Ghost Sound (Spell)

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Level: Sorcerer/Wizard 0
School: Illusion (figment)

Casting

Casting Time: Standard Action
Components: V, S

Effect

Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: One or more squares within range
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 negates
Save DC: 10 + caster stat modifier + 1/2 character level
Spell Resistance: Yes

Description

Ghost Sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound Ghost Sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a Ghost Sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a Ghost Sound receives a WILL save to disbelieve.
Ghost Sound lays a charge on the caster while it is sustained, but that charge specifically overlaps (and stacks with) Silent Image (Spell). If a caster already carrying a charge from one of these spells casts the other, the two charges blend and merge, sharing the same charge.
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.