D&D 3e (3.0/3.5) Rules
by Clive Squire
Level: Sor/Wiz 3
Your yell takes on a shrill, high-pitched quality as your magic amplifies it into a scream, deafening those around you and shattering glass.
Your scream causes those within the area of effect to become deafened. All creatures that can hear your scream must make a Fortitude save or become deafened for 2d6 rounds.
A deafened character suffers a –4 penalty on initiative and a 20% chance to miscast and lose any spell with a Verbal component that he tries to cast.
Any exposed brittle or crystalline object takes 1d6 points of damage per caster level (maximum 10d6). Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Unlike the more powerful shout spell, greater shriek has no effect on crystalline creatures. Creatures carrying fragile crystalline object lower the damage by half with a successful save.
Those that succeed their saving throws are not deafened but are instead stunned for 1d6 rounds. A stunned creature can't act and loses any Dexterity modifier to AC. Attackers gain +2 bonuses to attack it.
The greater shriek spell cannot penetrate the spell silence.
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