| Causes fear in those near to the caster, causing those affected to be unable to approach the caster, and to sometimes fail to attack them in melee. Leaving the caster's line of sight will end the effect.
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The Fear status (fleeing) causes vulnerable monsters to run away, unwilling to attack you. Monsters will be able to use abilities tagged with the escape flag, such as Blink.
Monsters will lose the fear status under the following conditions:
- They are hit by an attack.
- They are unable to move away from you for more than 1 turn ("Cornered, <monster> turns to fight!").
- The duration runs out.
The following monsters are immune to fear:
In order for the spell to inflict the fear status, it must beat the enemy's willpower. Like other "mass enchantments", Cause Fear has an enchantment power multiplier of 3/2. See the Willpower article for more details.
The scroll of fear casts Cause Fear at 200 post-multiplier spellpower (equates to 96 enchantment power).
Despite its numerous conditions, Cause Fear is a powerful spell. It is good at crowd-control: even if you don't scare everything, fear can be used to thin out a group, making it easier to both escape and fight it.
Tips & Tricks
- Can be used with dangerous clouds, such as from a scroll of poison or Freezing Cloud, to inflict severe damage at a safe distance.
- Against the monster Cause Fear, you can break sight in order to end the spell. In the Shoals, a wand of flame or Fire Magic can create steam clouds, which block LOS. You could also use a scroll of fog, use ranged attacks like javelins, or just run away.
The monster version of Cause Fear makes the player unable to move toward the caster. If the caster closes to melee range, the player will still be able to engage them in melee, but may sometimes "flinch away in fear" (33% chance), causing the attack to miss. Depending on how well you can fight from a distance and what areas of the floor this cuts you off from, this may or may not be a problem. Fear also prevents the player from going berserk.
The following enemies cast Cause Fear:
- Prior to 0.30, fleeing monsters would not recklessly run into harmful clouds.
- Prior to 0.28, the spell couldn't affect demonic and holy monsters.
- Prior to 0.27, the scroll of blinking and scroll of teleport were valid escape options. Also, fleeing monsters would use "emergency" flag spells rather than "escape" flag ones. This caused black bears and polar bears to be practically immune to fear; they would immediately berserk when inflicted with fear, which ended the fear.
- Prior to 0.13, Cause Fear only penalized moving toward the caster. Attacks against the caster were unaffected.