Calling Jaelis, Mvincent, Tarkin, Nobody Remembers this name, etc... "Anti-silence" [Archive] - Wizards Community

Post/Author/DateTimePost
NeueRegel

08-27-07, 11:07 AM
Okay, 3.5 rules, core mostly, but here's the deal:

I'm making a sonic based Witch evoker for to mess with the players, but due to metagaming and that, they know this, and they know that they need "silence" spells mem'd. Cool. Fine.

I want to frack them up. What I need from you is a spell (non core is fine and really I want it made up on the spot) that is um... "Anti-silence".

Not dispel magic, not counter spelling. Something she can use (in fair game terms) that makes sound possible again. Standard action spell.

She is a wizard, so it will have to be an arcane spell, of course.

My problem (as DM) is that they plan on casting "silence" on themselves and just walking in and dicing her up with blades. They are her level, and dispel is just not good enough, etc. (Yes, I suck as DM, they figured it out though, they deserve to know about silence).

I need some spell (made up by one of you people!) as third party that I can use to keep this a level 18 encounter.

NeueRegel
jaelis

08-27-07, 11:23 AM
Well gee, now I'm on the spot...

Only thing I know though is the bard spell joyful noise. But it is a duration of concentration, so you'd have to both port it to the witch spell list and use the Extraordinary Concentration feat to do anything with it. (Or have a minion cast it instead.) Even then it has a limited radius, so it might not do what you want.

Maybe someone else knows something better.

Edit- Oh you're looking for a made-up spell. Right. That shouldn't be so hard, probably something like level 5 with a duration of 1 round/level, suppresses silence effects in a 30 ft radius.
FLAvatar

08-27-07, 11:47 AM
Dispel Silence exists as a 3rd level spell in FR, though I couldn't tell you which book for sure (FRCS if I had to guess). Low enough level to Chain if you had to, assuming it can be chained.

(Lesser) Globe of Invlunerability might do the trick for you, possibly linked up with a Contingency (don't get to be a high level decibelomancer without having dealt with silence armed enemies before, right?)

Or yeah, could just make something up. Really it just needs to be a parallel spell to Glitterdust.
Nezkrul

08-27-07, 11:57 AM
Energy Substitution (acid, cold, electricity, or fire) feat + Silent Spell feat, instead of a spell. Your PC's cast silence, the witch screams fire, frost, acid, and lightning at them through it. :)

Or, a spell; forgive the uninspired name:

Sonic Boom
Evocation [Sonic]
Level: 5 (or whatever level you want it to be)
Components: S
Casting Time: 1 standard action
Range: Medium (100' +10' / level)
Area: 40' radius spread
Duration: Instantaneous, see text
Saving Throw: Fort half, Ref negates, see text
Spell Resistance: Yes (or make the spell Conjuration [Sonic] and have SR be No)

With a slapping clap of your hands, you cause an erupting blast of sound to explode from a point you designate within range, instantly.

Sonic Boom dispels Silence spells up to 5th level and ignores Silence effects that mimic spells equivalent to up to 5th level; within its area of effect. If the Silence spell or effect's point of origin is within the spread of Sonic Boom, and that effect is 5th level or lower equivalent, it is permanently dispelled or negated (if possible). All glass or crystalline objects within 160' feet of the center of the spread must roll fortitude saves. Failure indicates the object cracks, crumbles, or breaks apart. Success causes 1 point of sonic damage per caster level to the object, ignoring its hardness.

All creatures caught in the spread must roll a Fortitude Save and a Reflex Save. Any creatures that fail their fortitude save take 1d4 points of Sonic damage per caster level to a max of 15d4; success reduces this to half damage. Any creature failing its reflex save is deafened permanently, and stunned for 1 round; success means it is only dazed for 1 round. Any creature without any auditory sensory organs or that is already completely deaf is immune to this spell. Creatures made of glass or crystal do not get a reflex save (since they typically do not have auditory sensory organs and being deaf usually has no effect on them) and take d8's for damage instead of d4's.
tarkin

08-27-07, 12:01 PM
If you do not want to port Joyfull Noise, consider a feat:

This is a Home Brew I just made for you (loosely based on Penetrating Cold)

Loud Noise
Pre Req: Silent Spell (or Sudden Silent Spell), capable of casting at least 3 sonic spells, at least one of which is 3rd level or higher.

Your study of silence and sonic spells has taught you secrets of noise.

Benefit:
You can apply this feat to any spell that has the Sonic descriptor. Doing so costs +1 level.

