Scream (3.5e Spell)
From D&D Wiki
|Level:||Clr 8, Drd 8, Sor/Wiz 8|
|Casting time:||1 standard action|
|Saving Throw:||Fortitude half or Reflex negates (object);|
This spell releases a terrible scream from the casters lips that remains focused and explodes forward 300 feet, at which point it fades into bearable sound. Anything caught in this line becomes deafened and nauseous for 2d8 rounds as they experience sensations of extreme vertigo, and takes 1d8 sonic damage per caster level (maximum 20d8). Additionally, objects caught in the area that are fragile or crystaline take 1d4 sonic damage per caster level (maximum 20d4). A creature hit by this spell can halve both the damage taken and the duration of the nausea and the loss of hearing with a successful Fortitude save. A creature holding vulnerable objects who are caught in the area can attempt a Reflex save to negate the damage to those objects. If someone is affected by this spell while trying to cast a spell of their own, then the DC of the Concentration check the character must make in order to continue focusing on their spell is raised by 5.
A scream spell cannot penetrate a silence spell.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Cleric
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Druid
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells → Sorcerer/Wizard