Death Sight (Wizard Spell)

The victim of this spell sees everyone around him as a walking corpse. A saving throw vs. spell negates the effect. Otherwise, the being must make a Ravenloft fear check in the first round. (The victim makes a saving throw vs. paralyzation, adjusted for Wisdom. Failure means victim flees with a 60% chance of dropping held items; flight continues until the threat is outdistanced or evaded, or the spell duration expires. If cornered, defense is possible after a round of hesitation, but at -2 to attack rolls and Armor Class, and the vic­tim is 25% likely to miscast any spell attempted).
If the fear check is passed, the victim must make a Ravenloft horror check at the beginning of each of the next four rounds of the spell's dura­tion. (The victim makes saving throws vs. paralyzation, adjusted for Wisdom. Failure means some long-term effects apply: see table.) Once the spell duration ends, no more horror checks are necessary, though the results of a failure last a full month.
The DM decides if and how characters can shorten long-term effects. Use of the forget spell and successfully facing down similar fears might help. The DM is encouraged to reward creative solutions.
Notes: Uncommon in the Ravenloft setting; otherwise rare.
1d4	Horror Result
1 	Aversion
2 	Senseless Rage
3 	Mental Shock
4 	Fearstruck
Aversion: The character must avoid undead or be fearstruck automatically. In the open, a minimum distance of 30 feet must be main­tained. Indoors, the character cannot bear to be in the same room with the undead, and has a round to leave or be fearstruck. Aversion persists for a month.
Fearstruck: This is just like failing a fear check (see above); the character flees, possi­bly (60%) dropping held items. Further, for the next month, whenever the character con­fronts undead, he must save vs. paralysis at -2 or flee immediately.
Mental Shock: The character is stunned for 3 rounds; then can save vs. paralysis each round to recover. If three saving throws in a row are failed, the character goes into deep shock, and one attempt to recover is allowed each hour. The general condition lasts a month; during this time, whenever undead are encountered, the character must save vs. paralysis at -2 or go into mental shock again.
Senseless Rage: When confronted by undead, the character must berserkly try to smash them and anything that gets in his path to them. Double attacks are made at +2 to hit and damage. If the undead are destroyed, the character carries on as if they weren't. Start­ing round 4 and on even-numbered rounds, a saving throw vs. paralysis is allowed to return to normal. The tendency to fly into these rages lasts for a month. New meetings with undead require a saving throw vs. paralysis at -2 or the senseless rage takes over.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells