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Ghost sound, also known as audible glamer,[2][3] was a cantrip of arcane magic of the illusion school that allowed the caster to create an illusory sound.[5][4]

Description[]

Ghost sound created a chosen sound within a short distance from the caster.[5][4] After the Year of Wild Magic, 1372 DR, this began at 25 feet (7.6 meters), or further for more experienced casters. Ghost sound grew in potency with the experience and power of its caster, growing louder as the caster grew more powerful.[5] After the Spellplague, however, it was fixed at 50 feet (15 meters).[4]

The sound could be of anything, as selected by the caster at the time of casting but it could not be changed afterward.[5] It could replicate the sound of up to four humans conversing, singing, shouting, walking, running, or marching, growing to twenty humans for the greatest casters. Other creatures were defined according to this hypothetical volume: a swarm of rats scampering and squeaking was considered equivalent to eight humans; one roaring lion to sixteen humans, and one roaring dire tiger to twenty humans.[5] Other examples included a quiet, whispery sound; the clash of battle with a ringing sword; clinking armor; or a scraping against stone. A caster could even use it to whisper a message to a listener some distance away.[4] Moreover, the sound could increase or decrease in volume, appear to move closer or further away from a listener, or stay fixed.[5]

Ghost sound paired well with other illusions, such as enhancing the realism of an otherwise silent image.[5]

Permanency was applicable to ghost sound.[5]

Components[]

Ghost sound required verbal and somatic components, as well as a small piece of wool or lump of wax as a material component.[5] Casting was completed with a wink.[4]

History[]

The spell was attributed to Netherese arcanist Xanad in −944 DR and was originally called Xanad's glamer.[1]

Appendix[]

Appearances[]

References[]

  1. 1.0 1.1 1.2 1.3 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 25, 27. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 131. ISBN 0-88038-716-5.
  3. 3.0 3.1 Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 158. ISBN 0-7869-4867-1.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 235. ISBN 0-7869-2886-7.
  6. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 108. ISBN 0-7869-2889-1.
  7. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 181. ISBN 0-7869-2889-1.
  8. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  9. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 91. ISBN 0-7869-3435-2.
  10. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 185. ISBN 0-7869-0394-5.
  11. Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 124. ISBN 1-56076-828-2.
  12. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  13. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 69, 94. ISBN 0-9356-9601-6.
  14. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 40. ISBN 0-9356-9602-4.
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