Tune
(Alteration)
Reversible

Range:  0
Components:  V or M
Duration:  Instantaneous
Casting Time:  1
Area of Effect:  5-foot radius sphere
Saving Throw:  None

With this cantrip, the bard can bring one note of an instrument in tune with either a hummed note, the equivalent note played by a second instrument (in which case the component of the spell is that other instrument, which is obviously not consumed in the casting; what good would that do?), or the result of a preceding pitch cantrip (q.v.). The one note will end up perfectly in tune with the reference note. As many instruments as are in the area of effect can be brought into tune at once.
A well-tuned instrument (with two or more tuned notes) has the effect of making the bard's songs more melodious and enjoyable; this has the game effects of reducing the saving throws of hostile creatures versus the bard's mood-altering story telling by 1, as well as making the bard's morale-boosting song affect the listeners for an additional 50% longer (i.e., one-and-a-half rounds per level) than it usually does.
Too many notes perfectly tuned on an instrument, however, will have a negative effect on other bards in the area, who will realise that the tuned instrument has been magically tampered with to sound so perfect. For each note above one that the instrument has been tuned, the hostile bard personally gets a +1 to his saving throw versus the playing bard's influencing reactions effects.
Although the tuning is instantaneous, the effects of the cantrip last for a while. In perfect conditions (humidity on the low side, comfortable temperature, no rough handling), the instrument will stay tuned for a week. In less than perfect conditions (typical adventuring abuse, for example), the instrument will have to be re-tuned every day. If the instrument is taken apart for storage, such as flutes or other woodwinds are, the instrument will have to be re-tuned every time it is reassembled.
The reverse of this cantrip, untune, causes one note of the specified instrument to become horribly out of tune. It also has the side effect of turning the wizard's hands a brilliant red for one turn after the cantrip is cast, unfortunately.

