You lash a target with tendrils of shadow that steal some of its substance, making it quasi-real. As long as it is quasi-real, its Strikes deal half damage, it can't critically succeed at any skill check, and creatures attempting saving throws against its spells and effects get a result one degree of success better than they rolled. The target must attempt a Will saving throw.
Critical Success The target is unaffected.
Success The target is quasi-real until the end of its next turn.
Failure The target is quasi-real for 1 minute. At the end of each of its turns, it can attempt another Will save, ending the spell on a success.
Critical Failure The target is quasi-real for an unlimited duration.
Traits
An action with this trait requires a degree of mental concentration and discipline.
Effects and magic items with this trait involve false sensory stimuli.
An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
This magic involves shadows or the energy of the Netherworld.