You amplify all sounds in a 30 ft. cube centered on yourself or a point you can see. Sounds made inside this cube are amplified to ear-splitting levels. You and any party members you can see are immune to this effect and hear normally inside the cube.
Ambient sounds such as wind or the rustling of leaves are also amplified within the cube. If a creature within the cube would be able to hear a sound outside the cube, the sound is amplified for them. When a creature, including party members you cannot see, enters the cube for the first time, they must roll a Constitution saving throw. On a failed save, the creature takes 1d6 Thunder damage and is Deafened. On a succesful save, the creature takes half as much damage and is not Deafened. However, they will have to reroll this save for every turn they spend inside the cube, taking damage for each turn, until they are either Deafened or leave the cube, whichever comes first. Especially loud sounds such as metal hitting the floor, musical instruments, or yelling cause double damage. It is up to the DM's discretion whether a sound is especially loud.
Any non-deafened creature within the cube must roll a Consitution saving throw, regardless of initiative order, if a new sound is created within the cube, such as footsteps, the clanging of armor, or talking.
If a Silence spell is cast over any part of the cube, the spell ends. Creatures who cannot hear are not affected by the spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot above 3rd.
* - (A gold bell worth at least 20 GP)Previous Versions
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