Primeval Fear (3.5e Power)

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Author: Leziad (talk)
Date Created: 26 January 2014
Status: Finished
Editing: Clarity edits only please
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Primeval Fear
Telepathy [Fear, Mind-Affecting]
Level: Dreamer 1, Madness and Corruption 1, Telepath 1, ,
Display: Visual
Manifesting Time: 1 Standard Action
Range: Close (see text)
Target: One creature within range
Duration: 1 round/level (see text)
Saving Throw: Will Partial
Power Resistance: Yes
Power Points: 1


This power is intended to be used with revised fear effect rule; it can be used without it, but it may not be at its intended balance point.

You invoke a powerful primal fear in the target, causing it to become confused for 1 round and shaken for the duration of the power. A successful save leaves the target shaken for 1 round instead.

Creatures immune to [fear] and/or [mind-affecting] effects are still affected by this power; if they fail the will save, they become sickened for the duration of the power instead of the normal effect of the power (including augmented effects). A successful save leaves them sickened for 1 round.

Mindless creatures are totally immune to the effect of this power.

Augment: You can augment this power in one or more of the following ways.

1. For each additional power point you spend, you can increase the duration of the confusion by 1 round.

2. For 2 additional power points, your target becomes panicked instead of shaken on a failed save. Creatures immune to [fear] or [mind-affecting] effects become nauseated instead of sickened. At the end of each their turn, the target is allowed another Will save to reduce the effect back to being shaken/sickened for the duration of the power.

3. For 2 additional power points, you can instead invoke fear in a 30 feet cone-shaped spread; all creatures caught in the cone are affected. For 2 additional power points you spend when using this augment, you can leave a lingering fog of fear; the fog covers the same area as the cone, and for all intents and purposes, its properties are identical to fog cloud, except that creatures ending their turn in the fear cloud take a −2 penalty to will saves for 1 round.

4. For 4 additional power points, creatures who fail their saves will slowly hurt themselves as they scratch away their skin frantically. They take 1d6 damage per round for the duration of the power.

5. For 8 additional power points, the power duration becomes instantaneous. Any spell or power that remove fear effects still work on this power.

For every two additional power points you spend on any augmentation, the DC rises by +1.



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Leziad's Homebrew (4510 Articles)
Leziadv
Article BalanceHigh +
AuthorLeziad +
DescriptorFear + and Mind-Affecting +
DisciplineTelepathy +
Identifier3.5e Power +
LevelDreamer 1 +, Madness and Corruption 1 + and Telepath 1 +
Rated ByUndead Knave +
RatingRating Pending +
SummaryYou invoke a dire primal fear into a target creature. +
TitlePrimeval Fear +