Audible Glamer (Illusion/Phantasm)
Level: 1
Range: 60 yards + 10 yards/level
Components: V, S, M
Duration: 3 rounds/level
Casting Time: 1
Area of Effect: Hearing range
Saving Throw: Special
In the strategic landscape of AD&D 2e, information is the most valuable currency, and Audible Glamer is the wizard’s tool for counterfeiting it. While many players focus on the destructive potential of Evocation, the school of Illusion/Phantasm offers something arguably more powerful: the ability to control what the enemy thinks is happening. This 1st-level spell proves that a well-placed roar can be just as effective as a Fireball—and significantly more subtle.
Functional Overview
Audible Glamer allows a wizard to create a volume of sound that can move, recede, or stay fixed within the spell’s range. Unlike simple cantrips, this sound is sophisticated and scales directly with the caster’s power.
- The Saving Throw: A target only receives a saving throw if they specifically state they disbelieve the sound. If successful, the illusion becomes a faint, obviously false noise emanating from the caster.
- Volume Scaling: At its base (1st level), the spell produces the noise of up to four men. Every level gained adds another four-man volume (8 men at 2nd level, 12 at 3rd, etc.).
- Versatility: The sound can be anything—singing, marching, shouting, or even complex animal noises. For example, a roaring dragon requires the volume equivalent of 24 men.
- Movement: The caster can make the sound approach or recede with a thought, perfect for simulating a charging cavalry or a retreating scout.
1. Defining “Hearing Range” (A Practical Model)
The “Area of Effect” is listed as “Hearing Range,” which varies by environment. For DMs looking for a consistent ruling, consider this scaling model based on volume:
- Base (4 Men): Clear shouting heard up to 120 yards in open terrain.
- Intense (16 Men/Lion): Audible up to 480 yards.
- Extreme (24 Men/Dragon): Audible up to 720 yards.
Note: In dungeons, these distances are halved, but the sound gains the benefit of echoes, making it harder to pinpoint.
2. The Thief’s “Detect Noise” Interaction
This spell provides a unique opportunity for Thieves. A successful Detect Noise check shouldn’t necessarily “break” the spell, but it serves as the catalyst for disbelief. A Thief who succeeds on their check might notice a lack of natural reverb or a slight “loop” in the sound, granting them an immediate saving throw with a bonus to see through the ruse.
3. The Ultimate Synergy: Phantasmal Force
The Player’s Handbook explicitly notes that this spell enhances Phantasmal Force. By itself, a Phantasmal Force is a silent image—a dragon that doesn’t roar is rarely convincing. By pairing it with Audible Glamer, you provide the “soundtrack” to your visual lies. This multi-sensory approach makes it significantly harder for targets to even think of disbelieving, often bypassing the need for a saving throw entirely.
4. Misdirection and Extraction
Use Audible Glamer to simulate a “Small Battle” (32-man volume) in a nearby corridor. This can draw an entire dungeon’s worth of guards away from their posts, allowing the party to slip into a treasure vault or extract a prisoner without a single blow being struck.
Research & Acquisition
As an Illusion/Phantasm staple, this spell is a high priority for Illusionists.
- Research Time: 1d10 + 1 weeks.
- Financial Investment: 100–1,000 gp.
- Material Components: A bit of wool or a small lump of wax.
Theoretical Variants
Innovative research into acoustic magic can yield specialized auditory deceptions:
- Whispering Wind (Level 1): A variant that produces a 1-man volume (whisper) that can be heard clearly by one specific target within range, but is completely silent to everyone else.
- Sonic Dampener (Level 2): Instead of creating sound, this variant “glamers” existing noise to sound like something else (e.g., making a marching armored party sound like a light breeze).
- Echo Chamber (Level 2): A version that causes any sound within the area of effect to repeat and amplify, creating a disorienting cacophony that forces a morale check on low-level enemies.
The Verdict
Audible Glamer is the thinking player’s spell. It rewards creativity, rewards knowledge of the environment, and—most importantly—rewards the wizard who understands that the scariest monster is the one the enemy can hear but cannot see.