Bard Magic • Spell Reference
Silence Spell
The Unanswered Quiet

Silence seals a space against sound, spoken spellcasting, and shouted warnings. It is a 2nd-level Bard spell in all four editions below.
Silence at a Glance
| 5.5e / 2024 | Bard 2 • Illusion • Action or Ritual • 120 feet • Concentration, up to 10 minutes |
|---|---|
| 5e / 2014 | Bard 2 • Illusion (ritual) • 1 action • 120 feet • Concentration, up to 10 minutes |
| Pathfinder 1e | Bard 2 • Illusion (glamer) • 1 round • Long range • 1 round/level (D) |
| D&D 3.5e | Bard 2 • Illusion (glamer) • 1 standard action • Long range • 1 minute/level (D) |
Spell Rules by Edition
Silence — 5.5e / 2024
Rules source: System Reference Document 5.2.1.
| Spell | Level 2 Illusion (Bard, Cleric, Ranger) |
|---|---|
| Casting Time | Action or Ritual |
| Range | 120 feet |
| Components | V, S |
| Duration | Concentration, up to 10 minutes |
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Silence — 5e / 2014
Rules source: System Reference Document 5.1.
| Spell | 2nd-level illusion (ritual; Bard, Cleric, Ranger) |
|---|---|
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S |
| Duration | Concentration, up to 10 minutes |
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Silence — Pathfinder 1e
Rules source: Archives of Nethys — Silence.
| School | illusion (glamer) |
|---|---|
| Level | Antipaladin 2, Bard 2, Cleric 2, Inquisitor 2, Mesmerist 2, Oracle 2, Psychic 2, Skald 2, Warpriest 2 |
| Casting Time | 1 round |
| Components | V, S |
| Range | long (400 ft. + 40 ft./level) |
| Area | 20-ft.-radius emanation centered on a creature, object, or point in space |
| Duration | 1 round/level (D) |
| Saving Throw | Will negates; see text or none (object) |
| Spell Resistance | yes; see text or no (object) |
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.
Silence — D&D 3.5e
Rules source: D&D 3.5 SRD — Silence.
| School | Illusion (Glamer) |
|---|---|
| Level | Bard 2, Cleric 2 |
| Components | V, S |
| Casting Time | 1 standard action |
| Range | Long (400 ft. + 40 ft./level) |
| Area | 20-ft.-radius emanation centered on a creature, object, or point in space |
| Duration | 1 min./level (D) |
| Saving Throw | Will negates; see text or none (object) |
| Spell Resistance | Yes; see text or no (object) |
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. This spell provides a defense against sonic or language-based attacks.
What Changed Between Editions
| 2024 and 2014 | Both create a stationary 20-foot-radius sphere at 120 feet, need Concentration for up to 10 minutes, prevent sound and Verbal spellcasting, and protect wholly enclosed creatures and objects from Thunder damage. Both have the Ritual option; a caster must have the relevant Ritual casting ability. |
|---|---|
| Pathfinder 1e | Casting takes 1 round, and the duration is 1 round per caster level. The long-range emanation can move with its creature or object centre. An unwilling creature used as the centre can resist; simply entering the emanation does not grant a save. |
| D&D 3.5e | Casting takes 1 standard action and the duration is 1 minute per caster level. Its mobile centre and resistance rules resemble Pathfinder, but its protection is worded as a defence against sonic or language-based attacks. |
Using Silence in Play
Place the modern sphere across a doorway, alarm bell, or hostile caster’s position. A creature can still walk out of the area, so positioning and allies who can hold a passage matter. The sphere blocks sound rather than sight, movement, or every kind of communication.
Coordinate before the spell takes effect: your own spoken warnings and spells with Verbal components are blocked too. Cast Silence from outside an existing silent area, since Silence itself has a Verbal component. Ordinary Silence does not itself prohibit writing, gestures, or telepathy.
In Pathfinder and 3.5, choose the centre carefully. A willing companion or unattended object can carry the emanation, while an unwilling creature or a protected item may resist according to the selected panel. The modern versions remain fixed at the chosen point.
Why Silence Matters
Silence matters because it does not merely inconvenience creatures. It changes the law of the space it occupies.
A frightened witness may still cry out.
A dying man may still warn his companions.
A mage may still speak power into the world.
A bell may still call help.
Inside Silence, none of those assumptions remain true.
That makes the spell one of the most precise denial tools of its level. It does not need to wound enemies to weaken them. It can sever spoken spellcasting, warning, command, prayer, song, alarm, and coordination all at once. In many encounters, that is more decisive than damage.
These spells deny different ways of perceiving and coordinating:
- Invisibility denies sight
- Greater Invisibility denies sight during active action
- Silence denies sound
That shift matters because it opens a different kind of control. The enemy may still see perfectly well, but seeing helps little if no warning can be shouted, no spell can be spoken, and no answer can leave the room.
Rules Sources and Licensing
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
The Pathfinder and 3.5 spell mechanics and their tables are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.
Open Game License v1.0a and copyright notices
Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.
More information on the Open Game License can be found at www.wizards.com/d20.
The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. END OF LICENSE
Keep this reference growing
If this page helped with your reading or game, you can support its upkeep or explore the curated books.
Explore the Bookshop — epics, classics and stories behind imagined worlds.
