Repel (Fear): Difference between revisions

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(Added - this is the 'run away!' / 'immobilized' spell that many undead cast.)
 
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<section begin=description />'''Fear''' is a spiritual warding spell cast primarily by undead that causes the target to be struck by an immediate fear of the caster. This causes the target to run away in fear, or even be immobilized by it.<section end=description />
<section begin=description />'''Fear''' is a spiritual warding spell cast primarily by undead that causes the target to be struck by an immediate fear of the caster. This causes the target to run away in fear, or even be immobilized by it.<section end=description />


If the endresult of the warding result is 101 to 150, you run away in an arbitrary direction without any further negative effects. On a warding roll of 151 or higher you become immobilized. Nothing happens if you ward it off.
If the end result of the warding roll is 101 to 150, you run away in an arbitrary compass direction (but not ''out'') with a 5 second RT (not all casters of this spell induce the RT). On a warding roll of 151 or higher you become immobilized for an extremely long time (a minute or more). Nothing happens if you ward it off.

If there are no obvious (compass + up/down) directions in the room you are in, any warding failure will immobilize you, and it will still last a very long time. For example, [[eidolon]] on the roof of Bonespear Tower are thus extremely dangerous. You should probably not fight an eidolon up there unless you are guaranteed to ward off this spell. Similarly, there are a few rooms in the Temple of Love without any compass exits (or only ''out'' which isn't an obvious exit for the purposes of this spell); getting feared by a [[nedum vereri]] will likely result in your demise even if you barely fail the warding roll.


NB: This is not [[Sheer fear]] - that is a completely different 'undead are scary' effect.


==Messaging==
==Messaging==
Warded off:
⚫
<pre{{log2|margin-right=150px}}>A death dirge gestures at you!
CS: +53 - TD: +51 + CvA: +18 + d100: +21 == +41
Warded off!</pre>

Warding failure between 101 and 150:
Warding failure between 101 and 150:


You run away immediately are not otherwise affected (no roundtime is induced, for example), and you can move back to the area with the caster if you want.
You run away immediately are not otherwise affected (no roundtime is induced, for example), and you can move back to the area with the caster if you want.


<pre{{log2|margin-right=350px}}>
<pre{{log2|margin-right=150px}}>A death dirge gestures at you!
⚫
A death dirge gestures at you!
CS: +53 - TD: +51 + CvA: +18 + d100: +93 == +113
CS: +53 - TD: +51 + CvA: +18 + d100: +93 == +113
Warding failed!
Warding failed!
Line 33: Line 42:
[Wormwood Slough, Mound]
[Wormwood Slough, Mound]
The ground rises from the surrounding swampland in a mound here near the overgrown creek bank. You also see a greater spider and a black scimitar.
The ground rises from the surrounding swampland in a mound here near the overgrown creek bank. You also see a greater spider and a black scimitar.
Obvious paths: north, northeast, northwest
Obvious paths: north, northeast, northwest</pre>
</pre>


Warding failure between 151 or higher will immobilize:
Warding failure between 151 or higher will immobilize:


<pre{{log2|margin-right=350px}}>
<pre{{log2|margin-right=150px}}>A wraith gestures at you!
A wraith gestures at you!
CS: +99 - TD: +51 + CvA: +18 + d100: +87 == +153
CS: +99 - TD: +51 + CvA: +18 + d100: +87 == +153
Warding failed!
Warding failed!
Line 45: Line 52:
You are immobilized with sheer terror!
You are immobilized with sheer terror!
I> w
I> w
You don't seem to be able to move to do that.</pre>

Warding failure below 151, but in an area without any compass exits (''Obvious exits: none''):

<pre{{log2|margin-right=150px}}>The nedum vereri looks expectantly at you. You feel your resistance melt away!
CS: +95 - TD: +71 + CvA: +12 + d100: +90 == +126
Warding failed!
The nedum vereri suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!
You are immobilized with sheer terror!
I> stance def
You don't seem to be able to move to do that.
You don't seem to be able to move to do that.
I> look
</pre>
[Temple, Altar]
The old altar sits overlooking the sanctuary. From here, the shadows seem deeper, the silence more ominous, as if the sonorous breathing of a majestic life had suddenly ceased, leaving you alone and afraid. Set into the wall behind the altar is a massive glass window, not yet broken, although a creeping dark stain has spread over it, turning the colors an unwholesome red-black. Some marble stairs lead down into darkness, providing an alternative to going back to the sanctuary itself. You also see a nedum vereri.
Obvious exits: none</pre>

Latest revision as of 08:08, 24 September 2026

Repel (Fear)
Mnemonic [none (creature only)]
Duration instantaneous
Cast Time ?
Attack Magic - Disabling  
Subtype Warding 
Target(s) Single 
State(s) Inflicted Immobilized

Description

Fear is a spiritual warding spell cast primarily by undead that causes the target to be struck by an immediate fear of the caster. This causes the target to run away in fear, or even be immobilized by it.

If the end result of the warding roll is 101 to 150, you run away in an arbitrary compass direction (but not out) with a 5 second RT (not all casters of this spell induce the RT). On a warding roll of 151 or higher you become immobilized for an extremely long time (a minute or more). Nothing happens if you ward it off.

If there are no obvious (compass + up/down) directions in the room you are in, any warding failure will immobilize you, and it will still last a very long time. For example, eidolon on the roof of Bonespear Tower are thus extremely dangerous. You should probably not fight an eidolon up there unless you are guaranteed to ward off this spell. Similarly, there are a few rooms in the Temple of Love without any compass exits (or only out which isn't an obvious exit for the purposes of this spell); getting feared by a nedum vereri will likely result in your demise even if you barely fail the warding roll.


NB: This is not Sheer fear - that is a completely different 'undead are scary' effect.

Messaging

Warded off:

A death dirge gestures at you!
  CS: +53 - TD: +51 + CvA: +18 + d100: +21 == +41
  Warded off!

Warding failure between 101 and 150:

You run away immediately are not otherwise affected (no roundtime is induced, for example), and you can move back to the area with the caster if you want.

A death dirge  gestures at you!
  CS: +53 - TD: +51 + CvA: +18 + d100: +93 == +113
  Warding failed!
The death dirge suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!
You bolt southeastward!
[Wormwood Slough, Mound]
The ground rises from the surrounding swampland in a mound here near the overgrown creek bank.  You also see a greater spider and a black scimitar.
Obvious paths: north, northeast, northwest

Warding failure between 151 or higher will immobilize:

A wraith gestures at you!
  CS: +99 - TD: +51 + CvA: +18 + d100: +87 == +153
  Warding failed!
The wraith suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!
You are immobilized with sheer terror!
I> w
You don't seem to be able to move to do that.

Warding failure below 151, but in an area without any compass exits (Obvious exits: none):

The nedum vereri looks expectantly at you.  You feel your resistance melt away!
  CS: +95 - TD: +71 + CvA: +12 + d100: +90 == +126
  Warding failed!
The nedum vereri suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!
You are immobilized with sheer terror!
I> stance def
You don't seem to be able to move to do that.
I> look
[Temple, Altar]
The old altar sits overlooking the sanctuary.  From here, the shadows seem deeper, the silence more ominous, as if the sonorous breathing of a majestic life had suddenly ceased, leaving you alone and afraid.  Set into the wall behind the altar is a massive glass window, not yet broken, although a creeping dark stain has spread over it, turning the colors an unwholesome red-black.  Some marble stairs lead down into darkness, providing an alternative to going back to the sanctuary itself.  You also see a nedum vereri.
Obvious exits: none