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1Dreadscape00emotionUM, fear, mind-affecting-13-11 standard action0V, S, M (a pinch of black sand)0yes040-1000bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4Horror Adventures0Surroundings and unfamiliar creatures seem like something out of a nightmare.110-1-11100-1Your targets see their surroundings as a nightmarish reflection of the world around them. Buildings and furnishings take on a dirty, ruined appearance. Even allies appear foreign and hostile, with friendly speech turning into garbled mockery and threats. Each target gains the scared condition and has a hostile attitude toward any new creature it encounters (though not toward creatures that were already present at the time of the casting). Being hostile doesn't necessarily mean the target will attack, and creatures can attempt Diplomacy checks to gain a target's trust at the normal DC. If a creature becomes frightened or panicked while under the influence of dreadscape, that creature takes 1d6 points of Wisdom damage, though only once per casting of dreadscape. If your campaign uses the sanity system (see page 12), creatures that become frightened or panicked take 2d6 sanity damage instead of Wisdom damage.00up to one creature/level, no two of which can be more than 30 feet apartphantasm0010 minutes/level-10-1close (25 ft. + 5 ft./2 levels)

Dreadscape

School illusion (phantasm) [emotionUM, fear, mind-affecting]; Level bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of black sand)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets up to one creature/level, no two of which can be more than 30 feet apart
Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

Your targets see their surroundings as a nightmarish reflection of the world around them. Buildings and furnishings take on a dirty, ruined appearance. Even allies appear foreign and hostile, with friendly speech turning into garbled mockery and threats. Each target gains the scared condition and has a hostile attitude toward any new creature it encounters (though not toward creatures that were already present at the time of the casting). Being hostile doesn't necessarily mean the target will attack, and creatures can attempt Diplomacy checks to gain a target's trust at the normal DC. If a creature becomes frightened or panicked while under the influence of dreadscape, that creature takes 1d6 points of Wisdom damage, though only once per casting of dreadscape. If your campaign uses the sanity system (see page 12), creatures that become frightened or panicked take 2d6 sanity damage instead of Wisdom damage.

NULL-1004043-1illusion-100-1-10300-14-11-1-1-1NULLWill negates0-100

Your targets see their surroundings as a nightmarish reflection of the world around them. Buildings and furnishings take on a dirty, ruined appearance. Even allies appear foreign and hostile, with friendly speech turning into garbled mockery and threats. Each target gains the scared condition and has a hostile attitude toward any new creature it encounters (though not toward creatures that were already present at the time of the casting). Being hostile doesn't necessarily mean the target will attack, and creatures can attempt Diplomacy checks to gain a target's trust at the normal DC. If a creature becomes frightened or panicked while under the influence of dreadscape, that creature takes 1d6 points of Wisdom damage, though only once per casting of dreadscape. If your campaign uses the sanity system (see page 12), creatures that become frightened or panicked take 2d6 sanity damage instead of Wisdom damage.

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