Fear
Spells · Necromancy
- Control
- Debuff
- Fear
Each creature in your delivery makes a Charisma save opposed by your Channeling result; on a failure it gains Frightened 1. A creature that critically fails gains Frightened 2, or Frightened 3 if you also critically succeeded.
Optional Modifiers
- Strong Fear (+1): Creatures make the save with 1 level of Disadvantage.
- Dread Wave (+1): With an area delivery, creatures that fail are also Off-Guard until the end of their next turn.
- ★ Greater Fear (+2): Increase every Frightened value this spell inflicts by 1. [School Mastery, 5+ ranks]
Critical Success
Creatures that fail gain Frightened 2 instead.