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Scare effects
Name: Scare
School: Necromancy (Fear) (Mind-affecting)
Spell Level: AotS 2, Brd 2, Sor/Wiz 2, Storm 2, Wlk 2
Components: VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components., SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., MaterialIcon tooltip.pngMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction.
Spell Point Cost: 10
Metamagic: Quicken, Eschew, Heighten, Enlarge
Target: Foe, Positional
Range: Standard Spherical AOE
Duration: 8d3 seconds
Saving Throw: will save partial - shaken condition instead
Spell Resistance: Yes
Cooldown: 2.5 seconds (Wizard/Bard), 1.75 seconds (Sorcerer)


This spell functions as cause fear on multiple targets. Affected enemies become frightened. A successful will save causes the target to become shaken instead. Targets subject to the full fear effect will be slowed slightly by necrotic energy.

The fear lasts for 8d3 seconds (8 to 24 seconds). If the target succeeds on his will save, the shaken lasts only 4 seconds.

Players that are feared are prevented from performing nearly every action (including attacking, casting spells, interacting with objects and drinking Potions), but may move freely.

Monsters that are feared flee from the source of its fear as best it can.