Forced Quiet (Spell)
- Level: Bard 6, Sorcerer/Wizard 9
- School: Enchantment
- Casting Time: Standard Action
- Components: S
- Range: Medium (100 ft. + 10 ft./lvl)
- Target or Area: one creature
- Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
- Saving Throw: Will partial
Save DC: 10 + caster stat modifier + 1/2 character level
- Spell Resistance: Yes
- Forced Quiet does not require the caster to speak aloud, as the thundering refrains of its power are recited only in the casters mind.
- To all others, the caster makes a series of arcane motions as shimmering power builds around their hands. At the culmination of the spell, the caster makes a soundless gesture, casting forth the stilling power of the magical force. The target of the spell is affected without benefit of a saving throw, making them unable to make loud noises or shout. This does not affect spellcasting or speech by the target, only the loudness of their actions. The target can still use extraordinary, supernatural, and spell-like effects with a sonic component (such as sonic or thundercrash damage), but the DC of these effects decreases by 2.
- The target gains a +2 bonus on saving throws against sonic effects.
- The target gains a +4 Arcane Bonus on Stealth checks.
- Note that this spell can be used by the bold as a buff spell, to aid their friends, but the synergistic effects listed below makes this somewhat risky.
- Synergy: This spell lays a magical charge upon its target (see below). If the target is subject to another effect that lays a charge, this charge may be released by the caster as a free action. As the magical energy of the sound-dampening effect dissipates, it inflicts (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) as Quiescent (energy, rare) damage. The creature is allowed a Willpower save against the DC listed above to reduce this damage by half.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.