A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

30 April 2012

[A to Z April] Z is for Zone of Terror (new spell)

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.

Last year's "Z": Z is for Zero Dice Roleplaying

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