Repel (Fear): Difference between revisions
(After some sleuthing, 'powered up repel' is actually 'repel when there are no compass directions to run to'. Fixed note.) |
(Added example of the immobilization effect at low warding failure due to there being no obvious exits, added Temple of Hope to the list of places where this can happen.) |
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If the endresult of the warding roll 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 for an extremely long time (a minute or more). Nothing happens if you ward it off. |
If the endresult of the warding roll 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 for an extremely long time (a minute or more). Nothing happens if you ward it off. |
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If there are no obvious (compass + up/down/out) directions in the room you are in, any warding failure will |
If there are no obvious (compass + up/down/out) 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; getting feared by a [[Nedum Vereri]] will likely result in your demise even if you barely fail the warding roll. |
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I> w |
I> w |
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You don't seem to be able to move to do that. |
You don't seem to be able to move to do that. |
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</pre> |
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Warding failure below 151, but in an area without any compass exits (''Obvious exits: none''): |
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<pre{{log2|margin-right=150px}}> |
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The nedum vereri looks expectantly at you. You feel your resistance melt away! |
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CS: +95 - TD: +71 + CvA: +12 + d100: +90 == +126 |
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Warding failed! |
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The nedum vereri suddenly transforms into a horridly grotesque image, inducing utter terror in your soul! |
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You are immobilized with sheer terror! |
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I> stance def |
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You don't seem to be able to move to do that. |
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I> look |
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[Temple, Altar] |
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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. |
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Obvious exits: none |
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</pre> |
</pre> |
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Latest revision as of 19:34, 13 September 2026
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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 endresult of the warding roll 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 for an extremely long time (a minute or more). Nothing happens if you ward it off.
If there are no obvious (compass + up/down/out) 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; 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