Fear cuts deeper than steel, despairing even the greatest of heroes. The Fear theme focuses on buffs and controlling the actions of others.
Spells from the Fear theme allow you to .
Power sources
Divine, Music, Occult, and Psionic
Table of contents
Fear maneuvers
1 minute/stamina die
As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.
While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
Fear spells
As an action, you can frighten a creature that you can touch or see within 5 meters. The creature must make a Will saving throw.
On a failure, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).
1 minute
As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.
- Your voice booms up to three times as loud as normal.
- You cause flames to flicker, brighten, dim, or change color.
- You cause harmless tremors in the ground.
- You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantly light or snuff out a candle, a torch, or a small campfire.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).
As an action, you unleash a string of insults laced with subtle enchantments at a creature within 5 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.
On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).
As a reaction, which you use when you make an Intimidation check, your words become more commanding. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.
Drop. The creature immediately drops whatever it is holding at its feet.
When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.
Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.
Grovel. The creature immediately falls prone.
Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Augment
You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.
As a reaction, which you use when another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. The creature makes the roll with disadvantage. The creature is immune if it is a construct or an undead, can’t hear you, or is immune to being charmed. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Augment
You can use cutting words against one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, add 2d8 + your spellcasting ability psychic damage to the attack’s damage roll and the creature must succeed on a Will saving throw or it is frightened of you for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 3d8 for each additional mana expended.
Fear
concentration, 1 minute/mana
As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.
While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, you exert an aura of frightening power. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration.
While frightened by this spell, a creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
concentration, 1 minute/mana
As an action, you let loose a magically amplified scream audible out to 100 meters that is loud and shrill enough to stop foes in their tracks. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.
On a failure, it takes 1d8 psychic damage and is staggered for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 1d4 for each additional mana expended.
1 hour/mana
As two actions, you whisper a damning secret to a creature that you can touch or see within 10 meters. Only the creature can hear the whisper. The creature must make a Will saving throw. If the creature doesn’t share a language with you or if it can’t hear you, the spell has no effect on it.
On a failure, it is charmed by you for the duration. The creature interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.
When the effect ends, the creature has no understanding of why it held you in such fear.
concentration, 1 minute/mana
As two actions, you incite the fears of creatures at a point within 10 meters, causing them to panic. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.
On a failure, it is confused and frightened of the area in the center of the sphere for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 hours/mana
As you spend 1 minute to cast this spell, you shape the dreams of a creature known to you. You, or a willing creature you touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of its surroundings, but is immobilized and incapacitated. The creature must make a Fortitude saving throw, which it does with disadvantage if if you have a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. If the creature isn’t on the same plane of existence as you, isn’t asleep, or doesn’t sleep, the spell has no effect on it.
On a failure, it takes 3d6 psychic damage and is echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
concentration, 1 minute/mana
As two actions, you tap into the nightmares of a creature that you can touch or see within 20 meters, causing it to see manifestations of its deepest fears in a direction you choose for the duration, visible only to that creature. At the start of each of its turns for the duration, the creature must make a Will saving throw.
On a failure, it takes 4d12 psychic damage and is frightened of the manifestations until the start of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage and and the effect ends.
On a critical success, it takes no damage and the effect ends.
Augment
You can increase the damage by 2d12 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Visions of Horror. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature makes an attack against you.
The damage is reduced to 2d12 and additional augments to the damage increase the damage by 1d12 for each additional mana expended, instead of the normal increase.
concentration, 5 minute/mana
As two actions, you create an invisible, insubstantial, wall of energy twice as big as normal at a point you can see within 20 meters. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. A creature attempting to move through the wall, willingly or unwillingly, must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.
On a failure, the creature can’t overcome its terror and can’t move through the wall.
On a success, the creature can pass through the wall.
Geas
30 days
As you spend 1 minute to cast this spell, you place a magical command on a creature that you can touch or see within 10 meters, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each round. A creature that can’t understand you is unaffected by the spell.
An affected creature can repeat the saving throw each time it takes damage from acting in a manner counter to your instructions, ending the effect on a success.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by dismissing it on your turn (no action required). A remove curse spell, restoration spell augmented to greater restoration, miracle spell, or wish spell also ends it.
Augment
You can expend 1 additional mana to change the duration to 1 year.
Indefinite. You can expend 2 additional mana so the spell lasts until it is ended by one of the spells mentioned above.
M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)
As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Will saving throw.
A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.
Fear. On a failure, a creature becomes frightened for 1 minute. While frightened, the target drops whatever it is holding and must move at least 5 meters away from the glyph on each of its turns, if able.
Discord. On a failure, a creature bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on skill checks.
10 days
As you spend 1 minute to cast this spell, you repel creatures of your choice. You target something within 10 meters, either a Huge or smaller object or creature or an area that is no larger than a 20-meter radius sphere. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that repels the specified creatures for the duration. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 10 meters of it, the creature must succeed on a Will saving throw or become frightened. The creature remains frightened while it can see the target or is within 10 meters of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 10 meters from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 10 meters of it.
Ending the Effect. If an affected creature ends its turn while not within 10 meters of the target or able to see it, the creature makes a Will saving throw.
On a success, the creature is no longer affected by the target and recognizes the feeling of repugnance as magical. In addition, a creature affected by the spell is allowed another Will saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Augment sizes
1 stamina die/mana | 2 stamina dice/mana | 3 stamina dice/mana | 4 stamina dice/mana | 5 stamina dice/mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |