You amplify all sounds a creature can hear. Sounds the creature can hear are amplified to ear-splitting levels. Creatures not affected by this spell hear normally.
No matter how far away the origin of the sound is, if the creature can normally hear it without the spell, it is amplified for them. When a creature has the spell cast on them, they must roll a Constitution saving throw. On a failed save, the creature takes 1d6 Thunder damage and is Deafened for the spell's duration. On a successful save, the creature takes half as much damage and is not Deafened. Regardless of initiative order, the creature has to reroll this saving throw every time a new sound is made within earshot for as long as the spell is active. This continues until the creature is Deafened or the spell ends. Only especially loud sounds, such as metal clanging, yelling, or musical instruments cause damage. It is up to the DM's discretion whether a sound is especially loud.
If the creature enters an area where Silence was cast, the spell ends. The spell immediately fails when cast on any creature who cannot hear.
At Higher Levels: When cast with 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)
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