Silence and Will Save Official Rule


Rules Questions

Silver Crusade

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Hi everyone. I want to ask a question about Silence Spells Will Save. I Searched message board and i found some answers but my gms in society didnt accept these answers because they are not RULES or OFFICIAL ANSWERS.

I thought and understood from spell description is "SR and Will Save is only for not carry silence spell effect with unwilling creature" but my GMs thought and understood from spell description is "Any creature in Silence spell affected area can roll a will save for speaking". Which one is true, please if you know any rule or official description about this subject, share with me.

I found these answers but unfortunately these are all unofficial answers:
http://paizo.com/threads/rzs2n9n1?Silence-and-SR
http://paizo.com/threads/rzs2myfu?Silence
http://paizo.com/threads/rzs2kevi?Silence-Spell
http://paizo.com/threads/rzs2tzf7?Silence-Spell


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Your dm's are wrong, but you're not going to get anything changing their minds.


Silence
http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/silence.html#silence

I've always played it as saves are only if you try to cast it on the person or something on them (an attended object).


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If we read the text of the spell it becomes quite obvious (to me).

Quote:
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.

The target line of the spell specifies the target can be a creature. Only targets of a spell get a save. This is even made more clear in the spell when it says "An unwilling creature can attempt a will save and use SR". Only the target gets the benefit of attempting a save or having spell resistance.

It is a time honored tradition to cast silence on the fighter and send him after the spell caster.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Cast it on an allied martial, then have him make oatmeal of enemy casters.

Your GM is mistaken. The only saves that occur are when targeting an unwilling creature, or an object in their possession. The spell says as much. That's as clear and official as it gets.

Sovereign Court

So, you wouldn't allow a will to disbelieve then? It is an illusion (figment) after all.

Illusions wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

I would give a concentration check for:
Concentration checks wrote:
Affected by a non-damaging spell while casting DC of the spell + spell level

And then regardless of the check, they have interacted with the illusion and can make a will save to disbelieve. If they make both the concentration check and the will save, I would allow the spell to be cast like normal.

Shadow Lodge

Firebug wrote:
So, you wouldn't allow a will to disbelieve then? It is an illusion (figment) after all.
Illusions wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

I would give a concentration check for:
Concentration checks wrote:
Affected by a non-damaging spell while casting DC of the spell + spell level
And then regardless of the check, they have interacted with the illusion and can make a will save to disbelieve. If they make both the concentration check and the will save, I would allow the spell to be cast like normal.

It's a glamer, not a figment. It also does not give a will save to disbelieve. If you're in the area covered by the spell, you cannot make any sound, period.

Sovereign Court

Serum wrote:
Firebug wrote:
So, you wouldn't allow a will to disbelieve then? It is an illusion (figment) after all.
Illusions wrote:

Saving Throws and Illusions (Disbelief): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

I would give a concentration check for:
Concentration checks wrote:
Affected by a non-damaging spell while casting DC of the spell + spell level
And then regardless of the check, they have interacted with the illusion and can make a will save to disbelieve. If they make both the concentration check and the will save, I would allow the spell to be cast like normal.
It's a glamer, not a figment. It also does not give a will save to disbelieve. If you're in the area covered by the spell, you cannot make any sound, period.

Glamer, figment, doesn't matter. The will to disbelieve is a general rule for Illusions. However, the part I missed the first time was the will save in the spell's entry needs to say "will disbelieve". Which silence doesn't. The first few spells I pulled up to check that didn't have "will (disbelieve)" either so I overlooked it.


Firebug wrote:
Glamer, figment, doesn't matter. The will to disbelieve is a general rule for Illusions

No. That is not a rule. Spells have a line for saving throws that say exactly how they work. Furthermore the two are vastly different things.

Figment: Figment: A figment spell creates a false sensation.

Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.

The silence spell (a glamer) does not make you THINK the room is quiet. It actually makes the room quiet. Thats why there's no will save.


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Claxon wrote:

It is a time honored tradition to cast silence on the fighter and send him after the spell caster.

Absolutely.... a classic stretching back literally years!


doc roc wrote:
Claxon wrote:

It is a time honored tradition to cast silence on the fighter and send him after the spell caster.

Absolutely.... a classic stretching back literally years!

decades

Sovereign Court

BigNorseWolf wrote:
Firebug wrote:
Glamer, figment, doesn't matter. The will to disbelieve is a general rule for Illusions

No. That is not a rule. Spells have a line for saving throws that say exactly how they work. Furthermore the two are vastly different things.

It absolutely is a rule for Illusions, being that I quoted the PRD from the Illusions part of spell descriptions...

If you continued on to the next sentence of my post, instead cutting to "you are wrong" you would have noticed me explaining why I was incorrect in that specific case. But not for the reason you gave "there is no rule".

