Difference between revisions of "Fear (spell)"

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| name = Fear
 
| name = Fear
 
| range = self
 
| range = self
| duration = 1 +1 round per level
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| duration = 1 +1 [[Combat Round|round]] per [[Experience Level|level]]
 
| area of effect = 30° arc, 60 ft. path
 
| area of effect = 30° arc, 60 ft. path
 
| casting time = 2 rounds
 
| casting time = 2 rounds
 
| save = negates
 
| save = negates
| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]]
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| level = [[Illusionist 3rd Level Spells|illusionist (3rd)]], [[Magical 4th Level Spells|mage (4th)]]
 
}}
 
}}
  
Terrifies creatures in the area of effect, so that those who do not make [[Saving Throws|saving throw]] against magic will flee in panic from the caster, for the duration of the spell.  Affected characters move at triple speed as they flee.  Once the spell has dispelled, affected creatures will reassert their courage; however, a [[Morale|morale check]] is required before they may re-engage in combat.  The check may be made each round until it succeeds.
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Terrifies creatures in the area of effect, requiring the affected to make [[Saving Throws|saving throw]] against magic or else flee in panic.  This flight will always be directly from the caster for the duration of the spell.  Affected characters move at [[Movement (stride)|maximum stride]] as they flee.
  
If fleeing creatures cannot run due to the environment, they will huddle, tremble or otherwise seek their best possible refuge, typically bunching together and remaining there for the duration of the spell.  If attacked when cornered, they will attempt to surrender willingly rather than fight.  If, however, they are forced to fight, they will do so at -3 [[Roll to Hit|to hit]] while continuing to beg for mercy (and until they succeed at their morale check).
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Once the duration has passed, or if fleeing creatures are [[Remove Fear (spell)|arrested in their flight]], they will regain their sensibilities and recognize the effects of the spell.  However, before they can re-engage in [[Combat|combat]], they must make a successful [[Morale|morale check]]; this check may be made each round until a successful roll.
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== Special Circumstances ==
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If for some reason a creature cannot run away, because their passage is blocked by a wall, a door that cannot be opened, a dangerous fall or because the only way out is in the direction towards the caster, those affected will huddle, tremble or otherwise seek their best possible refuge.  They will typically bunch together and remain trembling for the duration of the spell.  If attacked when thus cornered, they'll attempt to surrender willingly rather than fight.  However, if forced to defend themselves, they will with a penalty of -3 [[Roll to Hit|to hit]] while continuing to beg for mercy for the duration of the spell.  Afterward, the -3 penalty to hit will endure until a morale check is made.
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See Also,<br>
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[[Illusionary Spell Tables]]<br>
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[[Magical Spell Tables]]
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[[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Don't Review until 2022]]

Latest revision as of 21:36, 30 September 2021

Fear.jpg
Fear
Range self
Duration 1 +1 round per level
Area of Effect 30° arc, 60 ft. path
Casting Time 2 rounds
Saving Throw negates
Level illusionist (3rd), mage (4th)

Terrifies creatures in the area of effect, requiring the affected to make saving throw against magic or else flee in panic. This flight will always be directly from the caster for the duration of the spell. Affected characters move at maximum stride as they flee.

Once the duration has passed, or if fleeing creatures are arrested in their flight, they will regain their sensibilities and recognize the effects of the spell. However, before they can re-engage in combat, they must make a successful morale check; this check may be made each round until a successful roll.

Special Circumstances

If for some reason a creature cannot run away, because their passage is blocked by a wall, a door that cannot be opened, a dangerous fall or because the only way out is in the direction towards the caster, those affected will huddle, tremble or otherwise seek their best possible refuge. They will typically bunch together and remain trembling for the duration of the spell. If attacked when thus cornered, they'll attempt to surrender willingly rather than fight. However, if forced to defend themselves, they will with a penalty of -3 to hit while continuing to beg for mercy for the duration of the spell. Afterward, the -3 penalty to hit will endure until a morale check is made.


See Also,
Illusionary Spell Tables
Magical Spell Tables