It gains the following benefits:


The spell does half damage to anyone protected by a Silence (or similar spell), or any creature that is normally immune to sonic damage.
The spell ignores any sonic Resistance the creature may have.
Any creature that is particularly vunerable to sonic damage takes 50% more damage than usual.
wonlee76

08-27-07, 12:19 PM
Loud Noise
Pre Req: Silent Spell (or Sudden Silent Spell), capable of casting at least 3 sonic spells, at least one of which is 3rd level or higher.

Your study of silence and sonic spells has taught you secrets of noise.

Benefit:
You can apply this feat to any spell that has the Sonic descriptor. Doing so costs +1 level.

It gains the following benefits:


The spell does half damage to anyone protected by a Silence (or similar spell), or any creature that is normally immune to sonic damage.
The spell ignores any sonic Resistance the creature may have.
Any creature that is particularly vunerable to sonic damage takes 50% more damage than usual.


You may want to add another benefits line or clarification on what this feat does for those sonic spells that don't do damage (Wail of the Banshee and Holy Word come to mind).
Dheran

08-27-07, 12:42 PM
What I need from you is a spell (non core is fine and really I want it made up on the spot) that is um... "Anti-silence".Amplify (Spell Compendium, page 10) counters and dispels Silence. 1st level Bard spell.
Sleepwalker13666

08-28-07, 12:53 AM
Well you could always use my breath of brine spell, they won't be able to cast silence while under that effect. link is in my sig.
jaelis

08-28-07, 07:19 AM
Amplify (Spell Compendium, page 10) counters and dispels Silence. 1st level Bard spell.

Good call, though if the PCs have more than one silence going you'd have to keep casting amplify.

Here's a way to use joyful noise fairly effectively: use sonorous hum first, and then a widened joyful noise. You suppress all silence effects in a 20 ft radius, and can act freely.
NobodyRemembersThis

08-28-07, 07:56 AM
Hmmm. Wizard eh? How aboot this?

Speak Softly
Transmutation
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: personal
Duration: 1 round per 2 levels

Description: Upon completetion of this spell, your voice quiets and dissapears, becoming a mere vibration through the air. For the duration of this spell, all spells of 3rd level or less are cast without verbal components.

Material Component: a Live cricket you must swallow.
-----
More later - I'll tweak this in a bit. Gotta go to work.
Sildatorak

08-28-07, 08:09 AM
Hmmm. Wizard eh? How aboot this?

Speak Softly
I hope you now realize you have to make a spell called carry a big stick.
NobodyRemembersThis

08-28-07, 10:54 AM
I hope you now realize you have to make a spell called carry a big stick.

:P Carry A big Stick :P
Transmutation
Level: Sor/Wiz 3
Components: S, M
Casting Time:
Target: 1 club
Duration: 1 round per level
Saving Throw:see below
Spell Resistance: No

.....

Description: This spell enchants a club you are wielding. For the duration of the spell, the club deals damage as if it were 3 sizes larger. (for a medium character, this is 3d6 base damage).

Additionally, creatures that are subject to critical hits must make a fortitude save or be dazed for 1 round if struck with the club. Creatures of size Huge or larger are immune to the dazing effect.
Material Component: piece of a huge sized wooden weapon at least 1 inch in size.
Merestil Haye

08-28-07, 10:58 AM
Speak Softly
Transmutation
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: personal
Duration: 1 round per 2 levels

Description: Upon completetion of this spell, your voice quiets and dissapears, becoming a mere vibration through the air. For the duration of this spell, all spells of 3rd level or less are cast without verbal components.

Material Component: a Live cricket you must swallow.This sounds very like the old 2nd edition spell Vocalise. Which let casters cast spells without need of verbal components (only I don't think there was a level limit).

Not a bad conversion.

If (for some reason) neither Silent Spell nor metamagic rods of Silent Spell are viable options, that's not a bad substitute.

I thought "Carry a big stick" would be a variant of Tenser's Transformation?
NobodyRemembersThis

08-28-07, 11:07 AM
This sounds very like the old 2nd edition spell Vocalise. Which let casters cast spells without need of verbal components (only I don't think there was a level limit).

Not a bad conversion.

If (for some reason) neither Silent Spell nor metamagic rods of Silent Spell are viable options, that's not a bad substitute.Got it in one. ;) :ayyyy!: I thought "Carry a big stick" would be a variant of Tenser's Transformation?Why? This allows you to metaphorically carry a "big stick". After all, who expects to get hit for 3d6 damage + dazing from a club?
PhaedrusXY

08-28-07, 02:03 PM
(Lesser) Globe of Invlunerability might do the trick for you, possibly linked up with a Contingency (don't get to be a high level decibelomancer without having dealt with silence armed enemies before, right?)I think this is a great idea. This counters the Silence, and then some, and it is core. Why re-invent the wheel? If your "witch" isn't high enough level to use Contingency, you could give her the Silent Spell feat, or a metamagic rod, etc, to let her cast the Globe. Or you could just have her move, and then cast it.