If you missed it the first time, only Illusions with "will(disbelieve)" in the saving throw line are restricted by the rule I quoted. When I posted the first time none of the sample spells I checked had "will (disbelieve)", so I extended the rule to all Illusions in my head, instead of ones that call out disbelieve.


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Firebug wrote:
If you continued on to the next sentence of my post

It was read. My point stands. What you said is a general rule is not a general rule, at all.

Sovereign Court

It's not a specific rule for any subschool of illusion. Not figments, glamers, patterns, phantasms, or shadow spells, in fact applies to all of them. It sounds a lot like a general rule for Illusions to me.


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Firebug wrote:
It's not a specific rule for any subschool of illusion. Not figments, glamers, patterns, phantasms, or shadow spells, in fact applies to all of them. It sounds a lot like a general rule for Illusions to me.

It's actually a general rule for the Will (disbelief) save type. This is where what that is defined.

Otherwise, you could go around disbelieving invisibility (or simulacrum) and the whole system would fall apart.

Sovereign Court

Ultimate Intrigue makes it clear that there's no general rule for disbelieving any and all illusions, but that it's spells from particular subschools that have text saying they can be disbelieved:

Ultimate Intrigue p. 158 wrote:

Subschools: The three most easily confused subschools of illusion are figment, glamer, and phantasm.

(...)

Disbelief and Interaction: All three of the subschools above tend to have saving throw lines that say “Will disbelief,” but they differ in how those saving throws apply.

It's a tendency, it's not a general rule at all. Invisibility for example is a glamer that doesn't follow the tendency.

RPG Superstar Season 9 Top 16

Both the Saving Throw line and the description point that the saving throw is just to resist the spell being centered on you.


Some people (myslef included) tend to forget/forgo that the silence combo is supossed to have a minor drawback.

For the spell duration Mr. Silenced Fighter is temporary:

Quote:

Deafened: A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Deafened is a condition that needs to be imposed directly upon a creature. The silence spell makes no mention of bestowing that particular condition upon characters and creatures in its area, so it doesn't.

Though it seems counter-intuitive, characters in the area aren't deaf, they are merely unable to hear anything due to the absence of ambient noise (which is being suppressed by magic). It's no different then a character standing in a vacuum not being deaf. They just aren't. It's a product of their environment, not their ability to hear (or lack there of).


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Ravingdork wrote:


Though it seems counter-intuitive, characters in the area aren't deaf, they are merely unable to hear anything due to the absence of ambient noise

Characters in darkness are not blind, they are merely unable to see anything due to the absence of ambient light. However, the rules clearly tell us that they are 'effectively blind', and thus subject to the blind condition.

Characters that can't hear are effectively deaf, and thus subject to the deafened condition. In some cases, the penalties for being deaf are subsumed by sound being cancelled (spell failure percentage doesn't matter when those spells simply can't be cast. Other penalties would apply. Sound based perception checks are automatically failed, and the initiative penalty does apply. The silence spell doesn't make the creatures deaf, any more than a darkness spell makes creatures blind, but it does create an environment that imposes that condition.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Dave Justus wrote:
Ravingdork wrote:


Though it seems counter-intuitive, characters in the area aren't deaf, they are merely unable to hear anything due to the absence of ambient noise
Characters in darkness are not blind, they are merely unable to see anything due to the absence of ambient light. However, the rules clearly tell us that they are 'effectively blind', and thus subject to the blind condition.

And you're right about that BECAUSE the rules clearly tell us that they are 'effectively blind.' The same is not true of silence.

Dave Justus wrote:
Characters that can't hear are effectively deaf, and thus subject to the deafened condition. In some cases, the penalties for being deaf are subsumed by sound being cancelled (spell failure percentage doesn't matter when those spells simply can't be cast. Other penalties would apply. Sound based perception checks are automatically failed, and the initiative penalty does apply. The silence spell doesn't make the creatures deaf, any more than a darkness spell makes creatures blind, but it does create an environment that imposes that condition.

Characters that can't hear due to silence are effectively deaf (per the English definition), just not deafened (per the game's condition). :)


The rules don't give an environmental rules for silent area other than the spell), they do give rules for dark areas. That is because dark areas are pretty common, silent areas not so much. It is reasonable to infer that the same logic applies though.

Conditions can be imposed by spell, but spells are not the only way that you can be effected by a condition, the environment you are in being prime example.

I suspect you would certainly agree that a character would automatically fail any sound based perception check in a silent area, even though the spell doesn't say that (while it does say no sound, it doesn't mention perception checks at all) because being able to make a sound based perception check in an area of silence would be nonsensical.

