Magic/Spells/Cause Fear

Keywords: Enchantment, Mental

Prerequisites: Entropic, Or Electric Affinity

Target: One Living Creature.

Duration: 1d4 rounds or 1 round.

Range: Close

Action: Standard

Saving Throw: Will (negates)

Spell Resistance: Yes

Description: You may spend a spell point to cause a creature to become frightened for 1d4 rounds. A save attack that fails by less than one degree causes the creature to instead become shaken for 1 round. A save attack that succeeds by one degree or higher causes the effect to last 1d4+1 increasing by an additional +1 per additional degree of success.

Deeper Fear
Prerequisite: Cause Fear, BCB 6th Benefit: You may spend an additional spell point when casting cause fear to cause creatures to become panicked instead of frightened for the duration of the spell. A save attack that fails by less than one degree causes the creature to instead become shaken for 1d4 rounds.