Cause Fear
LEVEL: 1st
CASTING TIME: 1 Action
RANGE/AREA: 60 feet
Components: V, S
DURATION: Concentration 1 Minute
SCHOOL: Necromancy
ATTACK/SAVE: WIS Save
DAMAGE/EFFECT: Frightened
- You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.
Concentration
- Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.
- If a spell must be maintained with Concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end Concentration at any time (no action required).
- Normal activity, such as moving and attacking, doesn’t interfere with Concentration. The following factors can break concentration:
- Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once.
- Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
- Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.
- The GM might also decide that certain environmental phenomena, such as a wave Crashing over you while you’re on a storm--tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain Concentration on a spell.
Components
- A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), or somatic (S). If you can't provide one or more of a spell's components, you are unable to cast the spell.
- Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.
- Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Remove these ads. Join the Worldbuilders Guild