Difference between revisions of "Fear (spell)"

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[[File:Fear.jpg|right|490px]]
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[[File:Fear.jpg|right|525px]]
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'''Fear''' is a spell that instills overwhelming terror in creatures within its area of effect, compelling them to make a [[Saving Throws|saving throw]] against magic. Those who fail are seized by panic, fleeing directly away from the caster at [[Movement (stride)|maximum stride]], avoiding all dangers in their path to the best of their ability. This flight is mindless and uncontrollable, preventing affected creatures from taking any other actions, including spellcasting or attacking, for the spell's duration.
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{{Spelltable
 
{{Spelltable
 
| name = Fear
 
| name = Fear
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| casting time = 2 rounds
 
| casting time = 2 rounds
 
| save = negates
 
| save = negates
| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]], [[Magical 4th Level Spells|mage (4th)]]
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| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]], [[Mage 4th Level Spells|mage (4th)]]
 
}}
 
}}
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If a fleeing creature reaches an impassable obstacle or a dead-end, it cowers in terror until the spell ends or it finds an escape route. Multiple trapped creatures in flight often cluster together, trembling in fear for the spell's duration. If attacked while cornered, they typically attempt to surrender rather than fight. However, if forced into combat, they suffer a -3 penalty [[Roll to Hit|to hit]] while continuing to plead for mercy until the spell ends. Once the effect wears off, the -3 penalty persists until a successful [[Morale|morale check]] is made.
  
Terrifies creatures in the area of effect, requiring the affected to make [[Saving Throws|saving throw]] against magic or else flee in panic.  This flight will always be directly from the caster for the duration of the spell.  Affected characters move at [[Movement (stride)|maximum stride]] as they flee.
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If the creature is [[Remove Fear (spell)|calmed or otherwise halted]], it regains awareness of its surroundings and recognize that it was under the influence of the spell. However, before it can rejoin [[Combat|combat]], it must succeed on a [[Morale|morale check]]. This check may be attempted each round until successful, with failure causing hesitation, trembling or continued avoidance of confrontation.
 
 
Once the duration has passed, or if fleeing creatures are [[Remove Fear (spell)|arrested in their flight]], they will regain their sensibilities and recognize the effects of the spell. However, before they can re-engage in [[Combat|combat]], they must make a successful [[Morale|morale check]]; this check may be made each round until a successful roll.
 
  
== Special Circumstances ==
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Those under the spell cannot differentiate friend from foe, so that they flee from allies as readily as they do enemies. The spell has no effect on creatures immune to magical fear, such as paladins or beings with an exceptionally high [[Hit Dice|Hit Die]] total, as determined by the Dungeon Master.
If for some reason a creature cannot run away, because their passage is blocked by a wall, a door that cannot be opened, a dangerous fall or because the only way out is in the direction towards the caster, those affected will huddle, tremble or otherwise seek their best possible refuge. They will typically bunch together and remain trembling for the duration of the spell.  If attacked when thus cornered, they'll attempt to surrender willingly rather than fight.  However, if forced to defend themselves, they will with a penalty of -3 [[Roll to Hit|to hit]] while continuing to beg for mercy for the duration of the spell.  Afterward, the -3 penalty to hit will endure until a morale check is made.
 
  
  
See Also,<br>
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See also,<br>
[[Illusionary Spell Tables]]
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[[Illusionary Spell Tables]]<br>
 
[[Magical Spell Tables]]
 
[[Magical Spell Tables]]
  
[[Category: Illusionist Spells]][[Category: Mage Spells]][[Category: Don't Review until 2022]]
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[[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 21:31, 27 March 2025

Fear.jpg

Fear is a spell that instills overwhelming terror in creatures within its area of effect, compelling them to make a saving throw against magic. Those who fail are seized by panic, fleeing directly away from the caster at maximum stride, avoiding all dangers in their path to the best of their ability. This flight is mindless and uncontrollable, preventing affected creatures from taking any other actions, including spellcasting or attacking, for the spell's duration.

Fear
Range self
Duration 1 +1 round per level
Area of Effect 30° arc, 60 ft. path
Casting Time 2 rounds
Saving Throw negates
Level illusionist (3rd), mage (4th)

If a fleeing creature reaches an impassable obstacle or a dead-end, it cowers in terror until the spell ends or it finds an escape route. Multiple trapped creatures in flight often cluster together, trembling in fear for the spell's duration. If attacked while cornered, they typically attempt to surrender rather than fight. However, if forced into combat, they suffer a -3 penalty to hit while continuing to plead for mercy until the spell ends. Once the effect wears off, the -3 penalty persists until a successful morale check is made.

If the creature is calmed or otherwise halted, it regains awareness of its surroundings and recognize that it was under the influence of the spell. However, before it can rejoin combat, it must succeed on a morale check. This check may be attempted each round until successful, with failure causing hesitation, trembling or continued avoidance of confrontation.

Those under the spell cannot differentiate friend from foe, so that they flee from allies as readily as they do enemies. The spell has no effect on creatures immune to magical fear, such as paladins or beings with an exceptionally high Hit Die total, as determined by the Dungeon Master.


See also,
Illusionary Spell Tables
Magical Spell Tables