Difference between revisions of "Cause Fear"

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(Demonic and holy monsters can be affected by Fear and Berserk since 0.28 (commit 070a2a64fb))
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{{spell info}}
 
{{spell info}}
  
'''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 [[List of holy monsters|holy]] non-[[berserk]] monsters, and it must overcome its targets' [[willpower]].
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'''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.
  
[[Arcane Marksmen]] start with this spell available. Reading a [[scroll of fear]] has the same effect as casting Cause Fear with maximum power.
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[[Hexslinger]]s start with this spell available. Reading a [[scroll of fear]] has the same effect as casting Cause Fear with maximum power.
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==Useful Info==
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The '''fear''' status (fleeing) causes vulnerable monsters to run away, unwilling to attack you. Monsters will use abilities tagged with the emergency flag whenever possible.
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Monsters will lose the fear status under the following conditions:
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* They are hit by an attack
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* They are unable to move away from you for more than 1 turn ("Cornered, <monster> turns to fight!").
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* The duration runs out
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The following monsters are immune to fear:
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* [[Undead]], [[nonliving]], and [[:Category:Plant holiness|plant holiness]] monsters.
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* Monsters that are [[berserk]] or under [[frenzy]]
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* [[Black bear]]s and [[polar bear]]s (which go [[berserk]] as an emergency ability, immediately ending fear)
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* Monsters with [[clarity]]
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In order for the spell to inflict the fear status, it must beat the enemy's [[willpower]]. For this purpose, Cause Fear has an enchantment power of <code>3/2 * [[spellpower]]</code> (max. 200).<ref>{{source ref|0.30.0|beam.cc|1785}}</ref> Enchantment power is then compared to willpower. See the [[Willpower#Resisting enchantments|Willpower]] article for more details.
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The [[scroll of fear]] casts Cause Fear at 200 spellpower (thus, 200 enchantment power).
  
 
==Monster Version==
 
==Monster Version==
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<ref>{{source ref|0.28.0|melee-attack.cc|270}}</ref>, 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]].
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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<ref>{{source ref|0.30.0|melee-attack.cc|262}}</ref>, 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.
 
High willpower can prevent this spell from affecting you, and [[clarity]] confers immunity to this spell.
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{{monsters with spell}}
  
 
==Strategy==
 
==Strategy==
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.  
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Despite its numerous conditions, Cause Fear is an immensely powerful spell. It can affect several opponents per cast. Even if you don't fear everybody, fear can be used to thin out a group, making it easier to both escape and fight.
  
{{monsters with spell}}
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Can be used with dangerous clouds, such as from a [[scroll of poison]] or [[Freezing Cloud]], to inflict severe damage at a safe distance.
  
 
==History==
 
==History==
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*Prior to [[0.30]], fleeing monsters would not run over harmful [[cloud]]s.
 
*Prior to [[0.28]], the spell couldn't affect demonic and holy monsters.
 
*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.
 
*Prior to [[0.13]], Cause Fear only penalized moving toward the caster. Attacks against the caster were unaffected.

Revision as of 11:52, 7 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Cause fear.png Cause Fear
Level 4
School1 Hexes
Source(s) Book of the Dragon
Book of Hexes
Casting noise 3
Spell noise 0
Power Cap 200
Range LOS
Flags Wl check, Area
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.

“And when Miranda sang
Everyone turned away
Used to the noose, they obey”
-The Mars Volta, “Miranda That Ghost Just Isn't Holy Anymore”. 2005.

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.

Hexslingers start with this spell available. Reading a scroll of fear has the same effect as casting Cause Fear with maximum power.

Useful Info

The fear status (fleeing) causes vulnerable monsters to run away, unwilling to attack you. Monsters will use abilities tagged with the emergency flag whenever possible.

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. For this purpose, Cause Fear has an enchantment power of 3/2 * spellpower (max. 200).[1] Enchantment power is then compared to willpower. See the Willpower article for more details.

The scroll of fear casts Cause Fear at 200 spellpower (thus, 200 enchantment power).

Monster Version

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[2], 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.

The following enemies cast Cause Fear:

Strategy

Despite its numerous conditions, Cause Fear is an immensely powerful spell. It can affect several opponents per cast. Even if you don't fear everybody, fear can be used to thin out a group, making it easier to both escape and fight.

Can be used with dangerous clouds, such as from a scroll of poison or Freezing Cloud, to inflict severe damage at a safe distance.

History

  • Prior to 0.30, fleeing monsters would not run over harmful clouds.
  • 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.

References