accessories (OSR)/NBD d30 Encounters; Generators/d30 Magical Instrument Generator (OSR).pdf