So the only distinction that we are talking about is the -4 to initiative. Personally, I could indeed see ignoring that since one, it really only makes sense to for the first round of combat, I don't see not hearing slowing you down once you are already in a fight, and more importantly, there is a fair chance that if one character is in the silence most of them are, and if everyone has a -4 penalty then effectively no one does.

That said, a character that is in an area of silence should definitely be considered to be deafened, as should any character who cannot hear for whatever reason.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The advantage of casting a Silence spell on a location or unattended object is that spell resistance and saving throws do not apply.

The disadvantage of doing that is that anyone affected by that spell can simply move out of the affected area to escape the effect. A creature directly affected by a Silence spell does not have that option.


That's why you cast silence on your Tetori monk friend.

Dark Archive

Dave Justus wrote:

The rules don't give an environmental rules for silent area other than the spell), they do give rules for dark areas. That is because dark areas are pretty common, silent areas not so much. It is reasonable to infer that the same logic applies though.

Conditions can be imposed by spell, but spells are not the only way that you can be effected by a condition, the environment you are in being prime example.

I suspect you would certainly agree that a character would automatically fail any sound based perception check in a silent area, even though the spell doesn't say that (while it does say no sound, it doesn't mention perception checks at all) because being able to make a sound based perception check in an area of silence would be nonsensical.

So the only distinction that we are talking about is the -4 to initiative. Personally, I could indeed see ignoring that since one, it really only makes sense to for the first round of combat, I don't see not hearing slowing you down once you are already in a fight, and more importantly, there is a fair chance that if one character is in the silence most of them are, and if everyone has a -4 penalty then effectively no one does.

That said, a character that is in an area of silence should definitely be considered to be deafened, as should any character who cannot hear for whatever reason.

I can see both Ravendork and Dave's point.

So let me play devil's advocate here Dave.

If a spellcaster is in an area of silence he can use Silent Spell feat with no issues, correct?

If a spellcaster is deaf and he uses Silent Spell feat, does he take a 20% chance of failure?


DmRrostarr wrote:
Dave Justus wrote:

The rules don't give an environmental rules for silent area other than the spell), they do give rules for dark areas. That is because dark areas are pretty common, silent areas not so much. It is reasonable to infer that the same logic applies though.

Conditions can be imposed by spell, but spells are not the only way that you can be effected by a condition, the environment you are in being prime example.

I suspect you would certainly agree that a character would automatically fail any sound based perception check in a silent area, even though the spell doesn't say that (while it does say no sound, it doesn't mention perception checks at all) because being able to make a sound based perception check in an area of silence would be nonsensical.

So the only distinction that we are talking about is the -4 to initiative. Personally, I could indeed see ignoring that since one, it really only makes sense to for the first round of combat, I don't see not hearing slowing you down once you are already in a fight, and more importantly, there is a fair chance that if one character is in the silence most of them are, and if everyone has a -4 penalty then effectively no one does.

That said, a character that is in an area of silence should definitely be considered to be deafened, as should any character who cannot hear for whatever reason.

I can see both Ravendork and Dave's point.

So let me play devil's advocate here Dave.

If a spellcaster is in an area of silence he can use Silent Spell feat with no issues, correct?

If a spellcaster is deaf and he uses Silent Spell feat, does he take a 20% chance of failure?

No, because then the spell wouldn't have a vocal component, and thus the spellcaster takes no penalties from being deaf when spellcasting.

It's why the Deaf oracle is actually not too bad of a thing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
DmRrostarr wrote:
I can see both Ravendork and Dave's point.

It's Ravingdork.


BigNorseWolf wrote:
doc roc wrote:
Claxon wrote:

It is a time honored tradition to cast silence on the fighter and send him after the spell caster.

Absolutely.... a classic stretching back literally years!
decades

I usually cast it on one of the fighter's belongings rather than on the fighter, so they can drop/throw the silenced item if needed.


Yup. Silence on the Deaf Oracle, who then casts Grace and proceeds to get up close and personal with the enemy spellcaster.


Being in an area of silence is not the same as being deaf. If that was true then having the silent Metamagics feat would still force penalties on the caster.
If you actually have the deaf condition the silent Metamagic feat won't stop the deaf penalty.
PS: My phone autocorrect is capitalizing Metamagic.


BigNorseWolf wrote:
doc roc wrote:
Claxon wrote:

It is a time honored tradition to cast silence on the fighter and send him after the spell caster.

Absolutely.... a classic stretching back literally years!
decades

And it used to be a fifteen foot radius. Things change.

TL;DR how I adjudicate the silence spell at my table: The target and only the target gets an initial saving throw. IF the target fails/forgoes the saving throw, then everyone else in the emanation is silent & deaf (dictionary definitions; not conditions) while within the area IF they fail their saving throw while within the emanation.

