Dark Magic · control
Dark Mist
Dark Mist briefly changes visibility and the conduct of attacks in a small area. A creature inside cannot see out, and attacks made from or into the mist are hindered. It is a tool for shaping the battlefield whose influence applies to every participant. It does not create a selective advantage that the caster's allies can automatically ignore.
Before casting, it makes sense to agree on the party's route and follow-up actions. Poor placement can restrict its own shooting or awareness of the situation. Two rounds and one use per combat encourage precise timing. The mist itself lists no damage or complete disablement of targets; its value emerges when combined with a good plan.
Exact effect: Attacks made from or into the mist take −2 to their final PATK or MATK. A creature inside cannot see beyond the mist; the penalty applies to everyone. Target: an area approximately 3 m wide. Duration: 2 rounds. Restrictions: once per combat. Using it requires at least Intelligence 8 and Level 2, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.
- Requirements:Min. INT 8 · Min. Level 2
- Rules:Exact spell parameters

Spell parameters
Target, duration, restrictions, and exact effect.
- School
- Dark Magic
- Type
- control
- Min. Intelligence
- 8
- Min. Level
- 2
- Bonus
- —
- Target
- an area approximately 3 m wide
- Duration
- 2 rounds
- Restrictions
- once per combat
- Exact effect
- Attacks made from or into the mist take −2 to their final PATK or MATK. A creature inside cannot see beyond the mist; the penalty applies to everyone.
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.