Zone of Terror
Necromancy [Fear, Mind-Affecting]
Level: Brd 5, Clr 6, Sor/Wiz 6
Components: V,S,M/DF
Casting Time: 1 standard action
Range: 100 ft.
Area: 40 ft. radius
Duration: 1 round/level
Saving Throw: Will partial
Spell Resistance: Yes
An invisible zone of ultimate fear is generated. Any creature in the area or which enters the area at any time in the duration of the zone is affected immediately. Every living creature that is affected, must make a Will save; if the Will save fails, the creature immediately cowers as if cornered. If the Will save is successful, the creature becomes panicked. Either condition lingers with an affected character for 1d12 +1 rounds after either leaving the spell’s effect or the spell’s termination.
Spells such as calm emotions or remove fear do not completely counter the effects of a zone of terror. Instead, the affected character’s condition is reduced to a lesser state of fear: cowering creatures are merely frightened and panicked creatures become merely shaken. However, the creatures must be outside of the zone of terror’s influence when the countering spell is cast for the reduction in fear to be successful. Note: the zone of terror is a static zone and cannot be moved once cast.
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Last year's "Z": Z is for Zero Dice Roleplaying
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