Difference between revisions of "Scare (spell)"
Tao alexis (talk | contribs) |
Tao alexis (talk | contribs) |
||
| (One intermediate revision by the same user not shown) | |||
| Line 1: | Line 1: | ||
[[File:Scare (spell).jpg|right|490px|thumb]] | [[File:Scare (spell).jpg|right|490px|thumb]] | ||
| − | '''Scare''' | + | '''Scare''' is a spell that strikes directly at a creature’s instinct for self-preservation, provoking an immediate and violent surge of fear. Those affected react without thought, recoiling in alarm as if confronted by sudden mortal danger. Whatever action they were engaged in is abandoned at once. Regardless of the result of a [[Saving Throws|saving throw]], all creatures affected will instinctively leap backward 5 ft. (one [[Combat Hex|combat hex]]), dropping anything held in their hands without regard for loss or consequence. |
{{Spelltable | {{Spelltable | ||
| name = Scare | | name = Scare | ||
| range = 40 ft. | | range = 40 ft. | ||
| − | | duration = 1 round; see text | + | | duration = 1 [[Combat Round|round]]; see text |
| area of effect = 1 creature per [[Experience Level|level]] | | area of effect = 1 creature per [[Experience Level|level]] | ||
| casting time = 1 round | | casting time = 1 round | ||
| Line 11: | Line 11: | ||
| level = [[Mage 2nd Level Spells|mage (2nd)]] | | level = [[Mage 2nd Level Spells|mage (2nd)]] | ||
}} | }} | ||
| + | Creatures that succeed in their save master the momentary shock quickly. Though startled, they regain control almost at once and are able to act normally in the next [[Combat Round|round]]. | ||
| − | Those | + | Those who fail their save are overtaken by panic. They turn and flee at once, moving at [[Movement (stride)|maximum stride]] for four rounds, seeking only to escape the source of their terror. This flight is direct and uncontrolled; creatures do not consider terrain, allies or hazards except insofar as these impede their path. |
| − | + | When this initial panic subsides, the creature halts but remains shaken. For three additional rounds, it stands in place, breathing heavily and visibly distressed, unable to act or move with purpose. During this period, its composure is fragile. If attacked or struck, the fear is rekindled and the creature will again turn and flee for a further four rounds, repeating the cycle. | |
| − | Creatures with an [[Intelligence (ability stat)|intelligence]] of zero | + | At no point are affected creatures considered [[Helpless Defenders|helpless defenders]]. They may defend themselves instinctively if cornered, but their actions remain governed by fear rather than reason. |
| + | |||
| + | Creatures with an [[Intelligence (ability stat)|intelligence]] of zero are unaffected, lacking the capacity to experience fear in this manner. All other creatures are subject to the spell unless they possess a [[Natural Immunities|natural immunity]] to fear. | ||
| + | |||
| + | |||
| + | See: [[Fear (spell)]] | ||
| + | |||
| + | [[Category: Magical Spells]][[Category: Reviewed]] | ||
Latest revision as of 19:56, 14 April 2026
Scare is a spell that strikes directly at a creature’s instinct for self-preservation, provoking an immediate and violent surge of fear. Those affected react without thought, recoiling in alarm as if confronted by sudden mortal danger. Whatever action they were engaged in is abandoned at once. Regardless of the result of a saving throw, all creatures affected will instinctively leap backward 5 ft. (one combat hex), dropping anything held in their hands without regard for loss or consequence.
| Range | 40 ft. |
| Duration | 1 round; see text |
| Area of Effect | 1 creature per level |
| Casting Time | 1 round |
| Saving Throw | negates |
| Level | mage (2nd) |
Creatures that succeed in their save master the momentary shock quickly. Though startled, they regain control almost at once and are able to act normally in the next round.
Those who fail their save are overtaken by panic. They turn and flee at once, moving at maximum stride for four rounds, seeking only to escape the source of their terror. This flight is direct and uncontrolled; creatures do not consider terrain, allies or hazards except insofar as these impede their path.
When this initial panic subsides, the creature halts but remains shaken. For three additional rounds, it stands in place, breathing heavily and visibly distressed, unable to act or move with purpose. During this period, its composure is fragile. If attacked or struck, the fear is rekindled and the creature will again turn and flee for a further four rounds, repeating the cycle.
At no point are affected creatures considered helpless defenders. They may defend themselves instinctively if cornered, but their actions remain governed by fear rather than reason.
Creatures with an intelligence of zero are unaffected, lacking the capacity to experience fear in this manner. All other creatures are subject to the spell unless they possess a natural immunity to fear.
See: Fear (spell)
