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1Feast On Fear00emotion, fear, mind-affecting-1-1-11 standard action0V, S0yes050-1000bard 4, shaman 5, sorcerer/wizard 5, witch 5, psychic 5, mesmerist 4, spiritualist 5Advanced Class Guide0Targets are panicked, and you gain temporary hit points.010-1-11100-1Each round, as a standard action, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit points (which disappear after 1 hour). After the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. These temporary hit points stack if they come from different creatures.00one or more living creatures (see text)001 round/level-10-1close (25 ft. + 5 ft./2 levels)

Feast On Fear

School necromancy [emotion, fear, mind-affecting]; Level bard 4, shaman 5, sorcerer/wizard 5, witch 5, psychic 5, mesmerist 4, spiritualist 5

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one or more living creatures (see text)
Duration 1 round/level
Saving Throw Fortitude negates; Spell Resistance yes

DESCRIPTION

Each round, as a standard action, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit points (which disappear after 1 hour). After the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. These temporary hit points stack if they come from different creatures.

NULL5005054-1necromancy-100-1-10400-1551-1-1-1NULLFortitude negates0500

Each round, as a standard action, you can target a single living creature of up to 9 HD and strike it with terrifying waves of power. If the target fails its saving throw, it becomes panicked for 1d4 rounds, and you gain 5 temporary hit points (which disappear after 1 hour). After the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. These temporary hit points stack if they come from different creatures.

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