If you're problem is that her spells are all sonic based, and they won't affect the PCs while they're in their little Silent areas, then this won't help much. If it is just a problem with them having Verbal components, this should work fine.
Nezkrul

08-28-07, 08:00 PM
I think this is a great idea. This counters the Silence, and then some, and it is core. Why re-invent the wheel?
because Lesser Globe and normal Globe are both immobable, they don't move with the caster. Standing in one spot while facing off against a whole party of adventurers is a bad idea.
Someone

08-29-07, 01:25 AM
And for no particular reason, this made me think up a feat:

Bass Boost (Metamagic)
You don't so much hear the sound as feel it.
This metamagic can only be applied to spells with the [sonic] descriptor. Half the damage dealt by a bass-boosted spell is bludgeoning damage, and is not subject to any effects that resist or negate sonic attacks.
Aubri

08-29-07, 04:14 PM
Now where's my +1 shock mandolin? :D
tyrecian

08-29-07, 04:40 PM
This might be a little more cheating than you are used to, but at 18th level it isnt really that outlandish...

This witch relies upon sound, so if they are going to fight her in her lair make it so that the lair has been prepped to be a location where all silence spells are suppressed. There are similar spells that suppress other abilities (notably dimensional anchor, 4th level) so i would suggest that a permanancied 4th level homebrew spell such as Silencio Nada, or whatever could be enchanted to maintain the ability to make noise at any time.

You could also have the witch have the spell on hand to cast as well, i would suggest that it be a spell similar to Freedom of Movement, or DimAnchor, affecting her alone (so minions are cheese and butter, if out of her lair). If she is not fully equipped mayhaps a wand with a few charges so that she might learn of their entrance and enchant a minion or two.

both FoMovement and DAnchor are 4th level, so I would suggest that Dale's Eversounding Cloak of Resonance will easily fit into that category. Min/level as well shouldnt be a problem. Perhaps the spell works so well it also allows casting underwater, so that it might not be a totally useless spell for the party to find after they eat the witches cheeks :D

On Edit: This doesnt help out with the fact that the witch is sonic based in her damage, except with the permanent'ed anti-silenced area of the lair. Wall of Dispel over doors is good, but you dont want to use dispel, hmmm... Some other ideas were given, but its tough to get through a silence if the silence still exists...

You could perhaps call her a witch of a cult and allow some crazy ass metamagic such as "Hexbreaker" which would add levels to some spells and allow them to function as though any emanation didnt exist... essentially allowing the spells that were so metamagicked to "cut through" the emanation (silence, anti-magic, globe of invulnerability, etc.)... although this could cause problems in certain cases (charm v/s pro evil 10' radius)... :)
Kuroimaken

08-29-07, 05:53 PM
Alternatively, if they're fighting the witch in her own domain, she could have herself prepared to deal damage to them indirectly. Namely, shattering stalactites off the ceiling and straight through their skulls.

Just because direct damage is the easiest way to kill an opponent doesn't mean it has to be the ONLY one.

The previously mentioned Globe of Invulnerability is good as well.

Oh wait, this is a CR 18 encounter? A wizard at that level should have access to 9th level spells. Disjunction their sorry behinds!

because Lesser Globe and normal Globe are both immobable, they don't move with the caster. Standing in one spot while facing off against a whole party of adventurers is a bad idea. Both are a 10 foot emanation centered on you. As such, not immovable.
NeueRegel

08-29-07, 08:09 PM
Lots of you have had *great* advice.

The only one I'm going to reply to without more thought, is the last, about the Disjunction.

I don't create bbeg's (or in this case gals) without a "theme". This witch's "theme" is sonic and evocation, (only sonic but not limited, as she has to have the original fireball/lightning bolt/cone of cold to "Substitution". Otherwise, she is divination and enchantment.

It would just be totally boring if I tried to give her "everything".

Besides, I've been thinking: If I take out the Cleric, I don't think they have much other silence options. (I *might* have to be sneaky though, in that case, he's a tough nut). Get him seperated or something. I dunno. But you are all giving me lots of food for thought.

Keep it coming, if anything else occurs to y'all.

Neue
Majick

08-29-07, 11:31 PM
Or you could play a True-Namer... just a thought
NobodyRemembersThis

08-30-07, 12:38 AM
Lots of you have had *great* advice.

