Fear Domain

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Domain Power: Absorb Fear

Successfully affecting a new target with an Intimidate roll or a Fear condition (Shaken, Frightened, Panicked) grants 1 Fear Charge. A target who has granted the caster a Fear Charge may not grant another one for 1 Hour. Caster may have a maximum of Rank Fear Charges at any one time. The charges last for one hour, and may be spent to gain dice equal to the number of charges expended on a Fear Domain spell or Intimidate roll.

Terrorizing Influence

Rank Power Description
1 Fearsome Words Caster is adept at using words to influence a target. If the caster is able to speak for 1 minute out of combat with a target of Intimidate the result is treated as 1 success higher.
2 Demoralizing Surge Casters eyes flare briefly with dark magic when rolling an Intimidate to Demoralize. Demoralize becomes a Fast Action instead of a Standard action. Expending Fear Charges increases the duration of the Demoralize to 1 round + 1 round per charge spent. Charges spent in this manner do not grant bonus dice to the roll. This power may be used once per encounter.
3 Lasting Intimidation Normally Intimidation lasts for as long as the target is in your presence and for up to 1 hour afterwards. However, after making a successful Intimidation check, the caster may spend 2 mana to extend the effect of the Intimidation to 1 day + 1 day per Fear Charge expended.
4 Fearful Favor Once you have been in a region for a minimum of a day, and successfully Intimidated a minimum of 5 targets, word of you will spread and locals will begin volunteering information or favors to avoid your wrath. Fearful Favor may be used once per day and the caster may roll an Intimidate check to make it clear you are searching for specific information or a service. Treat the Intimidate roll as if it were a Gather Information, Craft, or Knowledge roll, and individuals willing to gain your favor will come forth to offer what you need if possible.
5 Devouring Fear Caster may inflict a terror on a target of a successful Intimidation roll so deep that it is effectively permanent. The target lives in abiding terror of the caster and what they may do to harm them. This grants a Major Insanity (Obsession) to a target. They will automatically be treated as having failed their resistance roll against the caster for Intimidate checks, and will perform almost any act to avoid the consequences they fear. This effect costs 1 Story Point.

Fearful Presence

Rank Power Description
1 Fearful Empowerment Caster may grant a hostile attack or spell without the Fear effect the ability to make its target Shaken. If the target is already under the influence of a Fear effect it increases by 1 level. (Shaken to Frightened, Frightened to Panicked) This effect may be used once per day.
2 Cause Fear Caster sends intense fear at a target making them Shaken if they fail to resist. If the target is already under the influence of a Fear effect it increases by 1 level. (Shaken to Frightened, Frightened to Panicked) Rank x 10 yards range.
3 Wave of Fear A broad wave of terror sweeps in front of the caster making targets who fail to resist Shaken. If the target is already under the influence of a Fear effect it increases by 1 level. (Shaken to Frightened, Frightened to Panicked)
4 Symbol of Fear A magical glyph causes vague unease until triggered, then it causes affected targets to be Panicked.
5 Living Fear If target fails to resist, the spell creates a creature only the target can see which proceeds to attack them until they defeat it, die, or the effect is dispelled.

Master of Fear

Rank Power Description
1 Remove Fear Make an opposed roll against all fear effects currently applying to a target. On success the target ignores that effect for up to 1 hour. For each effect successfully suppressed the caster gains a Fear Charge.
2 Reflect Fear When affected by a Fear effect, the caster may roll an opposed caster roll. If this roll is successful the effect is immediately targeted back at the source and the caster gains a Fear Charge.
3 Feast from Fear Spend Fear Charges to gain an equal amount of Health. 4 Mana.
4 Deadly Fear All enemies effected by fear effects within Rank x 10 of the caster suffer damage dice equal to the number of Fear Charges expended when Deadly Fear is cast for Rank rounds.
5 Embodiment of Fear Caster gains a permanent 5 yard radius aura of fear. Targets in the aura who fail to resist are Shaken. If the affected target is already under the influence of a Fear effect it increases by 1 level. (Shaken to Frightened, Frightened to Panicked) Targets who successfully resist are immune to this effect for 1 Hour. This effect does not need to be activated, nor can it be turned off. Additionally by spending 4 mana, a target who is normally immune to Intimidate or Fear effects may be affected as normal.