
Spell
Inexorable Dread
This insidious spell weaves nightmarish visions directly into the minds of its victims, manifesting as deeply personal fears tailored to exploit each target's unique vulnerabilities—whether visions of betrayal by trusted allies, infernal horrors breaching reality, or an agonizing sensation of unseen creatures crawling beneath their skin. Those afflicted descend into paranoia and irrational terror, becoming erratic and volatile as their grip on reason deteriorates under the weight of their own manufactured nightmares. The spell's effects ripple outward to nearby creatures, spreading psychological contagion that destabilizes entire groups through shared dread and mutual suspicion. Originally devised as a cruel jest among practitioners of the arcane arts, its use fell into disrepute after catastrophic incidents claimed numerous lives, leading to its adoption by those without moral restraint—assassins, saboteurs, and servants of darkness who wield fear as a weapon without hesitation. A critical danger lies in the spell's volatility: a caster's failure to maintain control can trigger a devastating recursive loop that fractures the minds of all involved, with the caster
Open in Summon WorldsDetails
- School
- Enchantment
- Level
- 3
- Duration
- 1 minute
- Range
- 60 feet
- Area of effect
- sphere(radius: 20)
- Ritual
- No
- Concentration
- Yes
Components
Verbal
A haunting whisper of dread
Somatic
A sweeping gesture of the hand
Material
A small piece of black velvet
Effects
Effects
Choose up to three targets within range. Each target must succeed on a Wisdom saving throw or become frightened for the duration. While frightened in this way, a target takes 3d6 psychic damage at the start of each of its turns. If a target succeeds on the saving throw, it takes half damage and is immune to this spell for 24 hours. Additionally, all creatures within 20 feet of a frightened target must make a Wisdom saving throw or become frightened until the end of their next turn. If the caster fails the spell, all affected creatures, including the caster, must make a Wisdom saving throw or suffer the same effects.