Fear Spells


Magic and Spells

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I've summarized all of the fear spells below and when looking at them as a set, it seems to be that scare is pretty weak. It improves on Cause fear by allowing multiple targets, but you can't cast it until 3rd level, at which point you're pretty close to the HD cap already of 5 HD. Also, seeing that almost all other fear effects cause the target to be shaken for 1 round even on a successful save, I'd propose that both Phantasmal Killer and Weird have this effect on a successful will save. For that matter, 3d6 is pretty trivial for a 9th level spell, I'd like to see this amount increased for weird to 6d6.

Cause Fear - Brd, Clr, Wiz/Sor 1
Close range, single target up to 5HD, save or be frightened for 1d4+1 rounds, otherwise be shaken for 1 round

Doom - Clr 1
Medium range, single target (no HD limit), save or be shaken for 1 min/level

Eyebite - Brd, Wiz/Sor 6
Close range, single target (HD determine effects), if 9 HD or less, save or be panicked 1d4 rounds followed by shaken for 10 min/level, can be used on one target for each of it's 1 round/level duration. This also has sickened effects if target is 10HD or more, and comatose effects if target is 4HD or less.

Fear - Brd 3, Wiz/Sor 4
30 ft cone area, no HD limit
Save or be panicked for 1 round/level, if save is made, shaken for 1 round

Phantasmal Killer - Wiz/Sor 4
medium range, single target (no HD limit)
Will save followed by Fort save. Die if fort is failed, otherwise 3d6 damage.

Scare - Brd, Wiz/Sor 2
Medium range, 1 target/3 levels, within 30 feet of each other
as cause fear (panicked 1d4+1 rounds or shaken 1 round if save is made)

Weird - Wiz/Sor 9
As phantasmal killer, but all targets within 30 feet of each other

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