Difference between revisions of "Silence, 15 ft. radius (spell)"

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[[File:Silence 15 ft. radius (spell).jpg|right|525px|thumb]]
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'''Silence''' is a spell that suppresses all sound and vibrations within its designated area, rendering all individuals within that space completely deaf to auditory stimuli.  While communication remains feasible through non-verbal methods, such as hand signals, gestures and mouthing words, not even a substantial physical explosion could penetrate the profound and all-encompassing silence.
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{{Spelltable
 
{{Spelltable
 
| name = Silence, 15 ft. radius
 
| name = Silence, 15 ft. radius
 
| range = 120 ft.
 
| range = 120 ft.
| duration = 2 rounds per level
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| duration = 2 [[Combat Round|rounds]] per [[Experience Level|level]]
 
| area of effect = 30 ft. diameter sphere
 
| area of effect = 30 ft. diameter sphere
 
| casting time = 1 round
 
| casting time = 1 round
| save = none; see below
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| save = none; see text
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
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The caster must designate the targeted area for the spell's effect. For beings with an [[Intelligence (ability stat)|intelligence]] of 7 or less, the imposition of silence can be highly distressing.  If a [[Saving Throws|saving throw]] is not achieved, these creatures immediately flee at their [[Movement (stride)|maximum speed]] for one round, driven by the unease caused by the silence.  Thereafter, it takes them an additional full round to regain their composure, a state akin to being [[Stun Lock|stunned]].  Thereafter, they can act normally.
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== Other Effects ==
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Spells cannot be cast within the silenced area, while the activation of magical items that rely on verbal commands is likewise rendered impossible.  Sage abilities that rely upon a [[Heightened Senses (sage study)|heightened sense]] of hearing are rendered ineffective.  Therefore silence allows for a covert entry into areas where sound could trigger alarms or alert guards. By silencing the group's movement, they can more easily slip past guards without being detected.
  
Silences all sound within the area of effect and renders all within that area utterly deaf to sound. Even vibration is not detectable.
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The spell can be used to counter an [[Alarm (spell)|alarm]] spell, disrupt the orders or given by others, or magical attacks such as [[Chant (spell)|chant]] or [[Command (spell)|command]].  Various creatures that rely upon audial attacks, such as [[Harpy|harpies]] or [[Siren|sirens]], are likewise limited in their effectiveness.
  
A focus for the spell must be identified, but this may be a creature, a point in space or a non-living thing. If a creature is chosen, that creature is entitled to a save vs. magic — if successful, the spell focuses where the creature was, but does not follow the creature.
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[[Category: Clerical Spells]][[Category: Reviewed]]
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[[Category:Needs Rewrite]]
 

Latest revision as of 19:56, 2 November 2023

Silence 15 ft. radius (spell).jpg

Silence is a spell that suppresses all sound and vibrations within its designated area, rendering all individuals within that space completely deaf to auditory stimuli. While communication remains feasible through non-verbal methods, such as hand signals, gestures and mouthing words, not even a substantial physical explosion could penetrate the profound and all-encompassing silence.

Silence, 15 ft. radius
Range 120 ft.
Duration 2 rounds per level
Area of Effect 30 ft. diameter sphere
Casting Time 1 round
Saving Throw none; see text
Level cleric (2nd)

Contents

The caster must designate the targeted area for the spell's effect. For beings with an intelligence of 7 or less, the imposition of silence can be highly distressing. If a saving throw is not achieved, these creatures immediately flee at their maximum speed for one round, driven by the unease caused by the silence. Thereafter, it takes them an additional full round to regain their composure, a state akin to being stunned. Thereafter, they can act normally.

Other Effects

Spells cannot be cast within the silenced area, while the activation of magical items that rely on verbal commands is likewise rendered impossible. Sage abilities that rely upon a heightened sense of hearing are rendered ineffective. Therefore silence allows for a covert entry into areas where sound could trigger alarms or alert guards. By silencing the group's movement, they can more easily slip past guards without being detected.

The spell can be used to counter an alarm spell, disrupt the orders or given by others, or magical attacks such as chant or command. Various creatures that rely upon audial attacks, such as harpies or sirens, are likewise limited in their effectiveness.