Causes a creature to shake and cower in fear.

AD&D[edit | edit source]

Scare[edit | edit source]

Debuted in the Player's Handbook as a magic-user spell

Level: 2 School: Enchantment/Charm
Components: V, S, M (a bit of bone from a skeleton, zombie, ghoul, ghast, or mummy)
Range: 1" Casting Time: 2 segments
Duration: 3d4 rounds Saving Throw: Negates
Target: One creature in range

The target creature must save vs. magic or begin trembling and shaking with fear. The target can fight, but is at -1 to attacks, damage, and saves. Certain creatures are immune, including creatures of 6 or more HD or levels, clerics of any sort, the undead, larvae, lemures, manes, elves, and half-elves.

AD&D 2e[edit | edit source]

Scare
Spell Level: 2 Rarity: Common
Schools: Enchantment/Charm, Shadow
Components: V, S, M (a bit of bone from an unded skeleton, mummy, ghoul, ghast, or zombie)
Range: 30 yds + 10 yds/level Casting Time: 2
Duration: 1d4 rds + 1 rd/level Saving Throw: Special
Area: 15-ft radius

Creatures in the area with less than 6 hit dice cower in place. They have a -2 reaction adjustment, and, if cornered, can fight with a -1 penalty to attacks, damage, and saves.

There is normally no save against this spell, but elves, half-elves, and priests can make a saving throw vs. spell. The spell has no effect on undead or on upper planar creatures.

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