Bard Magic • Spell Reference

Fear Spell

Banquet guests recoil as a skeleton appears in Giovanni Martinelli's Death Comes to the Banquet Table
Giovanni Martinelli, Death Comes to the Banquet Table, c. 1630–1640, New Orleans Museum of Art.

The Fear Spell turns courage into immediate flight. Weapons fall, defenders abandon their positions and a disciplined formation can dissolve into retreat before a blade is drawn.

It is most dangerous where holding ground matters: gateways, bridges, breaches, stairways, barricades and crowded battle lines.

Fear at a Glance

5.5e / 20243rd-level Illusion; Bard, Sorcerer, Warlock, Wizard; 30-foot Cone; Wisdom negates; Concentration, up to 1 minute
5e / 20143rd-level Illusion; Bard, Sorcerer, Warlock, Wizard; 30-foot cone; Wisdom negates; Concentration, up to 1 minute
Pathfinder 1eNecromancy [emotion, fear, mind-affecting]; Witch 4, Bard 3, Sorcerer/Wizard 4; 30-foot cone; Will partial; Spell Resistance yes; 1 round/level
D&D 3.5eNecromancy [fear, mind-affecting]; Bard 3, Sorcerer/Wizard 4; 30-foot cone; Will partial; Spell Resistance yes; 1 round/level

Critical difference: the fifth-edition spell imposes the Frightened condition and forces fleeing; Pathfinder and 3.5e inflict Panicked on a failed Will save, and even a successful Will save inflicts Shaken for 1 round. In Pathfinder this is a 4th-level Witch spell, not a 3rd-level Witch spell.

Spell Rules by Edition

Fear — 5.5e / 2024

Rules source: System Reference Document 5.2.1.

Level3rd
SchoolIllusion
ClassesBard, Sorcerer, Warlock, Wizard
Casting TimeAction
RangeSelf
Area30-foot Cone
ComponentsV, S, M (a white feather)
DurationConcentration, up to 1 minute
Saving ThrowWisdom

Each creature in the 30-foot Cone makes a Wisdom saving throw. On a failed save, the creature drops whatever it is holding and gains the Frightened condition for the duration.

On each of its turns while affected, the creature takes the Dash action and moves away from the caster by the safest available route unless there is nowhere it can move.

If the creature ends its turn somewhere it does not have line of sight to the caster, it makes another Wisdom saving throw. A successful save ends the spell on that creature.

Fear — 5e / 2014

Rules source: System Reference Document 5.1.

Level & School3rd-level illusion
ClassesBard, Sorcerer, Warlock, Wizard
Casting Time1 action
RangeSelf (30-foot cone)
ComponentsV, S, M (a white feather or the heart of a hen)
DurationConcentration, up to 1 minute
Saving ThrowWisdom

You project a phantasmal image of a creature’s worst fears. Each creature in the 30-foot cone makes a Wisdom saving throw. On a failed save, it drops whatever it is holding and becomes Frightened for the duration.

While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

If it ends its turn somewhere without line of sight to you, it can make a Wisdom saving throw; on success, the spell ends for that creature. Losing sight alone does not immediately release it. The spell also ends when your Concentration ends or its duration expires.

Fear — Pathfinder 1e

Rules source: Archives of Nethys — Fear.

SchoolNecromancy
DescriptorsEmotion, Fear, Mind-Affecting
ClassesAntipaladin 4, Arcanist 4, Bard 3, Bloodrager 4, Inquisitor 4, Medium 4, Mesmerist 3, Occultist 4, Psychic 4, Shaman 4, Skald 3, Sorcerer 4, Spiritualist 4, Witch 4, Wizard 4
Casting Time1 standard action
ComponentsV, S, M
Material ComponentThe heart of a hen or a white feather
Range30 ft.
AreaCone-shaped burst
Duration1 round/level or 1 round; see text
Saving ThrowWill partial
Spell ResistanceYes

An invisible cone of terror causes each living creature in the area to become Panicked unless it succeeds on a Will save.

A creature that fails remains panicked for 1 round per caster level. If cornered, it begins Cowering.

A creature that succeeds on its Will save is instead Shaken for 1 round.

Fear — D&D 3.5e

Rules source: D&D 3.5 SRD — Fear.

SchoolNecromancy
DescriptorsFear, Mind-Affecting
ClassesBard 3, Sorcerer/Wizard 4
Casting Time1 standard action
ComponentsV, S, M
Material ComponentEither the heart of a hen or a white feather
Range30 ft.
AreaCone-shaped burst
Duration1 round/level or 1 round; see text
Saving ThrowWill partial
Spell ResistanceYes

An invisible cone of terror causes each living creature in the area to become Panicked unless it succeeds on a Will save.

A creature that fails remains panicked for 1 round per caster level. If cornered, it begins Cowering.

A creature that succeeds on its Will save is instead Shaken for 1 round.

What Changed Between Editions

2024 versus 2014Both are 3rd-level Illusion spells for Bard, Sorcerer, Warlock, and Wizard, affect a 30-foot cone, and force a Frightened creature to drop held items and flee using Dash. 2024 uses a white feather; 2014 also permits a hen’s heart. 2024 requires the new save after ending a turn out of line of sight; 2014 says the creature can make it.
Pathfinder and 3.5Both are Necromancy fear effects. Bard casts them at level 3, while Sorcerer/Wizard use level 4; Pathfinder also grants Fear to the Witch at spell level 4. They affect living creatures, last 1 round per caster level after a failed Will save, and have Spell Resistance. The legacy material component can be a hen’s heart or a white feather.
Successful saving throwsA successful initial modern Wisdom save avoids the effect. A successful legacy Will save still leaves the creature Shaken for 1 round. Failed legacy saves cause Panicked, with Cowering when cornered.
Area and later movementThe cone selects creatures at casting. Leaving that original area does not itself remove a modern creature’s fear. Breaking line of sight provides the stated end-of-turn save, rather than an immediate ending.

