Difference between revisions of "Audible Glamer (spell)"

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'''Audible glamer''' is a spell that deceives an audience into hearing a cacophony of sounds originating from a multitude of beings, either intelligible or otherwise.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Audible Glamer
 
| name = Audible Glamer
| range = 60 ft. +10 ft. per level
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| range = 60 ft. +10 ft. per [[Experience Level|level]]
| duration = 10 rounds per level
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| duration = 10 [[Combat Round|rounds]] per level
 
| area of effect = equals spell range
 
| area of effect = equals spell range
 
| casting time = 1 round
 
| casting time = 1 round
| save = negates
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| save = none
| level = [[Bard 1st Level Spells|bard (1st)]]; [[Illusionist 1st Level Spells|illusionist (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
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| level = [[Bard 1st Level Spells|bard (1st)]]; [[Illusionist 1st Level Spells|illusionist (1st)]]; [[Mage 2nd Level Spells|mage (2nd)]]
 
}}
 
}}
  
Beguiles an audience, causing them to believe that they hear sounds made as if by multiple creatures, whether intelligent or otherwise. These sounds are indistinct — so that the sounds ‘heard’ would be that of an incoherent collection of individuals. Examples might be the roar of a crowd, marching, clanking, the chittering of beasts, the clicking of insects and so on. The sound will never seem to come from any less than a half dozen creatures.
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These sounds form a chaotic blend, ranging from the tumultuous roar of a crowd to a rhythmic marching, clinking of [[Armour List|armour]], the eerie chittering of strange creatures, the incessant clicking of unseen insects, or whatever else the caster might invent.
  
The spell is limited in the decibel level it is capable of producing — 50 is the maximum limit, about the sound of a busy street full of carts and hawkers, or the roars of immense hippopotami. Because of this, any crowd or vast number must seem as though it were far away. At the same time, close sounds must be bare whispers, to conceal the truth that the noise being made is nonsensical. Only the fact that the sound is detectable but obscure protects its true nature.
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The [[Illusion|illusion]] implies the presence of no fewer than a dozen entities, and the requisite sound these would produce, must be created by the caster. The source of the sound, with respect to listeners, is specivied when casting the spell.
  
As suggested already, the sound need not be that created by the mouths of creatures, but can be any sound that animals are able to make, either of themselves or through instruments they can manage. The spell cannot, however, produce a recognizable melody. Attempts at music will be necessarily off-beat and out of tune.
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== Loudness ==
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The spell has a limitation in volume, this being no more than 50 decibels, akin to the din of a bustling street filled with carts and street vendors or the mighty roars of [[Hippopotamus|hippos]].  Consequently, any illusion of a large gathering sounds as if it emanates from a distance — while faint whispers give the impression of being nearby.  This might expose the magical nature of the sound for some, especially as the spell cannot produce coherent words, convey a message, or replicate a recognizable melody.
  
The sound can be made to emerge from anywhere within the spell range. It can also be made to move, as though from one side of the audience to another.
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The glamer serves as a distraction and has the ability to mask real sounds. When calculating [[Stealth (sage ability)|stealth]], it subtracts 2 from the number of [[Combat Hex|hexes]] a character can approach without being detected. Additionally, unsuspecting individuals who hear the glamer are more likely to be caught off guard, increasing their chances of being [[Surprise (combat)|surprised]] by one additional point.
  
The audience will have no reason to disbelieve, unless the evidence of their eyes indicates the sound is impossible. In this case, they will be able to press the sound from their minds if they make a +4 save vs. magic. Creatures of 0 or 1 intelligence cannot save against the spell.
 
  
Otherwise, the glamer will serve as a distraction and will even conceal true sound. This gives a bonus of +2 hexes when calculating stealth, while attacking creatures will gain a +1 to their surprise roll.
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See [[Noise (cantrip)]]
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[[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 21:03, 29 October 2023

Audible Glamer (spell).jpg

Audible glamer is a spell that deceives an audience into hearing a cacophony of sounds originating from a multitude of beings, either intelligible or otherwise.

Audible Glamer
Range 60 ft. +10 ft. per level
Duration 10 rounds per level
Area of Effect equals spell range
Casting Time 1 round
Saving Throw none
Level bard (1st); illusionist (1st); mage (2nd)

These sounds form a chaotic blend, ranging from the tumultuous roar of a crowd to a rhythmic marching, clinking of armour, the eerie chittering of strange creatures, the incessant clicking of unseen insects, or whatever else the caster might invent.

The illusion implies the presence of no fewer than a dozen entities, and the requisite sound these would produce, must be created by the caster. The source of the sound, with respect to listeners, is specivied when casting the spell.

Loudness

The spell has a limitation in volume, this being no more than 50 decibels, akin to the din of a bustling street filled with carts and street vendors or the mighty roars of hippos. Consequently, any illusion of a large gathering sounds as if it emanates from a distance — while faint whispers give the impression of being nearby. This might expose the magical nature of the sound for some, especially as the spell cannot produce coherent words, convey a message, or replicate a recognizable melody.

The glamer serves as a distraction and has the ability to mask real sounds. When calculating stealth, it subtracts 2 from the number of hexes a character can approach without being detected. Additionally, unsuspecting individuals who hear the glamer are more likely to be caught off guard, increasing their chances of being surprised by one additional point.


See Noise (cantrip)