|Spell level :||Innate level: 2, Bard: 2, Sorcerer/Wizard: 2|
|Descriptor(s) :||Fear, Mind-affecting|
|Components :||Verbal and Somatic|
|Duration :||6 sec. * cLevel|
1 Round (cLevel).
|Save :||Will negates|
|Spell resistance :||Yes|
Gameplay notes Edit
- The number of creatures affected is actually one living creature + an additional creature / three levels.
- If you specifically select a target for this spell, this particular target has 100% chance to be affected. All other targets are determined by the number of remaining HD and their relative position to the centre of the spell area.
Even if a target is immune to fear or mind-affecting spells in general, they still suffer the penalties (attack decrease etc.) if they fail the saving throw. The spell Cause Fear suffers from exactly the same problem. The actual problem is that the spell applies two effects - the hardcoded Frightened effect, which applies the penalties on the engine-side and then an additional linked effect, which re-applies all penalties already applied by the Frightened effect all over again through scripting. Both effects do not stack, but if the Frightened effect is not applied (because the target is immune to fear/mind-affecting spells), but the target fails its saving throw, the second (scripted effect) is still applied. So in order to fix, both Cause Fear and Scare scripts have to be re-written, the only effects that must be applied are the VFX effect and the Frightened effect itself, like this:
effect eScare = EffectFrightened();
effect eMind = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_FEAR);
//effect eDur = EffectVisualEffect(VFX_DUR_SPELL_CAUSE_FEAR ); //same VFX as above
effect eLink = EffectLinkEffects(eMind, eScare);
Apply the eLink effect to targets that fail their saving throws and the spell will function as intended. All other effects listed in the script are redundant and have to be deleted/commented out. See the Fear spell script on how it must be done properly (nw_s0_fear.NSS).