Not to be confused with Resist Fear.
Remove Fear is a 1st level priest spell only usable by cleric and paladin classes.
Description[]
“ | The priest instills courage in the spell recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. | ” |
Gameplay[]
The caster selects a point on the area map to aim this spell toward, using the targeting cursor to designate the center of the spell's area of effect.
When the spell casting is finished a sparkling projectile speeds to the point and then immediately applies the Remove Fear spell effects to all allied creatures in the Area of Effect.
Each creature will have a brief lighting effect render over their sprite and a sound effect will audible.
Player characters will show an icon (No. 37) titled "Resist Fear" on their portrait for the spell's duration.
This spell will cure any Panic or Morale break effects currently present on an ally, and it will prevent further effects for the spell's duration.
The spell can potentially be removed by any applicable Dispel Magic effect as well.
The description and spell name are misleading; this spell will both immediately cure and prevent panic/morale break for the duration.
The Cavalier paladin kit can use this spell as innate ability (SPCL222.spl) starting from level 1 - there is really no difference between either version in terms of the effects or duration.
See also[]
- Resist Fear, 2nd level wizard spell - an arcane spell, with some minor differences from Remove Fear.
- Spiritual Clarity, 3rd level shaman spell - also cures panic and morale failure.
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition priest spell Remove Fear is commonly known by clerics.
The priest casting this spell instills courage in the spell recipient, raising the creature's saving throw rolls against magical fear attacks by +4 for one turn. If the recipient has recently (that day) failed a saving throw against such an attack, the spell immediately grants another saving throw, with a +4 bonus to the die roll. For every four levels of the caster, one creature can be affected by the spell (one creature at levels 1 through 4, two creatures at levels 5 through 8, etc.).
The reverse of the spell, cause fear, causes one creature to flee in panic at maximum movement speed away from the caster for 1d4 rounds. A successful saving throw against the reversed effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa.
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has replaced "Remove Fear" with this new divine spell. See below:
Resist Fear
Level: 1
School: Abjuration
Sphere: Charm
Range: Long
Duration: 5 turns
Casting Time: 1
Area of Effect: 15’ radius
Saving Throw: None
The caster instills courage in the spell recipients, raising their morale to its highest. If the recipients are affected by magical fear, this is negated. In addition, the recipients are protected from magical fear for the duration of the spell. At the instant the spell is completed, it affects all creatures in a 15-foot radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not).
External links[]
- Remove Fear on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Advanced D&D 2nd Edition Wiki - Remove Fear (Priest Spell)