Cause Fear Spell — D&D 5.5e, Pathfinder 1e & D&D 3.5e
The Cause Fear Spell turns a single creature’s nerve against it. A guard who meant to stand fast, a warrior preparing to charge or a sentry holding a narrow passage can suddenly find retreat more compelling than resistance.
It is focused fear magic rather than a battlefield-wide panic: one target, one failed nerve, and a brief opportunity for the caster and their allies to exploit.
Cause Fear Spell Mechanics
Cause Fear — D&D 5.5e / 2024 Adaptation
SpiralWorlds adaptation: Cause Fear does not appear in SRD 5.2.1. This version preserves the classic single-target spell using the current Frightened rules.
The target makes a Wisdom saving throw. On a failed save, it gains the Frightened condition for the duration.
At the end of each of its turns, the target repeats the saving throw. A successful save ends the spell on that creature.
Using a Higher-Level Spell Slot
You can target one additional creature for each spell slot level above 1.
Cause Fear — Pathfinder 1e
A creature that fails its Will save becomes Frightened for 1d4 rounds.
A creature that succeeds on its Will save is instead Shaken for 1 round.
Creatures with 6 or more Hit Dice are immune to the spell.
Cause Fear counters and dispels Remove Fear.
Cause Fear — D&D 3.5e
A creature that fails its Will save becomes Frightened for 1d4 rounds.
A creature that succeeds on its Will save is instead Shaken for 1 round.
Creatures with 6 or more Hit Dice are immune to the spell.
Cause Fear counters and dispels Remove Fear.
Using Cause Fear in Play
Cause Fear is most useful when one creature matters more than the rest. A sentry holding an alarm bell, a soldier blocking a doorway, a standard-bearer steadying a formation or an enemy preparing an important action can all become valuable targets.
The legacy editions strongly reward using the spell against low-Hit-Dice opponents. Once a creature reaches 6 Hit Dice, the spell simply stops working against it, making target selection part of the spell’s tactical identity.
The 5.5e adaptation removes that obsolete Hit Dice ceiling. Its limitation is instead the target’s Wisdom saving throw, repeated saves and the caster’s need to maintain Concentration.
Cause Fear Spell Rulings
Does a successful Pathfinder or 3.5e save completely resist the spell?
No. A successful Will save reduces the result to Shaken for 1 round.
Can the legacy spell affect a creature with 6 or more Hit Dice?
No. Pathfinder 1e and D&D 3.5e explicitly make creatures with 6 or more Hit Dice immune to Cause Fear.
Does the 5.5e adaptation use the old Hit Dice limit?
No. The modern adaptation uses the current Frightened framework instead. The target makes a Wisdom save when the spell is cast and repeats that save at the end of each of its turns.
Does Frightened force the 5.5e target to run away?
Not by itself. The Frightened condition gives the creature Disadvantage on ability checks and attack rolls while the source of fear is within line of sight, and prevents it from willingly moving closer to that source.
Unlike the higher-level Fear spell, this adaptation does not add a separate forced-Dash requirement.
What happens when Cause Fear meets Remove Fear?
In Pathfinder 1e and D&D 3.5e, the relationship is explicit: Cause Fear counters and dispels Remove Fear, and Remove Fear counters and dispels Cause Fear.
The special counter-and-dispel relationship is not automatically imported into the 5.5e adaptation.
Cause Fear in the World of 1454
A spell does not need to terrify an entire company to change an encounter. In the crowded fighting of a gatehouse, alley, ship’s deck or breached wall, frightening the right person can matter more than scattering half a dozen ordinary soldiers.
A gate captain who abandons a post, a gunner who leaves an artillery piece, a messenger who cannot approach the person awaiting their report or a bodyguard suddenly unwilling to close with a threatening caster can create an opening far larger than the spell itself.
Learned magical natural philosophers often treat Cause Fear as one of the clearest demonstrations that emotion can be attacked as directly as flesh. The subject remains physically capable, but magical terror changes which actions seem possible.
Related Spells
Cause Fear in Art and Literature
Theodor von Holst’s Bertalda Frightened by Apparitions, painted around 1830–1835, illustrates a scene from Friedrich de la Motte Fouqué’s supernatural tale Undine. Bertalda is overwhelmed not by physical injury but by the immediate presence of the uncanny, making the painting a natural companion to a spell built around magically induced terror.
Theodor von Holst, Bertalda Frightened by Apparitions, c. 1830–1835, oil on canvas. The Wilson, Cheltenham.
Bertalda Frightened by Apparitions — Art Fund
Sources & Licensing
- System Reference Document 5.2.1 — current fear and Frightened rules used for the 5.5e adaptation
- Archives of Nethys — Cause Fear
- Revised D&D 3.5 System Reference Document — Cause Fear
- Art Fund — Bertalda Frightened by Apparitions
- Wikimedia Commons — legacy image provenance
Cause Fear does not appear as a spell in SRD 5.2.1. The D&D 5.5e panel above is an independent SpiralWorlds adaptation written for compatibility with the current rules framework.
This work includes material from System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License.
Pathfinder First Edition and D&D 3.5e rules material is Open Game Content used under the Open Game License v1.0a.
