Fear Contagion (Quest Spell)

A priest casting fear contagion selects a single creature to be the focus of the spell. The creature is affected by magical fear and receives no saving throw to avoid the effect. All creatures within 10 yards of the target creature must make a saving throw versus spell with a -4 penalty; failure indicates that they are also affected by fear.
If BATTLESYSTEM™ rules are used, the spell forces the affected unit to make a Morale Check at a -6 penalty. If this roll fails, the unit automatically routs.
Creatures affected by fear will flee in a direction away from the spellcaster for as long as they are able to run (refer to Chapter 14 of the Player's Handbook for rules). Such creatures will then spend one full turn cowering after being forced to rest. During this time, affected creatures suffer -4 penalties to attack rolls, and all dexterity bonuses are negated.
When using BATTLESYSTEM rules, fear-struck creatures are permitted rally tests with a -3 penalty and must engage in rout movement until they rally. However, a rally test is not permitted until two turns of rout movement have been completed.
As creatures run in fear, their fear is contagious. Any creature that comes within 10 yards of a creature affected by this spell must make a saving throw (no penalties) or be forced to flee from the spellcaster. In BATTLESYSTEM™ rules, creatures make a standard Morale Check with a -3 penalty.
Creatures affected by fear no longer cause fear in others after they have passed one mile from the original center of the spell effect.
==Priest's Spell Compendium Text==
A priest casting fear contagion selects a single creature to be the focus of the spell. The creature is affected by magical fear and receives no saving throw to avoid the effect. All within 10 yards of the target creature must make a successful saving throw vs. spell with a -4 penalty; failure means they are also affected by fear.
Affected creatures flee away from the spell-caster for as long as they are able to run (refer to Chapter 14 of the Player's Handbook for rules). Such creatures, after resting, spend one full turn cowering. During this time, affected creatures suffer a -4 penalty to attack rolls, and all Dexterity bonuses are negated.
As creatures run in fear, their fear is contagious. Any creature that comes within 10 yards of a crea­ture affected by this spell must also make a suc­cessful saving throw (no penalties) or likewise flee from the spellcaster.
Creatures affected by fear no longer cause fear in others after they have passed one mile from the original center of the spell effect.
Notes: Common quest spell.
Battlesystem effects: If Battlesystem rules are used, the spell forces the unit to make a Morale Check at a-6 penalty. If this roll fails, the unit routs. Fear-struck creatures are permit­ted rally tests with a -3 penalty and rout until they rally. A rally test is not permitted until two turns of rout movement have been completed. Creatures passed within 10 yards make a stan­dard Morale Check with a -3 penalty to avoid routing, as well.
Category:Priest Spells
Category:Spells from Tome of Magic
Category:Spells
Category:Priest Quest Spells