Great Shout (Wizard Spell)

Upon uttering a great shout, the caster releases a stunning force akin to a horn of blasting from his mouth in a cone 90 feet long and 20 feet in diameter at the far end. Additional damage is inflicted along a narrow path in the center of the cone 1 foot wide by 8 feet long.
The great shout is extremely taxing and dangerous to the user. The shout inflicts 2d4 hit points from the caster, and the caster must make a system shock roll or die from the exertion.
All creatures within the general area of effect must save vs. spell. Those that do not successfully save are stunned for two rounds, deafened for four rounds, and suffer 1d10 points of damage. Those that do save are stunned for only a single round and deafened for two rounds.
Damage is much greater along the narrow path at the heart of the great shout. Boulders can be split, cottages leveled, and powerful gates breached by this part of the shout. It inflicts structural damage as if the shout were a missile flung by a large catapult (see Siege Damage rules in the Dungeon Master ® Guide) with a -2 modifier to the saving throw. All items, magical and nonmagical, within the narrow path of the shout must make a successful saving throw vs. crushing blow or be destroyed. Creatures within the narrow path take 2d10 points of damage if they fail their saving throw and 1d10 points of damage if they succeed. Deafness and stunning effects apply as described above.
The material component of this spell is any item that radiates a magical aura, including one temporarily invested with Nystul's magic aura, as well as standard magical items. Powerful items such as artifacts and unique weapons cannot be used to power the great shout. The material component is destroyed in the casting of the spell.
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Notes: Rare spell from the Forgotten Realms setting; known to be in The Spell Book of Daimos.
Category:Wizard Spells
Category:Spells from Pages From the Mages
Category:Spells
Category:Spells from Wizard's Spell Compendium