Doom Of Cowards

School necromancy [fear, mind-affecting]; Level antipaladin 1, bard 2, inquisitor 2, witch 1; Domain fate 1


Casting Time 1 standard action
Components V, S, DF (unholy symbol)


Range close (25 ft. + 5 ft./2 levels)
Target 10-ft. radius affecting creatures of 5 HD or less
Duration 1 round/2 levels; see text
Saving Throw Will partial; Spell Resistance yes


Your presence becomes mighty, vile, and terrifying to creatures nearby. All creatures within the spell’s radius must make a Will save at the start of their turn; if it fails, they are shaken. They must continue to make saving throws each round, and shaken creatures that fail become frightened; any frightened creatures that fail a save become panicked. The spell’s caster must maintain the doom aura via concentration each round.

If the subject succeeds on a Will save, it not shaken but must make another saving throw if it remains within the area of effect. Creatures with 6 or more HD are immune to this effect.

Section 15: Copyright Notice

Deep Magic. � 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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