My interpretation:
Silence text per ArchivesofNethys.com, with commentary:

Upon the casting of this spell [and the target failing its saving throw], complete silence prevails in the affected area. All sound is [seems to be] stopped: Conversation is impossible [for the target], spells with verbal components cannot be cast [by the target], and no noise whatsoever issues from, enters, or passes through the area [The target cannot perceive any sound]. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.
[If the target succeeded on its saving throw, there is no silence.]

[The following assumes the target failed/yielded its saving throw]
Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects. [if they fail a saving throw upon entering the silence, or in the case of a mobile silence spell, upon the silence encompassing them.]

Precedent:
Zone of Truth is also a second level spell with an area of effect emanation and a Will save to negate.
Zone of Truth text per ArchivesofNethys.com:
Creatures within the emanation area (or those who enter it) can't speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

Applications:
Silence is targeted at an area or object. A locomotive is signaling with its air horn 1/4 mile away: The area around the target is silenced. If Joey enters the area, Joey gets a Will save. If Joey succeeds on his Will save, Joey can speak and Joey can hear the locomotive. If Joey fails his Will save, Joey cannot speak and Joey cannot hear. Joey cannot even feel the vibrations as the locomotive passes near. Mary was in the area when the spell was cast. Mary gets a Will save. If Mary succeeds on her Will save, Mary can speak and Mary can hear the locomotive. If Mary fails her Will save, Mary cannot speak, Mary cannot hear and Mary cannot feel the vibrations from the locomotive passing near.

Silence is cast on Joey. Joey succeeds on his Will save. The silence spell never happened.

Silence is cast on Joey. Joey fails or foregoes his Will save. Joey cannot speak. Joey cannot hear. Joey cannot feel the vibrations from the locomotive. Mary also gets a Will save if she was within the area, or if she enters the area. You can see where this is going.

I can see where the verbiage from silence is poorly written & can be misleading, especially if one knows how it's been applied in previous versions. The Zone of Truth verbiage is MUCH tidier. Short of an official ruling, I hope this clarifies the issue.


Silence is just weird.

As a glamer, it "cannot produce real effects the way that other types of illusions can. Figments and glamers cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements." Except "elements(sonic)", of course.

protection from elements (sonic) is, of course, a legitimate spell, but sonic effects evidently aren't otherwise "an element", or "a real effect", because there's a glamer (a glamer!) that provides sonic protection of infinity - so except for the short duration, it's superior in all other ways to the higher-level protection from elements (sonic).

If my character is in the area effect of a fireball, he gets to use spell resistance and to roll a save even though he's not "the target" - in particular, the idea that you can't use SR to be personally unaffected by silence (an emanation), but you can use SR (and a save) if and only if you're the target - is very, very weird, and I believe applies to no other spell in the book.

There are other oddities. Silence does not increase your stealth or increase the difficulty of perceiving you, even in a completely dark room (invisibility, on the other hand, does, even in a completely dark room).

Everyone who responds by declaring the ease of simply walking twenty feet out of a silence spell apparently does not ever run games in dungeons or use maps that have walls, or rooms of limited size. Of course a villain defending in his lair ought to be aware of the potential for silence, and always design a lair so that silence doesn't autokill him (his rod of lesser metamagic can of course be knocked out of his hand, and his CMD probably isn't very good.) But every DM has to be an expert at designing these lairs.

But I still can't quite get over the fact that a third level abjuration spell can, as its entire effect, provide 20 points of protection from sonic for one individual, but a second level illusion(glamer) - which, remember, "cannot produce any real effect" - provides infinite protection from sonic for an entire party, as well as completely nerfing a spellcaster who can't move out of the area and doesn't have the right magic item in hand.

But it is what it is.


It is a powerful spell if used intelligently. I can only recall using it twice in combat due to the one round casting time.


eyelessgame wrote:
But I still can't quite get over the fact that a third level abjuration spell can, as its entire effect, provide 20 points of protection from sonic for one individual, but a second level illusion(glamer) - which, remember, "cannot produce any real effect" - provides infinite protection from sonic for an entire party, as well as completely nerfing a spellcaster who can't move out of the area and doesn't have the right magic item in hand.

If you use Resist Energy (Communal) v Sonic, it might only protect from a finite amount of sonic damage, but it has the major advantage that you can still use spells, bardic performance, etc. In the majority of encounters, silence inconveniences PCs more than monsters. And Resist Energy can be used to protect you from the more common elements instead.


Sonic resistance is incredibly rare. No outsider type that I am aware of has any sonic resistance or immunity. There are multiple outsider types that have complete immunity to one or more of the other energy types. Many of them also have resistance vs other types of energy. It is not uncommon for an outsider type to have a single energy type that they have no protection vs, but all of them take full damage vs sonic. Silence is one of the few ways to counter sonic energy.

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