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]
|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.