Spell
Intimidation
- Type
- Negotiation spells
- Cost (wounds)
- 2
- Effect
- Automatic intimidation.
Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.
How it plays
Intimidation gives the same result as a successful intimidation roll without rolling: the monster leaves you alone and hands over a quarter of its treasure. It costs 2 and works on anything you can negotiate with, including monsters with a sky-high reluctance such as Skeletons or Werewolves. It doesn't work on the Nameless One or Demons.
- Costs 2 wounds of the caster's own strength, and the spell can't be cast if that would kill the caster.
- Cast before the negotiation roll (rule 10.7).
Figures come straight from the rulebook tables and rules, before any magic items or bonuses.
In Citadel of Blood
Known in Citadel of Blood as Cow.
- Intimidation and Discouragement (Cow and Daunt): The monster is intimidated automatically in Labirynt Śmierci; The monster may resist in Citadel of Blood. All rule differences →
Full rules: 10.0 Spells· 11.0 Resisting Spells· Spell list (10.9)