Difference between revisions of "Remove Fear (spell)"

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[[File:Remove Fear.jpg|thumb|520px|]]
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[[File:Remove Fear (spell).jpg|right|490px|thumb]]
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'''Remove fear''' is a spell that halts the grip of fear on recipients, restoring their mental equilibrium and empowering them to confront even the most daunting situations.  The spell may be cast before an action, so that those affected are made courageous enough to disregard attacks of [[Fear (spell)|fear]] for a space of 10 [[Combat Round|rounds]].  Once the time has past, the recipient recieves no further protection from the dweomer.  The caster may cast the spell upon his or her self.
  
{| class="wikitable"
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{{Spelltable
|-
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| name = Remove Fear
| Range|| touch
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| range = touch
|-
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| duration = 10 rounds; see text
| Duration || permanent; see below
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| area of effect = 3 creatures
|-
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| casting time = 1 round
| Area of Effect|| 3 creatures
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| save = none; see below
|-
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| level = [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]]
| Casting Time|| 1 round
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}}
|-
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__TOC__
| Saving Throw|| none; see below
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If the caster wishes to imbue the effect after an individual has been overcome with fear, then he or she must touch or catch hold of the fearful recipient by successfully [[Roll to Hit|hitting]] [[Armour Class|armour class]] 10, ignoring the enemy's [[Armour List|armour]].  This permanently dispels whatever scare they've had, though it offers little protection against the individual being frightened again, granting a mere +1 bonus to their [[Saving Throws|saving throws]] and [[Morale|morale checks]] for 10 rounds thereafter.
|-
 
| Level|| [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]]
 
|}
 
  
Arrests those suffering from fear and restores their state of mind. The caster must touch or catch hold of the fearful recipient by successfully [[Roll to Hit|hitting AC 10.]]
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Those who are retreating or experiencing morale breakdown can also be touched and revitalized, enabling them to re-engage in combat.  
  
The spell also provides a +1 [[Saving Throws|saving throw]] per level of the cleric to the recipient affected by fear.
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== Leadership ==
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When cast upon a character who possesses an authority-status in the study of [[Heroism (sage study)|heroism]], the effect bolsters the morale of all allies within 60 ft. by 1 point for the duration of the spell.
  
The caster is also able to restore courage to those who have failed a [[Morale|morale check]]. Affected recipients will then act as though the fail never happened, enabling them to rejoin melee bravely. For the next 10 rounds, a +1 modifier should be applied to further non-player character morale checks.
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== Reverse ==
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The reverse of the spell, '''cause fear''', also requires the caster to touch an unwilling recipient, making a roll to hit AC 10.  Up to three enemies may be touched in this fashion.  Those who fail their saving throws will flee at full [[Movement (stride)|movement stride]] for three complete rounds.
  
The reverse of the spell, cause fear, will cause others to flee for one round per level of the cleric, if they fail a saving throw.
 
  
[[Category:Clerical Spells]]
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See [[Fear]]
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[[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 07:40, 24 November 2023

Remove Fear (spell).jpg

Remove fear is a spell that halts the grip of fear on recipients, restoring their mental equilibrium and empowering them to confront even the most daunting situations. The spell may be cast before an action, so that those affected are made courageous enough to disregard attacks of fear for a space of 10 rounds. Once the time has past, the recipient recieves no further protection from the dweomer. The caster may cast the spell upon his or her self.

Remove Fear
Range touch
Duration 10 rounds; see text
Area of Effect 3 creatures
Casting Time 1 round
Saving Throw none; see below
Level bard (1st); cleric (1st)

If the caster wishes to imbue the effect after an individual has been overcome with fear, then he or she must touch or catch hold of the fearful recipient by successfully hitting armour class 10, ignoring the enemy's armour. This permanently dispels whatever scare they've had, though it offers little protection against the individual being frightened again, granting a mere +1 bonus to their saving throws and morale checks for 10 rounds thereafter.

Those who are retreating or experiencing morale breakdown can also be touched and revitalized, enabling them to re-engage in combat.

Leadership

When cast upon a character who possesses an authority-status in the study of heroism, the effect bolsters the morale of all allies within 60 ft. by 1 point for the duration of the spell.

Reverse

The reverse of the spell, cause fear, also requires the caster to touch an unwilling recipient, making a roll to hit AC 10. Up to three enemies may be touched in this fashion. Those who fail their saving throws will flee at full movement stride for three complete rounds.


See Fear