Dark Magic · control

Fear

Fear attempts to briefly make it harder for an ordinary target to approach the caster and weakens its next attack. It can change the immediate pressure in combat but is not complete control of the opponent's actions. The portrayal of apprehension in the story can fit the situation, while the specific rules restriction remains the same and lasts only for the stated time.

A main opponent can move even while affected and retains only the attack penalty. This distinction must be maintained. One use per target per combat limits repeated influence. The party can use the brief opportunity to change the distance but still needs to consider what else the opponent can do.

Exact effect: On success, an ordinary target cannot approach the caster and takes −2 to its next attack. A main opponent can move, but the attack penalty remains. Bonus: +0 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 7, 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 Fear
Spell illustration • Dark MagicFear
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Dark Magic
Type
control
Min. Intelligence
7
Min. Level
—
Bonus
+0 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 approach the caster and takes −2 to its next attack. A main opponent can move, but the attack penalty remains.
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.