You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on 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 make a Wisdom saving throw. On a successful save, the spell ends for that creature.
The spell Fear is a powerful tool for control and manipulation, especially in combat situations. Its ability to incapacitate enemies and force them to flee can be a game-changer in battles. However, the spell's effectiveness can depend on the target's mental fortitude. It may not work on highly disciplined or fearless opponents. Additionally, the spell's concentration requirement can limit its use in extended engagements. Overall, Fear is a potent spell with significant utility in the right circumstances. It can turn the tide of a fight or allow for a quick escape if needed.
Fear is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Fear Pathfinder edition. Want to use Fear in a VTT (virtual tabletop)? Try out SendingStone for free today!
Subscribe to get notified of new articles, upcoming adventures, new features, and more
Adventure awaits, your friends are remote, and teleportation circles aren’t canon in this world. Playing online is the only option.
Privacy • Terms • Blog • Compendium • Name Generators • Beyond20 • PLAN Gaming • Pathfinder • Daggerheart • Cosmere RPG • Powered by the Apocalypse • Credits
© 2024 Artificer, LLC