Difference between revisions of "Scare (spell)"
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+ | '''Scare''' frightens the wits out of creatures, causing them to "jump out of their skins" and cease whatever they're doing. Regardless of whether or not they make their [[Saving Throws|save]], they will jump back 5 ft. in sharp terror. Anything they have in hand will be dropped, regardless of the consequences. | ||
+ | |||
+ | {{Spelltable | ||
+ | | name = Scare | ||
+ | | range = 40 ft. | ||
+ | | duration = 1 round; see text | ||
+ | | area of effect = 1 creature per [[Experience Level|level]] | ||
+ | | casting time = 1 round | ||
+ | | save = negates | ||
+ | | level = [[Mage 2nd Level Spells|mage (2nd)]] | ||
+ | }} | ||
+ | |||
+ | Those who save will recover from this at once, being free to act the next [[Combat Round|round]]; but those who fail their save will turn and run, at [[Movement (stride)|maximum stride]] for four rounds. | ||
+ | |||
+ | Thereafter, scared persons will need three additional rounds to recover themselves before being free to act normally. During this time, they'll breathe heavily and shudder, unable to move from the place where they've stopped. During this time, if they're attacked or struck, they will turn and run again for another four rounds. At no time should they be treated as [[Helpless Defenders|helpless defenders]]. | ||
+ | |||
+ | Creatures with an [[Intelligence (ability stat)|intelligence]] of zero cannot be affected by the spell, but all others are subject to the spell's magic — except for creatures with a [[Natural Immunities|natural immunity]] to [[Fear|fear]]. | ||
+ | |||
+ | [[Category: Magical Spells]] |
Latest revision as of 19:54, 22 April 2022
Scare frightens the wits out of creatures, causing them to "jump out of their skins" and cease whatever they're doing. Regardless of whether or not they make their save, they will jump back 5 ft. in sharp terror. Anything they have in hand will be dropped, regardless of the consequences.
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) |
Those who save will recover from this at once, being free to act the next round; but those who fail their save will turn and run, at maximum stride for four rounds.
Thereafter, scared persons will need three additional rounds to recover themselves before being free to act normally. During this time, they'll breathe heavily and shudder, unable to move from the place where they've stopped. During this time, if they're attacked or struck, they will turn and run again for another four rounds. At no time should they be treated as helpless defenders.
Creatures with an intelligence of zero cannot be affected by the spell, but all others are subject to the spell's magic — except for creatures with a natural immunity to fear.