Ghost sound, also known as audible glamer,[4][8] is a cantrip, or very simple to use spell, learned by all wizards. Ghost sound allows its caster to create the impression of a quiet, whispery sound within fifty feet. However, the sound is not real, but an illusion created by the wizard.

Following the Spellplague, ghost sound, like all cantrips, became an at-will spell that wizards are capable of casting at any time without preparation.

Prior to the Spellplague, ghost sound was also cast by bards and sorcerers, with much the same purpose. At this time, spells were accessed through the Weave and, as such, ghost sound could be cast only a limited number of times. Like other spells of the time, ghost sound grew in potency with the experience and power of its caster, growing louder as the caster grew more powerful.



  1. 1.0 1.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 22, 25. ISBN 0-7869-0437-2.
  2. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 235. ISBN 0-7869-2886-7.
  3. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide 3.5 edition. (Wizards of the Coast), p. 181. ISBN 0-7869-2889-1.
  4. 4.0 4.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 131. ISBN 0-88038-716-5.
  5. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 185. ISBN 0-7869-0394-5.
  6. Sam Witt (January 1994). The Complete Sha'ir's Handbook. (TSR, Inc), p. 124. ISBN 978-1560768289.
  7. slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  8. Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 15.

Further readingEdit

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