|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.|
Cause Fear is a level 4 Hexes spell which attempts to panic all monsters in your line of sight, causing them to run away from your current position. It only affects natural, demonic, or holy non-berserk monsters, and it must overcome its targets' willpower.
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.
High willpower can prevent this spell from affecting you, and clarity confers immunity to this spell.
Despite its numerous conditions, Cause Fear is an immensely powerful spell, capable of affecting several opponents per casting and taking some heat off your shoulders, making it great for escapes or just thinning out a crowd temporarily.
The following enemies cast Cause Fear:
- Prior to 0.28, the spell couldn't affect demonic and holy monsters.
- Prior to 0.13, Cause Fear only penalized moving toward the caster. Attacks against the caster were unaffected.
- melee-attack.cc:270 (0.28.0)