Bells (Spell)

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Level: Sorcerer/Wizard 3
School: Enchantment


Casting Time: Standard Action
Components: V,S,M (A tiny silver bell, worth 1 gp.)


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: all creatures in target area (friend or foe), a 35 foot diameter (7x7 space) area within range.
Duration: Instantaneous
Saving Throw: Will partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes


You make rhythmic sounds like a ringing bell, the phonemes of power woven into the childlike, silly sound. You ring a tiny silver bell in your hand, either gently, or vigorously.
This spell has two different functions, either of which can be useful.
The first function empowers the caster to create the delicate sound of a tinkling silver bell at any point within range of their current position to which there is line of effect. This sound can be heard within a 20 foot radius of the point chosen, and can serve handily as a distraction. Any allies of the caster gain a +2 Arcane bonus to their Stealth skill if it is rolled in the same round as the spell is cast, and they are considered to have Concealment for purposes of entering Stealth.
The second function is far more direct and deadly. The caster chooses a target square and the delicate sound of a silver bell chimes there, affecting all creatures in a 7x7 area centered on that square who can hear the sound. The innocuous sound drills into their skulls like the keening buzz of a mosquito's wings, setting teeth on edge and driving them into fits to try and escape it. All affected creatures take (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of Rugosic (physical, uncommon) damage. If they make a saving throw as described above, they only take half damage. Being blind to sound renders them immune, even though the damage is not sonic.