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| - Some mages are irritated by the assault of weaker foes and just want to be free of the distraction. If the Mass Sleep spell is not available, then mages usually use this spell. Casting it, all the foes will suddenly feel a terrible fear and flee from the caster. Only very powerful beings can withstand this effect. It is also used by the virtuous to avoid battle against non-evil creatures.
- Two Fantastic Creatures possess the Cause Fear ability by default. In addition, it is possible to add Cause Fear to a unit by casting the File:Icon Death.pngCloak of Fear Unit Enchantment upon it. Furthermore, Heroes may be equipped with Magical Items imbued with a File:Icon Death.pngCloak of Fear Item Power. The resulting effect of all three methods is exactly the same.
- [[Category:Encounter ]] [[Category:]] Cause fear was a cleric prayer or a necromancy or abjuration spell used by both divine and arcane spellcasters. It could cause a creature to flee in panic from the caster. Older versions of this spell were reversible, known as remove fear, and bolstered the morale and courage of the recipients.
- Ability text: Cause Fear: Choose a hero adjacent to this monster. That hero must test File:Willpower.png. If he fails, he moves 2 spaces directly away from this monster and is Immobilized.
- Description: A target creature with 5 hit dice or less is afflicted with fear and suffers a -2 morale check to attack, damage and saving rolls. Custom spell: This spell is part of the Grimoire and is not part of standard Neverwinter Nights.
- This spell induces fear in any individual or single group of creatures within 48 yards. Unless they make a successful WP test, victims become subject to fear against all potential combat opponents and have to make the appropriate psychological test whenever a combat is initiated. The effect lasts for 3D6 combat rounds. This spell will not affect creatures that are normally immune to psychological effects, such as Undead.
- It is rated as an excellent power selection, as the correct setup can provoke multiple opportunity attacks. [Charop Cleric]
- Level: , , , Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature with 5 or fewer HD Duration: 1d4 rounds or 1 round; see text Saving Throw: Will partial Spell Resistance: Yes
- Cause Fear makes a target with 5 hit dice, or less, more fearful resulting in a -2 penalty on attack, damage and saving throws, and forcing them to take no action other then to run away from nearby creatures.
- Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to one minute You awaken the sense of mortality in one creature you can see within range. A construct or undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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