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

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| 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.
  
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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]].
  
  
There is no focus point for the spell, but the caster must specify what area is to be effected.  For creatures with a 7 [[Intelligence (ability stat)|intelligence]] or less, the silence is deeply upsetting.  Unless a [[Saving Throws|saving throw]] is made, these creatures will flee at [[Movement (stride)|full speed]] for one round, when realizing the silence is gone.  Whereupon, it takes an additional full round to regain their composure; this is similar to their being [[Stun Lock|stunned]].  Thereafter, they can act normally.
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Spells cannot be case in the  
  
 
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
 
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]

Revision as of 19:54, 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.



Spells cannot be case in the