Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Apparition | ||
Complete Arcane | ||
Wuj 2 | ||
General | ||
Cause foes to become shaken when seeing subject disfigured creature. |
||
Aura of Terror | ||
SPC | ||
Sor/Wiz 6 | ||
5 minutes | ||
You gain an aura of fear, or your frightful presence becomes more effective. |
||
Awaken Sin | ||
SPC | ||
Arc 3, Clr 3, Pal 2 | ||
General | ||
Subject faces its sins, takes 1d6 nonlethal damage/level (10d6 max). |
||
Bane | ||
Enchantment (Compulsion) [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Arc 1, Blg 1, Clr 1, Dem 1, Suffering 1 | V, S, DF |
1 min./level | 50 ft. | General |
Area: All enemies within 50 ft. | ||
Enemies take -1 on attack rolls and saves against fear. |
||
Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless. |
||
Cause Fear | ||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will partial - Yes | Adp 1, Arc 1, Blackwater 1, Blk 1, Brd 1, Clr 1, Death 1, DrgBlw 1, Duskblade 1, HB 1, MH 1, Orc 1, Passion 1, Shu 1, Sor/Wiz 1 | V, S |
1d4 rounds or 1 round; see text | Close | General |
Target: One living creature with 5 or fewer HD | ||
One creature of 5 HD or less flees for 1d4 rounds. |
||
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect. Cause fear counters and dispels remove fear. |
||
Cruel Disappointment | ||
Book of Vile Darkness | ||
Sor/Wiz 3 | ||
General | ||
Fools subject for 1 round, then -4 penalty on attacks, saves, and checks. |
||
Curse of the Putrid Husk | ||
Book of Vile Darkness | ||
Brd 3, Sor/Wiz 3 | ||
General | ||
Subject is unconscious for 1d10 minutes. |
||
Death Dragon | ||
SPC | ||
Arc 7, Clr 7 | ||
General | ||
You gain +4 natural armor, +4 deflection, and natural attacks. |
||
Doom | ||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will negates - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 | V, S, DF |
1 min./level | Medium | General |
Target: One living creature | ||
One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
||
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
||
Evil Glare | ||
SPC | ||
Arc 7, Clr 7, Sor/Wiz 7 | ||
General | ||
Paralyze creature with your glare. |
||
Fear | ||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will partial - Yes | Brd 3, HB 4, Sor/Wiz 4, Tyranny 4 | V, S, M |
1 round/level or 1 round; see text | 30 ft. | General |
Area: Cone-shaped burst | ||
Subjects within cone flee for 1 round/level. |
||
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round. |
||
Ghost Light | ||
Complete Arcane | ||
Wuj 1 | ||
General | ||
An eerie green torch light causes creatures to become shaken. |
||
Glimpse of Fear | ||
Dragon 333 | ||
Arc 1, Brd 1, Clr 1, Sor/Wiz 1 | ||
General | ||
A flash of horror causes the target to become shaken. |
||
Haunting Tune | ||
SPC | ||
Brd 3 | ||
1 hour | ||
1 target/level becomes shaken. |
||
Imperious Glare | ||
SPC | ||
Sor/Wiz 6 | ||
General | ||
You cause targets to cower in fear. |
||
Manifestation Of The Deity | ||
CS | ||
Arc 2, Clr 2 | ||
General | ||
Create illusion of your deity, rendering enemies shaken for 1 round. |
||
Phantasmal Assailants | ||
Complete Arcane | ||
HB 2, Sor/Wiz 2 | ||
General | ||
Phantasm deals 4 Wis damage and 4 Dex damage. |
||
Phantasmal Killer | ||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 4, Duskblade 4, HB 4, Illusion 4, Madness 6, MH 4, Sor/Wiz 4, Wmg 4 | V, S |
Instant | Medium | General |
Target: One living creature | ||
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
||
Rebuke | ||
SPC | ||
Sor/Wiz 2 | ||
General | ||
Final Rebuke | ||
SPC | ||
Sor/Wiz 7 | ||
General | ||
As rebuke except the target must save or die. |
||
Greater Rebuke | ||
SPC | ||
Sor/Wiz 4 | ||
General | ||
Roar of the Waves | ||
Stormwrack | ||
Brd 3 | ||
General | ||
Make one target/2 levels deafened and shaken. |
||
Scare | ||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will partial - Yes | Brd 2, Hatred 2, Sor/Wiz 2 | V, S, M |
1 round/level or 1 round; see text for cause fear | Medium | General |
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart | ||
Panics creatures of less than 6 HD. |
||
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened. |
||
Sphere of Terror | ||
Dragon 333 | ||
Sor/Wiz 4 | ||
General | ||
Creates a 30-ft. radius of supernatural shadow filled with deadly shadowy illusions. |
||
Symbol of Fear (M) | ||
Necromancy [Fear] [Mind-Affecting] | 10 minutes | SRD |
Will negates - Yes | Arc 6, Clr 6, Sor/Wiz 6, Wuj 6 | V, S, M |
See text | 0 ft.; see text | General |
Effect: One symbol | ||
Materials: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. | ||
Triggered rune panics nearby creatures. |
||
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of fear panicks for 1 round per caster level one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of fear affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points worth of creatures, whichever comes first. Any creature that enters the area while the symbol of fear is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of fear is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of fear must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of fear ineffective, unless a creature removes the covering, in which case the symbol of fear works normally. As a default, a symbol of fear is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of fear can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of fear triggering conditions cannot be changed. In this case, reading the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of fear to render it inoperative triggers it if the symbol reacts to touch. You cant use a symbol of fear offensively; for instance, a touch-triggered symbol of fear remains untriggered if an item bearing the symbol of fear is used to touch a creature. Likewise, a symbol of fear cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of fear can be based on a creatures name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points dont qualify. When scribing a symbol of fear, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular runes effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of fear, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of fear cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of fear, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of fear with a DC 19 Spellcraft check. Of course, if the symbol of fear is set to be triggered by reading it, this will trigger the symbol. A symbol of fear can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of fear. Destruction of the surface where a symbol of fear is inscribed destroys the symbol but also triggers it. Symbol of fear can be made permanent with a permanency spell. A permanent symbol of fear that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal. Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear. |
||
Vertigo | ||
PHBII | ||
Beguiler 2, Brd 2, Sor/Wiz 2 | ||
General | ||
Subject creature must succeed on a DC 10 Balance check to move each round. |
||
Vertigo (Sky) | ||
PHBII | ||
Brd 2, Sor/Wiz 3 | ||
General | ||
Creature believes it is at the top of a great fall and has nowhere it can move. Takes non-lethal damage if it moves or is moved. |
||
Wall of Gloom | ||
Complete Arcane | ||
Sor/Wiz 2, Wuj 2 | ||
General | ||
A shadowy wall deters passage. |
||
Weird | ||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD |
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 9, Illusion 9, Madness 9, Mind 9, Sor/Wiz 9, Wmg 9 | V, S |
Instant | Medium | General |
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||
As phantasmal killer, but affects all within 30 ft. |
||
You create a phantasmal image of the most fearsome creatures imaginable to the subjects simply by forming the fears of the subjects' subconscious mind into something that their conscious minds can visualize: these most horrible beasts. Only the spell's subjects can see the phantasmal killers. You see only vague shapes. The targets first gets a Will save to recognize the images as unreal. If that save fails, the phantasms touch their subject, and the subjects must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subjects takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.
If a subject of a Weird attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |