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Sonic spells
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A form of energy attack based on sound properties, often dealing sonic damage.
Name | Description | Classes | |||||||||||
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Alc | Art | Brd | Clr | Drd | FvS | Pal | Rgr | Sor | Wiz | War | |||
Forced Escape | You radiate destruction, dealing 20d20 sonic damage to enemies around you. Enemies succeeding a Fortitude saving throw vs. (20 + Wisdom modifier) take half damage. This dispels crowd control effects such as stuns on you, and can be used when stunned or otherwise incapacitated (but still conscious). | ||||||||||||
Greater Shout | Emits an ear-splitting yell that deafens and deals 1d6+3 sonic damage per caster level to a max of 20d6+60 at level 20 and stuns the targets in its path for 6 seconds. A successful Fortitude save halves the damage and negates the stun effect. | ||||||||||||
Hellball | Deal 3d20 + 15 acid, electric, fire, and sonic damage to enemies in an area. A Successful Reflex saving throw halves each type of damage. | ||||||||||||
Protection from Elements, Mass | Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) for each energy type has been absorbed. | ||||||||||||
Protection from Elements | Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic. | ||||||||||||
Protection from Energy | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. | ||||||||||||
Resist Energy | Grants a creature limited resistance from an elemental damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The creature gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source.), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level, and to a maximum of 30 points at 11th level. | ||||||||||||
Shout | Emits an ear-splitting yell that does 1d6+3 sonic damage per caster level to a max of 15d6+45 at level 15 to all targets in its path. A successful Fortitude save halves the damage. | ||||||||||||
Sonic Blast | Blasts an enemy with loud high-pitched sounds, dealing 1d6+1 sonic damage per caster level. (Maximum sonic damage 8d6+8.) The target must make a successful Will save to avoid being dazed for 2 seconds, or until they take damage. This spell has double range. | ||||||||||||
Soundburst | A tremendous cacophony creates a burst area of effect dealing to every creature 1d6+1 points of sonic damage per caster level (max 15d6+15 at caster level 15), and each creature must succeed on a fortitude save or Spell Resistance check to avoid being stunned for 6 seconds. Creatures that cannot hear are not stunned but are still damaged. | ||||||||||||
Wail of the Banshee | You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active. |