Sigil of Intimidation

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Guardians of Sunfist - edit
History of the Guardians of Sunfist
Guardians of Sunfist release
Superintendents' Histories
Tasks Hated Enemies
1. Recognition 2. Location
3. Contact 4. Resolve
5. Minor Bane 6. Bandages
7. Defense 8. Offense
9. Distraction 10. Minor Protection
11. Focus 12. Intimidation
13. Mending 14. Concentration
15. Major Bane 16. Determination
17. Health 18. Power
19. Major Protection 20. Escape

The Sigil of Intimidation is the twelfth sigil learned by Guardians of Sunfist members. This sigil will reduce the AS and DS of an opponent. This sigil uses the Standard success resolution system to detemine success or failure.


"This is the Sigil of Intimidation, memorize it well. I said before that the Grimswarm are truly cowards at heart. That is true in every sense of the word. By focusing upon the power of this sigil, you seek to bring yourself into attunement with the fears of your foes and then exploit that weakness to your own advantage. A foe that falls victim to this power will find both their physical attacks and defense significantly weakened as their confidence in their own abilities is undermined. When targeting this power against a single foe, the cost to you is 10 points of stamina and 5 points of mana. You can also attempt to use this power against all nearby foes at the cost of 5 more points of both stamina and mana. Go now, and make good use of what I have taught you."

Detailed Benefits

  • -AS and -DS for the target/s

Mana/Stamina Costs

  • 10 Stamina (Single target)
  • 5 Mana (Single target)
  • 15 Stamina (Room effect)
  • 10 Mana (Room effect)


R>sigil intim
You carefully school your thoughts, focusing on the enhancement of your aspect and bearing, and etch the Sigil of Intimidation in the air before you.
A krolvin warfarer flinches away, unnerved!

Note: Thanks goes to Belnia for all the information provided by her research.