Primal Fear

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Primal Fear is a spell from Lost Books #16: Codex of Sylvan Warfare published by Clockwork Golem Workshop.


Primal Fear

Necromancy [Fear, Mind-Affecting]

Level: Drd 9

Components: V, S, DF, XP

Casting Time: 1 week

Range: Touch

Area: Up to one square mile/level (S)

Duration: Instantaneous

Saving Throw: None; see text

Spell Resistance: No

You can cast this spell on any heavy forest, creating a powerful ward that enhances the primal fear felt by sentient humanoids when they are faced with a stretch of isolated and untamed wilderness. Any humanoid creature looking upon the warded forest is filled with a vague sense of nervousness, as though there were something dangerous lurking within the shadows of the ancient trees. Any humanoid creature that moves within 20 feet of the warded area must make a Will save. Those that fail the save are overcome by an irrational fear of the forest and cannot willingly cross the boundary. The creature is shaken as long as they remain within 20 feet of the warded area, becoming frightened if they are forced to enter the warded area (for example, if they are transported through the forest while captured in a cage). Even creatures that make their Will save remain nervous while within the warded forest. They are shaken for the first hour after they cross the border, after which they may make a second Will save if they are still within the warded area. Those that fail the second save remain shaken, while those that make the save become immune to the wards fear effects for 24 hours. Since creatures must approach the boundary of the warded area in order to feel the fear effect, a creature that successfully saves can remain within the warded forest indefinitely if they do not move outside the ward’s area. This fear generated by this spell only affects intelligent humanoids. Creatures that possess an intelligence score of 3 or less are unaffected by this spell. Humanoids native to forest terrain (such as elves and gnolls) gain a +4 bonus to their saving throws to resist the effects of this spell.

XP Component: You must pay 100 experience points per square mile of area the spell encompasses (round up).

Primal Fear and Other Terrain

At the GM’s discretion a druid may be able to cast primal fear on other forms of terrain, such as mountains, swamps, moors and natural cave complexes. These regions should always be isolated or imposing in some way, instilling a sense of grandeur or fear on the casual observer due to their primal savagery. If cast on an area other than the forest, replace the word forest with the appropriate terrain type. Creatures native to the terrain always gain a +4 bonus to resist the effects of the spell.