Necromancy [Fear, Mind-Affecting]
Casting Time: 1 standard action
Range: Close
Target: One living creature
Duration: 1 round/Power point
Saving Throw: Will negates; see text
Spell Resistance: Yes
Minimum Power Points: 0
The affected creature becomes shaken for 1 round.
Heightened: Each additional Power point increases the duration
by 1 round. You must expend 1 Power point to cast this spell before you can
heighten it or enhance it with metamagic feats. In addition, 2 Power points
changes the effect of a failed Will save from shaken to frightened and the effect
of a successful Will save from nothing to shaken. A further 2 Power points changes
the effect of a failed will save from frightened to panicked, but the effect
of a successful Will save remains shaken.
Shaken: A shaken character takes a -2 penalty on attack rolls, saving
throws, skill checks, and ability checks. Shaken is a less severe state of fear
than frightened or panicked.
Frightened: A frightened creature flees from the source of its fear
as best it can. If unable to flee, it may fight. A frightened creature takes
a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks.
A frightened creature can use special abilities, including spells, to flee;
indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked
is a more extreme state of fear.
Panicked: A panicked creature must drop anything it holds and flee
at top speed from the source of its fear, as well as any other dangers it encounters,
along a random path. It can't take any other actions. In addition, the creature
takes a -2 penalty on all saving throws, skill checks, and ability checks. If
cornered, a panicked creature cowers and does not attack, typically using the
total defense action in combat. A panicked creature can use special abilities,
including spells, to flee; indeed, the creature must use such means if they
are the only way to escape. Panicked is a more extreme state of fear than shaken
or frightened.
Cowering: The character is frozen in fear and can take no actions.
A cowering character takes a -2 penalty to defence and loses her Dexterity bonus
(if any).