Worked Example: Terror at the Gatehouse

5.5e / 2024. A 7th-level Bard casts Fear with a spell save DC of 15, catching two enemy guards in the 30-foot Cone. Each makes a Wisdom save. A guard who fails drops what they are holding and becomes Frightened. On their turn the guard must Dash away by the safest route unless there is nowhere to go. If the guard finishes that turn behind a stone corner, out of line of sight of the Bard, it makes another Wisdom save; success ends Fear on that guard. Concentration is required for up to 1 minute, and the cone affects creatures caught in its area rather than enemies chosen individually.

5e / 2014. The same 3rd-level spell has the same initial cone, save, item-dropping and forced retreat. In the 2014 wording, when the guard ends a turn out of the caster’s sight it can make the repeated Wisdom save. The optional wording is an edition distinction; simply leaving the original cone does not end either spell.

Pathfinder 1e. An 8th-level Witch casts Fear (a 4th-level Witch spell). A living guard who fails its Will save is Panicked for 8 rounds and Cowers if cornered. A guard who succeeds on the Will save is still Shaken for 1 round. Spell Resistance applies. The effect is not a fifth-edition Frightened condition.

D&D 3.5e. An 8th-level Bard casting the 3rd-level Bard version likewise causes Panicked for 8 rounds on a failed Will save or Shaken for 1 round on success; creatures unable to flee Cower. The D&D 3.5e Sorcerer/Wizard version is a 4th-level spell. Do not apply 5e line-of-sight saving throws to either legacy edition.

Using Fear in Play

This magic is strongest when movement matters more than raw damage. A well-placed cone can empty a doorway, break defenders away from a barricade, scatter creatures guarding an objective or create space for wounded allies to escape.

Narrow terrain makes forced retreat particularly valuable. Bridges, stairs, alleys, gatehouses and dungeon corridors limit the routes available to affected creatures and make their movement easier to exploit.

The area is not selective, so positioning matters when allies and enemies occupy the same line of attack.

Fear Spell Rulings

Does leaving the cone end the modern spell?

No. The cone determines which creatures make the initial saving throw. Once affected, a creature does not escape simply by moving beyond 30 feet.

Does breaking line of sight end it immediately?

No. The end of a turn outside line of sight provides the new Wisdom save: the 2024 creature makes it, while the 2014 text says the creature can make it. A successful save ends the effect on that creature.

What happens if there is nowhere to flee?

In D&D 5.5e and 5e / 2014, the creature is not required to Dash away when there is nowhere it can move. It remains Frightened until the effect ends.

In Pathfinder 1e and D&D 3.5e, a panicked creature that is cornered cowers.

What happens on a successful Pathfinder or 3.5e save?

The creature is shaken for 1 round. Success reduces the effect rather than avoiding it completely.

Can undead be affected?

The D&D 5.5e and 5e / 2014 versions affect creatures generally. An Undead creature can therefore be affected unless its statistics or another rule protect it from the Frightened condition.

Pathfinder 1e and D&D 3.5e expressly affect living creatures.

Fear Magic in the World

On a fifteenth-century battlefield, courage is often collective. Soldiers hold because the line holds with them. Supernatural terror attacks that strength directly.

A caster near a breached wall can send defenders away from the opening. Used before mounted troops arrive, the spell can disrupt a spear line before impact. In a street fight it can clear a barricade or gate; aboard a ship it can drive defenders away from a ladder or contested section of deck.

Mercenary captains therefore have good reason to fear hostile spellcasters even when those casters possess little destructive magic. A formation that suffers few casualties but loses cohesion can still lose the field.

Learned natural philosophers debate whether this magic creates terror, exposes an existing instinct or forces the body to behave as though flight were the only rational choice. Soldiers generally prefer the simpler description: men who were standing suddenly run.

Related Spells

  • Cause Fear — A smaller legacy fear effect aimed at a single creature.
  • Remove Fear — Protects against fear and suppresses existing fear effects in legacy rules.
  • Calm Emotions — Suppresses or protects against emotional effects rather than causing flight.
  • Phantasmal Killer — Turns an individual victim’s terror into a more dangerous magical assault.
  • Symbol of Fear — Places terror magic into a prepared magical trigger.

Mythical Context

Battlefield dread has a face in Hellenic myth. Phobos embodies panic, flight and rout; Deimos embodies terror and dread. The sons of Ares ride into battle alongside their father, dissolving resolve before armies even strike. A frightened host scattering before an invisible cone of dread recalls their power, though the poets give no numbered range, spell level or saving throw.

Ancient texts and imagery of Phobos and Deimos — Theoi · Phobos, spirit of battle panic

Historical Context

On a late-medieval battlefield, morale is often collective: a line can hold because its neighbours hold, and a sudden rout can expose the flank of an otherwise sound formation. In play, the spell offers a supernatural cause for such flight; ordinary historical sources do not establish that armies were ever dispersed by literal magic.

Giovanni Martinelli’s Death Comes to the Banquet Table, painted around 1630–1640, shows guests recoiling from a skeletal figure appearing among them. The work belongs to a later century, but its depiction of a gathering overwhelmed by terror makes it a fitting artistic image for Fear. The original painting is held by the New Orleans Museum of Art.

New Orleans Museum of Art — Martinelli and the painting

Rules Sources and Licensing

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

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