javcs said:Joyous Noise, bard spell, I believe, albeit from Song and Silence, so 3.0e, I don't know if it has been updated in 3.5e, counters and dispels Silence.
irdeggman said:Its from the SRD (WotC site) but I will check my 2nd printing (collector's edition) text for any "stealth" errata, I'm pretty sure I had before and it was still there.
I have only seen one new spell (in the Spell Compendium) that is a bard only spell and has no V component. I still feel they messed that up since it is in direct contrast to the core rule and the core rule meshes with the rule on Silent Spell.
Indeed...irdeggman said:I think that is the one that made it's way into the Spell Compendium and is a bard only no verbal component spell.
The last, italicized sentence means that the burst effect kicks in even if the sonic effect has not been activated -- by a command word, as usual -- not that it works in circonstances where sonic damages are negated.Sonic: Upon command, a sonic weapon is surrounded with
waves of sound energy. The sonic energy does not harm the
wielder. The effect remains until another command is given. A
sonic weapon deals an extra 1d4 points of sonic damage on a successful
hit. Bows, crossbows, and slings so crafted bestow the
sonic energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor,
sound burst; Price +1 bonus.
Sonic Burst: A sonic burst weapon functions as a sonic
weapon that also explodes with sonic energy upon striking a
successful critical hit. If the weapon normally has a ×2 critical
multiplier, add an extra 1d8 points of sonic damage each time
you successfully score a critical hit. For weapons with a ×3 multiplier,
add 2d8 points of sonic damage; for a ×4 multiplier, add
3d8 points of sonic damage. Bows, crossbows, and slings so
crafted bestow the sonic energy upon their ammunition. This
effect activates even if the creature struck is not subject to critical
hits (roll to see if a critical hit occurs, then apply the extra
damage if appropriate). Even if the sonic ability is not active,
the weapon still deals its extra sonic damage on a successful
critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor,
sound burst; Price +2 bonus.
Mouseferatu said:I don't know what printing it was. I know that, as of the current printings of the PHB, it's "most." I know this because I have it on my shelf beside me as I type this.
QUOTE]
Checked my Collector's edition "Special Edition printing 2004" and indeed the text ahs been changed there - yet more "stealth" errata.
Personally I don't know why they did it nor why they needed to add a sentence to the rules that states "Most bard spells have a verbal component (singing, reciting, or music)." That sentence merely takes up space since it has no real value, whereas it when it said "All bard spells . . ." it had a specific rules meaning.
Also IMO it was always an important part of the bard class to tie everything they do into some sort of "entertainment" which in this case translated intor "verbal components" for spells.
Seems like they (WotC) just wanted a way to introduce some neat-sounding spells that bards could use. They didn't even bother with changing the text for Silent Spell (it still can't be applied to bard spells) - even though they changes the rules on requiring all bard spels to have a verbal component.
Where if they had wanted to maintain the consistency of the class they could have made spells like Joyful Noise an immediate casting time spell and thus allow it to be cast before silence would be.
moritheil said:That hasn't actually been a problem IMC. Sure, the PCs hosed some enemy casters by doing this, but they also wasted silences countering spells like magic missile. (Suppose you encounter eight enemy mages. You know that they aren't equally powerful. Which ones do you include in the radius of silence? The same problem exists with one enemy mage with mirror images up - you don't know which one the real one is; where do you situate your effect?)
I have had questions about this myself, and while I think that the spell should allow a saving throw for anyone entering the effect, it does seem that the general concensus (and probably the way the spell was intended) is that you do not. I guess the idea was that if you cast it on the ground near a caster, the caster can most likely just move and still cast (since most spells are a standard action), thus wasting the spell. However, as the posts in this thread have shown, most PCs are smart enough to avoid this simple pitfall. In fact, there's nothing in the rules against just casting silence on your melee tank or grapple machine and having them intentionally fail the save, and then running forward and attacking/grappling anything that casts spells. Then you have a moving spell effect that can target casters intelligently and adjust to situations (for 1 min/level, or less since its dismissable!).Mr Funtastic said:2. When someone enters an area, on which a silence spell is active, is he entitled to a save to prevent the spell's effect?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.