Difference between revisions of "Remove Fear (spell)"

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[[File:Remove Fear (spell).jpg|right|490px|thumb]]
 
[[File:Remove Fear (spell).jpg|right|490px|thumb]]
'''Remove fear''' is a spell that arrests those suffering from [[Fear|fear]] and restores their state of mind, enabling them to face the most terrifying of situations. The caster must touch or catch hold of the fearful recipient by successfully [[Roll to Hit|hitting]] [[Armour Class|armour class]] 10.  Those who are routed or falling back due to [[Morale|morale]] failure may also be touched and restored, and thus made able to return to [[Combat|combat]].  For any who are restored in this manner, for the next ten [[Combat Round|rounds]] they will receive a +1 bonus to further checks against fear or morale.
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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 (natural ability)|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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Remove Fear
 
| name = Remove Fear
 
| range = touch
 
| range = touch
| duration = permanent; see text
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| duration = 10 rounds; see text
 
| area of effect = 3 creatures
 
| area of effect = 3 creatures
 
| casting time = 1 round
 
| casting time = 1 round
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| level = [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]]
 
| level = [[Bard 1st Level Spells|bard (1st)]]; [[Cleric 1st Level Spells|cleric (1st)]]
 
}}
 
}}
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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.
  
If cast upon a recipient '''before''' the onset of fear (by spell or other means), the spell provides a +1 [[Saving Throws|saving throw]] per [[Experience Level|level]] of the caster.  This effect may also be applied to a recipient's morale check.  This preventative effect cannot be granted to any creature who has, that day, failed a save against fear.
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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 reverse of the spell, ''cause fear'', will force others to flee for one round per level of the caster, once they have failed a saving throw.
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== Leadership ==
<br>
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When cast upon a character who possesses an authority-status as a [[Leadership (sage field)|leader]], the effect bolsters the morale of all allies within 60 ft. by 1 point for the duration of the spell. 
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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.

Revision as of 03:57, 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 as a leader, 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.