RULES OF HORROR
CHAPTER 4
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The normal rules for stacking fear effects apply to phobias Water: This phobia applies when the character is standing as well. If a character becomes shaken from exposure to an or swimming in water, on a boat, or facing a creature with object of her phobia, a second exposure to a different object the water subtype. The effective CR equals the actual CR of while she is still shaken makes her frightened. An encounter a water subtype creature, one-half the character’s level for with a group of creatures of the same kind counts as a single still water, or the character’s level for fast-moving water. exposure, even if more creatures of the same kind appear in the middle of the encounter. However, if a character with Removing Phobias a phobia about vermin is fighting a group of monstrous A phobia can be removed from a character through the centipedes when a monstrous spider suddenly appears, this application of a heal, limited wish, miracle, or wish spell different type of vermin counts as a second exposure to a directed specifically at that phobia. If the phobia is only a different object. mild phobia, a character can also overcome his fear by facing A player (or the DM in some cases) can choose any of the it directly. In order to do so, the character must succeed following creature types as the object of a character’s phobia: on his Will save against 10 consecutive exposures to the aberrations, animals, constructs, dragons, elementals and fey, source of his fear. giants and monstrous humanoids, magical beasts, oozes and vermin, outsiders, plants, or undead. In addition, characters can have phobias regarding the following situations: One of the features that distinguishes a fantasy horror game from a more typical fantasy campaign is the idea, prominent Cramped Quarters: This phobia can by activated by any in the horror genre, that evil is a corrupting force. Though situation that calls for an Escape Artist check, including a paladin might remain entirely virtuous in her actions and grappling. It also applies whenever the character is paralyzed. The effective CR equals the CR of the creature grapplling even her thoughts, long years of struggle against the forces the character, or 1 for every 5 points by which the DC of the of evil can erode her body and soul. True heroes refuse to Escape Artist check exceeds 10, or the saving throw DC of allow the taint of evil to spread, warding it off through magic the paralysis effect –10. A character with this phobia can or penance. Sometimes, however, even well-intentioned never initiate a grapple. characters end up embracing the taint within them, using Darkness: This phobia applies whenever the character is it to increase their physical or mental power. in shadowy illumination or complete darkness. Darkvision Characters can acquire taint by entering a place suffused does not negate this phobia, but low-light vision might make with evil, by coming into contact with a horribly evil object, a character’s space brightly illuminated instead of shadowy. through the attacks of certain monsters, and by performing This phobia also applies when the character is blinded. The evil acts. This taint can manifest physically, in which case effective CR equals one-half the character’s level for shadowy it is called corruption, or mentally, in which case it is called illumination, or the character’s level for complete darkness depravity. Both corruption and depravity are measured in or being blinded. points. Typically, characters acquire 1 to 3 points of corrupFire: This phobia applies when the character is within tion or depravity from exposure to evil. Prolonged exposure the effect or area of a spell with the fire descriptor, when generally has the potential to bestow an additional 1 point the character is targeted by such a spell, when the character of corruption or depravity for every 24 hours of exposure. encounters a creature with the fire subtype, and in any other The specific amounts of taint acquired from different cirsituation when the character is at real risk from taking fire cumstances are detailed elsewhere in this book—see Horror damage (such as being near lava, being targeted by alchemist’s Environments later in this chapter, Dread Magic in Chapter fire, or fighting near a raging bonfire). The effective CR equals 5, and specific monster descriptions in Chapter 6. In most cases, a character can attempt a saving throw to the actual CR of a fire subtype creature, or double the fire spell’s level, or 1 per 2d6 points of damage that could be dealt resist the effects of taint. Corruption allows a Fortitude save, by contact with a nearby fire. while depravity allows a Will save. Heights: This phobia applies when the character is Any time a character acquires more points of corruption at moving vertically (climbing, flying, falling, and so on), or one time than her current Constitution modifier, she must near a sudden drop (clifftops, bridges, stairs, pit traps, and attempt another Fortitude save (DC 15 + points of corruption the like), or in any other situation where falling damage is acquired). If this save is successful, she is sickened for 1d4 possible. The effective CR equals 1 per 20 feet of height. The rounds; if she fails, she is nauseated for 1d4 rounds. DM can apply modifiers to the Will save DC, particularly Similarly, any time a character acquires more points of if the character is in a situation that applies modifiers to depravity at one time than his current Wisdom modifier, he Climb or Balance check DCs. For example, if the character must attempt another Will save (DC 15 + points of depravity is crossing a chasm on a slippery ice bridge (+5 to Balance acquired). If this save is successful, he is dazed for 1d4 rounds; check DCs) or climbing a crumbling, moss-covered cliff if he fails, he is stunned for 1d4 rounds. (+5 to Climb check DCs), the Will save DC might also Creatures with the Evil subtype and undead creatures are increase by 5. immune to any negative effects from taint. They automatiMagic: This phobia applies whenever the character is tarcally have effective corruption and depravity scores equal geted by a hostile spell or is within the area of a hostile spell. to one-half their Charisma score, +1 for undead or +2 for The effective CR equals double the spell’s level. All spells outsiders. They take no penalties due to these taint scores, cast by the same creature during a single encounter count as but they can use them to qualify for feats or prestige classes a single exposure to the object of the character’s phobia. (see Chapter 5).
THE TAINT OF EVIL