The only one I'm going to reply to without more thought, is the last, about the Disjunction.

I don't create bbeg's (or in this case gals) without a "theme". This witch's "theme" is sonic and evocation, (only sonic but not limited, as she has to have the original fireball/lightning bolt/cone of cold to "Substitution". Otherwise, she is divination and enchantment.

It would just be totally boring if I tried to give her "everything".

Besides, I've been thinking: If I take out the Cleric, I don't think they have much other silence options. (I *might* have to be sneaky though, in that case, he's a tough nut). Get him seperated or something. I dunno. But you are all giving me lots of food for thought.

Keep it coming, if anything else occurs to y'all.

NeueWill the spell Work for ya, NeueRegel?
Aubri

08-30-07, 09:04 AM
Besides, I've been thinking: If I take out the Cleric, I don't think they have much other silence options. (I *might* have to be sneaky though, in that case, he's a tough nut). Get him seperated or something. I dunno. But you are all giving me lots of food for thought.

Heh... Wall of Noise? :) (As in, Wall of Fire with substitution to Sonic...)
Nezkrul

08-30-07, 09:46 AM
Both are a 10 foot emanation centered on you. As such, not immovable.

Ahem...

Globe of Invulnerability, Lesser
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower.
Yah, I know. Reading comprehension ftw.
Sildatorak

08-30-07, 05:45 PM
And for no particular reason, this made me think up a feat:

Bass Boost (Metamagic)
You don't so much hear the sound as feel it.
This metamagic can only be applied to spells with the [sonic] descriptor. Half the damage dealt by a bass-boosted spell is bludgeoning damage, and is not subject to any effects that resist or negate sonic attacks.
I would prefer if the flavor of this quieted the sonic somewhat and the feat was call "quiet riot."
NobodyRemembersThis

08-30-07, 06:54 PM
I would prefer if the flavor of this quieted the sonic somewhat and the feat was call "quiet riot."

Quiet Riot
Requirements: Perform (Chant or Any String Instrument) 5 ranks, Silent Spell
Benefits: All [Sonic] descriptor spells become subvocal and cann affect targets that are in the area of a Silence spell or effect. Spells still have a verbal component, and all restrictions for casting with verbal components still apply. A Quiet Riot spell uses up a spell slot one level higher than the spell’s actual level.
Special: This feat cannot be used with Silent spell.
Sildatorak

08-30-07, 10:36 PM
NRT, is there a joke I can make that you can put game mechanics too?:plotting:


So a horse walks into a bar, and the bartender says, "Why the long face?"
NobodyRemembersThis

08-30-07, 11:00 PM
NRT, is there a joke I can make that you can put game mechanics too?:plotting:


So a horse walks into a bar, and the bartender says, "Why the long face?"I presume ye meant "can't"?

Horrible Pun
So a horse walks into a bar, and the bartender says, "Why the long face?"
Requirements: Perform (Buffoonery) 10 ranks, Bardic Music
Benefits: As a use of your Bardic Music, you tell a terrible joke that demoralizes everyone that hears it. All creatures except you within a 30 foot radius that can hear suffer a -2 morale penalty to attacks, skill checks, and will saves for 1 minute. Alternatively, you can target a single creature with a terrible joke at their expense. That target suffers a -4 penalty to attacks, skill checks, and will saves for 1 round plus 1 round per point of charisma modifier (minimum 1). Afterward, the target rages for 3 rounds unless it succeeds at a will save DC 15.:evillaugh :dancin: :evillaugh
Sildatorak

08-30-07, 11:28 PM
I presume ye meant "can't"?
I did, in fact, mean "can't." Didn't you know that today is opposite day? I mean didn't you NOT know that today is opposite day.:confused:
NobodyRemembersThis

08-30-07, 11:32 PM
:ayyyy!: :w00t:
ToastedAmphibian

08-30-07, 11:43 PM
Hey, i knwo you didnt ask me (Probably because i give crappy adive, like this) but thats never stope me yet (its what i do, kinda like this). Shes your BBEG right? Silence is a lvl 2 cleric spell. Why dosnt she jsut get a few lvl3 cleric friends with some skill ranks in hide and the water domain? Hopefully atleast one will win iniative over the PC cleric, and obscuring fog, from a 3rd lvl cleric will last for 30 minutes, nearly twice as long as the silence spell by the PC cleric. If he wants to clear teh fog, he has to use a spell instead of casting silence, or be prepared to wait out teh fog. If he waits out the fog, by the time its clear, the NPC Clerics can already be readyed to counterspell his silence.