Fear [two-actions] Spell 1
Concentrate Emotion Fear Manipulate Mental Source Player Core pg. 331Range 30 feet;
Targets 1 creature
Defense Will;
Duration varies
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is
frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and
fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Legacy Content
Death Emotion Fear Illusion Mental Source Core Rulebook pg. 357Cast [two-actions] somatic,
verbalRange 120 feet;
Targets 1 living creature
Saving Throw Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.
Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.
Uncommon Concentrate Manipulate Teleportation Source Player Core pg. 363Cast 10 minutes
Range 100 miles;
Targets you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature
You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.
Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. If you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.