Difference between revisions of "Spook (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[File:Spook (spell).jpg|right|490px|thumb]]
 
[[File:Spook (spell).jpg|right|490px|thumb]]
'''Spook''' creates a feeling of intense dread in those recipients designated by the caster, limited by the area of effect. These persons are specifically '''frightened of the caster''', and will take no action against him or her ... though they will fight and defend themselves without fear against the caster's allies.  The spell affects any creature with an [[Intelligence (ability stat)|intelligence]] of 1 point or greater.
+
'''Spook''' is a spell that creates a feeling of intense, immediate dread in those designated by the caster, limited by the spell’s area of effect. The affected individuals are not just unnerved; they are specifically frightened of the caster and will instinctively avoid any direct confrontation with him or her. However, this fear is not transferred to the caster’s allies, meaning those affected will still fight and defend themselves against others without hesitation.  
  
 
{{Spelltable
 
{{Spelltable
Line 11: Line 11:
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
| level = [[Illusionist 1st Level Spells|illusionist (1st)]]
 
}}
 
}}
 +
__TOC__
 +
The spell works on any creature with an [[Intelligence (ability stat)|intelligence]] of 1 point or greater, ensuring that even the simplest of sentient beings recognise the source of their fear.  The fear imposed by the spell does not immediately drive affected creatures into flight, but rather renders them hesitant and wary of the caster.
  
If the caster makes a forceful, threatening movement towards one of those affected moving at least one [[Combat Hex|hex]], growling, shouting or waving his or her arms, the creature must make a [[Saving Throws|saving throw vs. magic]].  If it fails, the creature will "spook," taking flight at the greatest possible [[Movement (stride)|stride]], using their full [[Action Points|movement]] for '''1 round per level of the caster'''.  
+
The true power of spook is triggered when the caster makes a forceful, threatening movement — advancing at least one [[Combat Hex|hex]], growling, shouting, brandishing a weapon or otherwise giving the impression of an imminent attack. When this happens, the creature must make a [[Saving Throws|saving throw vs. magic]].
  
The caster can perform this aggressive move once per round against each affected creature, until all have made their saving throw once. As the spell's duration is longer, the caster can wait to do so, picking and choosing the right moment to shoo off a potentially affected creature. When the spell's duration runs out, it's too late to do so.
+
== Effect ==
 +
If the save fails, the creature will break into full flight, retreating at the maximum possible [[Movement (stride)|stride]], using their full [[Action Points|movement]] for 1 round per level of the caster. The affected creature will make no attempt to re-engage with the caster during this time, focusing only on putting distance between itself and the source of its terror. This reaction is instinctive and overwhelming, overriding whatever intentions the creature may have had before the spell took effect.
 +
 
 +
The caster may trigger this reaction once per round against each affected creature, forcing each to roll its saving throw separately. Since the duration of the spell lasts longer than the time required to force a single save, the caster has some flexibility in choosing the right moment to intimidate each individual enemy. This allows for tactical use — the caster can hold their ground, waiting for an opportune moment to send a particular opponent fleeing at a critical juncture. However, once the spell's duration ends, any lingering fear dissipates and any affected creatures regain their ability to act normally.
 +
 
 +
== Bringing the Spell into Play ==
 +
This spell is particularly effective in situations where numbers pose a threat, allowing a single individual to exert control over a larger group by forcing opponents to flee in scattered disarray. It also has psychological advantages — even if some enemies resist the magic or succeed in their saving throw, the sight of their companions panicking and fleeing could shake their resolve, weakening their cohesion in battle. However, since the fear applies only to the caster, a "spook" spell is not a solution to a battle as a whole but rather a means of sowing chaos, breaking up enemy ranks and securing temporary advantages against key targets.
 +
 
 +
 
 +
See [[Fear (spell)]]
  
 
[[Category: Illusionary Spells]]
 
[[Category: Illusionary Spells]]

Latest revision as of 15:52, 11 March 2025

Spook (spell).jpg

Spook is a spell that creates a feeling of intense, immediate dread in those designated by the caster, limited by the spell’s area of effect. The affected individuals are not just unnerved; they are specifically frightened of the caster and will instinctively avoid any direct confrontation with him or her. However, this fear is not transferred to the caster’s allies, meaning those affected will still fight and defend themselves against others without hesitation.

Spook
Range 60 ft.
Duration 5 rounds per level; see text
Area of Effect 1 creature per level; see text
Casting Time 1 round
Saving Throw negates
Level illusionist (1st)

The spell works on any creature with an intelligence of 1 point or greater, ensuring that even the simplest of sentient beings recognise the source of their fear. The fear imposed by the spell does not immediately drive affected creatures into flight, but rather renders them hesitant and wary of the caster.

The true power of spook is triggered when the caster makes a forceful, threatening movement — advancing at least one hex, growling, shouting, brandishing a weapon or otherwise giving the impression of an imminent attack. When this happens, the creature must make a saving throw vs. magic.

Effect

If the save fails, the creature will break into full flight, retreating at the maximum possible stride, using their full movement for 1 round per level of the caster. The affected creature will make no attempt to re-engage with the caster during this time, focusing only on putting distance between itself and the source of its terror. This reaction is instinctive and overwhelming, overriding whatever intentions the creature may have had before the spell took effect.

The caster may trigger this reaction once per round against each affected creature, forcing each to roll its saving throw separately. Since the duration of the spell lasts longer than the time required to force a single save, the caster has some flexibility in choosing the right moment to intimidate each individual enemy. This allows for tactical use — the caster can hold their ground, waiting for an opportune moment to send a particular opponent fleeing at a critical juncture. However, once the spell's duration ends, any lingering fear dissipates and any affected creatures regain their ability to act normally.

Bringing the Spell into Play

This spell is particularly effective in situations where numbers pose a threat, allowing a single individual to exert control over a larger group by forcing opponents to flee in scattered disarray. It also has psychological advantages — even if some enemies resist the magic or succeed in their saving throw, the sight of their companions panicking and fleeing could shake their resolve, weakening their cohesion in battle. However, since the fear applies only to the caster, a "spook" spell is not a solution to a battle as a whole but rather a means of sowing chaos, breaking up enemy ranks and securing temporary advantages against key targets.


See Fear (spell)