|Site Index | > Magic Rules | > Spells | > Compulsion School | > Fear|
|Prerequisite:||Level 3 Compulsion Spell|
|Brief Description:||Creates a dart that causes 'fear'|
A victim that is hit by fear is so gripped with terror that they must flee without hesitation from the fear's source until the effect ends. The victim is not permitted to hide behind an obstacle or another player to avoid the fear's source, they must flee and continue to flee with all possible speed.
If others try to block the feared player, the feared player will attack friend or foe without mercy or restraint in their attempt to continue escaping. The victim will flee even if it means possible harm or death. For example a fleeing victim would run straight into a pit if it were the only viable avenue of escape. It is legal for the fear's source to chase after the target forcing them to continue running if they feel it is necessary. If for some reason all possible means of escape are blocked, such as in a locked room, the target will fall to the ground helpless and should role-play digging through the very floor to attempt escape!
If at any time the fear's source attacks the fear victim the effect immediately ends and the victim is free to act as normal. Other characters may attack the fear victim without ending the fear effect though the victim is permitted to attack back if the attackers are blocking the victim's route of escape. The fleeing victim will not stop to make use of magic objects or spells while they are running; they must wait for the fear effect to end to do such things.
Tag bags are used as a form of attack for spells, items, and occasionally for monster abilities. When a tag bag hits a friendly target it still has its full effect. Tag bags that miss still expend a use of whatever attack was being delivered. Only the first object hit is affected by a tag bag, so if a tag bag bounced off the ground and then hits a target, that target is not affected.
A player can only throw one tag bag at a time unless an ability allows them to throw more than one. When an ability allows a player to throw more than one tag bag, a player that is hit by multiple tag bags at the same time only takes the effect of that attack once no matter how many tag bags hit them.
A player may not carry tag bags in their hands unless they have cast a spell within the last minute that has a range of tag bag. This is meant to ensure that if you see someone holding a tag bag, it is clear they have an active spell (they are "armed" with a magical ball of eldritch energy). Tag bags created by a spell become inert after 1 minute if not thrown.
Spells and some items use tag bags. If a tag bag makes contact with anything worn by a player it counts as hitting that player where ever that item makes contact with the player (so arm for a melee weapon, torso for a cloak). Tag bags never hit too light.
If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.