The Lockwood Grimoire: Silence

spells
int
lockwood
grimoire

#1

Silence
INT spell (Level 1 Glyph)

The spellcaster gestures (silently) and concentrates (momentarily) to define and establish an area of magical silence, within which all noise-making processes and actions produce no audible result and within no speech or spellcasting with a verbal component is possible. Sounds made outside of the zone cannot be heard within it.

The zone of silence is either a NEAR-diameter (30’) circle centered on the caster or a 10-foot wide path starting at the caster and projected out to FAR distance (60’) in the direction the caster indicates. The zone of silence is static; it persists where it was established, so it cannot be cast on a carried object or vehicle, such as a wagon or boat. At the time of casting, the caster can determine the level above the ground that the zone of silence will encompass, but the default is the maximum of 10 feet; once the height of the zone is set, it is immutable for its duration and cannot be changed. Thus, the zone can be a few inches tall to quiet footsteps on a gravel path or chin-height to cover noisy work but allow those within the zone to hear, speak, and be heard.

This magical silence lasts D4 rounds per POWER level, and it persists in place for the duration without concentration and without regard for the caster’s proximity or vital status. The caster can dispel the zone at any time as a free action from any location.

A spellcaster who knows Silence can attempt to dispel an existing zone of silence established by another caster by rolling a natural 20 on D20; the (unknown) cost of the original casting is paid in hit points by the caster who dispels the zone immediately upon a successful roll of 20.

Silence can be re-cast within the zone of silence, as it has no spoken component; other divine and arcane spells that do not require a verbal component to cast are likewise unaffected when cast within the zone.

Creatures within the zone of silence are immune to thunder damage or any other type of sonic assault; likewise, they cannot be affected by magic that requires them to hear speech or other noises.

Notes:

  1. This is a classic low-level utility spell in many RPG systems; a myriad of adventuring uses can be accessed from the application of this simple magical concept.
  2. The GM will find that many mechanical decisions will result from this spell’s inclusion at your table; keep notes on them to maintain playability and the consistency that preserves verisimilitude. For example, if a Mage casts Silence for 60 feet down a leaf-strewn woodland path at the base of a keep wall, perhaps any stealth (DEX) rolls they make as they dash for cover at their destination will be EASY, as the sound of their running footsteps will be squelched by the spell, or, conversely, the WIS rolls by the guards atop the wall to notice the intruders might be HARD.
  3. In my version, POWER level affects spell duration; that is the only upcast. One could toy with using POWER, spell level, or caster tier to alter the size and shape of the zone of silence, or to allow the spell to be cast on a point of focus at range, but I wouldn’t. Duration is simple and safe. There is such a thing as too many options for the caster, and each one pulls the spell away from its elegant and intuitive roots.
  4. A WIS-based version of this spell without a duration upcast (and probably without height variability) seems like a useful and thematically appropriate spell to offer to Priest characters encompassing either the cleric or monk archetype.
  5. Peruse the unseen pages of the Lockwood Grimoire.