Kryx RPGThemesMonsters

Fear

Fear cuts deeper than steel, despairing even the greatest of heroes. The Fear theme focuses on utility and control over the action of others.

Spells from the Fear theme allow you to frighten and mock creatures, issue undeniable commands, incite despair and panic, cause madness, create walls of fear, remind creatures of their nightmares, dominate creatures, create glyphs of terror, and repel creatures with visions of horror.

Power sources

Divine, Occult, and Psionic

Table of contents

Fear maneuvers

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed 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 Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

Fear spells

As an action, a creature that you can touch or see within 5 meters must make a Will saving throw.

On a failed save, it takes 1d3 psychic damage and is frightened of you until the end of its next turn.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

As an action, you unleash a string of insults laced with subtle enchantments at a creature within 5 meters. If the target can hear you (though it need not understand you), it must succeed on a Will saving throw or it takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, it takes half as much damage and doesn’t suffer disadvantage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As a reaction, which you use when you make a Coercion check, your words become more commanding. Roll a d4 and add the result to your roll. You can do so after the roll but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1 meter of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana or psi to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command as two actions on each of your turns.

concentration, 1 minute/mana or psi

As an action, you awaken the worst fears in creatures. Each creature in a cone must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this spell, a creature must use 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 Will saving throw.

On a successful save, the spell ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fear for the next 24 hours.

concentration, 1 minute/mana or psi

As an action, you let loose a magically amplified scream audible out to 100 meters that is loud and shrill enough to stop foes in their tracks. Each creature other than you in a sphere centered on you that is twice as big as normal must succeed on a Fortitude saving throw.

On a failed save, a creature takes 1d6 psychic damage and is staggered for the duration.

On a successful save, a creature takes half as much damage and isn’t staggered.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

1 hour/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Will saving throw. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.

On a failed save, you magically whisper a phrase that only the creature can hear as it is charmed by you for the duration or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

concentration, 1 minute/mana or psi

As two actions, you incite the fears of creatures, causing them to panic. Each creature in a sphere centered on a point within 10 meters is affected.

At the start of each of its turns while affected by this spell, the creature must make a Will saving throw.

On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no actions on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no actions on that turn.

On a successful save, the target acts normally this round. This effect ends on a target if it succeeds on two saving throws against it.

3 hours/mana or psi

As you spend 1 minute to cast this spell, you shape a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be affected by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger.

While in the trance, the messenger is aware of its surroundings, but can’t use actions or move.

If the target is asleep, the messenger appears monstrous and terrifying in the target’s dreams. The messenger can deliver a message of no more than ten words and then the target must make a Will saving throw.

On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

concentration, 1 minute/mana or psi

As two actions, you tap into the nightmares of a creature that you can touch or see within 20 meters, causing it to see manifestations of its deepest fears, visible only to that creature. The creature must make a Will saving throw.

On a failed save, the creature sees the manifestations in a direction you choose and is frightened of them for the duration. At the start of each of its turns while frightened, the creature must make a Will saving throw.

On a failed save, it takes 7d6 psychic damage.

On a successful save, it takes half as much damage and the spell ends.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 5d6 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Visions of Horror. You can expend 1 additional mana or psi to cast the spell as a reaction, which you use when a creature makes an attack roll against you.

    The damage is reduced to 5d6 and additional augments to the damage increase the damage by 2d6 for each additional mana or psi expended, instead of the normal increase.

concentration, 5 minute/mana or psi

As two actions, you create an invisible, insubstantial, wall of energy twice as big as normal at a point you can see within 20 meters.

A creature attempting to move through the wall, willingly or unwillingly, must make a Will saving throw.

On a failed save, a creature can’t overcome its terror and can’t move through the wall.

On a successful save, the creature can pass through it and has advantage on Will saving throws to pass through it on later turns.

30 days

As you spend 1 minute to cast this spell, you place a magical command on a creature that you can touch or see within 10 meters, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each round. A creature that can’t understand you is unaffected by the spell.

An affected creature can repeat the saving throw each time it takes damage from acting in a manner counter to your instructions, ending the effect on a success.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by dismissing it on your turn (no action required). A remove curse spell, restoration spell augmented to greater restoration, or wish spell also ends it.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to change the duration to 1 year.

  • Indefinite. You can expend 2 additional mana or psi so the spell lasts until it is ended by one of the spells mentioned above.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Will saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Fear. On a failed save, a creature becomes frightened for 1 minute. While frightened, the target drops whatever it is holding and must move at least 5 meters away from the glyph on each of its turns, if able.

Discord. On a failed save, a creature bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

10 days

As you spend 1 minute to cast this spell, you repel creatures of your choice. You target something within 10 meters, either a Huge or smaller object or creature or an area that is no larger than a 20-meter radius sphere. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that repels the specified creatures for the duration. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 10 meters of it, the creature must succeed on a Will saving throw or become frightened. The creature remains frightened while it can see the target or is within 10 meters of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 10 meters from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 10 meters of it.

Ending the Effect. If an affected creature ends its turn while not within 10 meters of the target or able to see it, the creature makes a Will saving throw.

On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance as magical. In addition, a creature affected by the spell is allowed another Will saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick