Dark Magic · control

Ghostly Shackles

Ghostly Shackles attempts to briefly restrict one creature's movement. On success, an ordinary target cannot move but can still act within reach. The spell can therefore help change the distance or allow a retreat. However, it is not complete imprisonment that automatically removes every attack and ability of the opponent.

A main opponent only has its movement halved. One round and one use per target per combat give the brief opportunity real boundaries. The party should know how it will use it and should not plan on renewing the shackles without limit. Distinguishing the prohibition on movement from the target's ability to keep acting within its reach is especially important.

Exact effect: On success, an ordinary target cannot move but can act within reach. A main opponent only has its movement halved. Bonus: +2 to MATK. Target: 1 creature within sight. Duration: 1 round. Restrictions: once per target per combat; the main-opponent rule applies. Using it requires at least Intelligence 9 and Level 3, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Ghostly Shackles
Spell illustration • Dark MagicGhostly Shackles
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Dark Magic
Type
control
Min. Intelligence
9
Min. Level
3
Bonus
+2 to MATK
Target
1 creature within sight
Duration
1 round
Restrictions
once per target per combat; the main-opponent rule applies
Exact effect
On success, an ordinary target cannot move but can act within reach. A main opponent only has its movement halved.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.