# Instrument of the Bards, Ollamh Harp *Wondrous item, legendary (requires attunement by a bard)* ![](/Rules/Source/items/img/ollamh-harp.webp#right) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take `dice:2d4|noform|noparens|avg` (`2d4`) Psychic damage. You can play the Ollamh Harp to cast one of the following spells: [Fly](/Rules/Source/spells/fly-xphb.md), [Invisibility](/Rules/Source/spells/invisibility-xphb.md), [Levitate](/Rules/Source/spells/levitate-xphb.md), [Protection from Evil and Good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md), [Confusion](/Rules/Source/spells/confusion-xphb.md), [Control Weather](/Rules/Source/spells/control-weather-xphb.md), and [Fire Storm](/Rules/Source/spells/fire-storm-xphb.md). Once the Ollamh Harp has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. *Source: Dungeon Master's Guide (2024) p. 272*