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AD&D Players Handbook/Database/Spells/Magic-User/Audible glamer

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  1. Audible glamer


Class Magic-User
Spell level 2
School Illusion/Phantasm
Reversible No
Range 6" + I"/level
Duration 2 roundsAeve1
Area of Effect Hearing range
Components V, M
Casting Time 2 segments
Saving Throw Special


    1. Description

When the audible glomer spell is cast, the magic- user causes a volume of sound to arise, at whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired. The volume of sound caused, however, is directly related to the level of the spell caster. The relative noise is based upon the lowest level at which the spell can be cast, 3rd level. The noise of the audible glamer at this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the magic-user can have the spell cause sound equal to that of 8 men, maximum. Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to'the noise volume of no fewer than 24 men. If a character states that he or she does not believe the sound, a saving throw is made, and if it succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below). The material component of the spell is a bit of wool or a small lump of wax.

    1. Source

Supplied Players Handbook PDF, PDF page 70. Original printed page is approximately 68 for this portion of the scan. Source column: R.

OCR source record

Level: 2 Components: V, M Range: 6" + I"/level Duration: 2 roundsAeve1 Area of Effect: Hearing range Casting Time: 2 segments Saving Throw: Special Explanation/Description: When the audible glomer spell is cast, the magic- user causes a volume of sound to arise, at whatever distance he or she desires (within range), and seeming to recede, close, or remain in a fixed place as desired. The volume of sound caused, however, is directly related to the level of the spell caster. The relative noise is based upon the lowest level at which the spell can be cast, 3rd level. The noise of the audible glamer at this level is that of 4 men, maximum. Each additional experience level adds a like volume, so at 4th level the magic-user can have the spell cause sound equal to that of 8 men, maximum. Thus, talking, singing, or shouting, and/or walking, marching or running sounds can be caused. The auditory illusion created by an audible glamer spell can be virtually any type of sound, but the relative volume must be commensurate with the level of the magic-user casting the spell. A horde of rats running and squeaking is about the same volume as 8 men running and shouting. A roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal to'the noise volume of no fewer than 24 men. If a character states that he or she does not believe the sound, a saving throw is made, and if it succeeds, the character then hears nothing, or possibly just a faint sound. Note that this spell is particularly effective when cast in conjunction with phantasmal force (see below). The material component of the spell is a bit of wool or a small lump of wax.