Magic of Fear

Magic of Fear is the natural power of the Horsemen, the creatures of HARVEST are embodiment of it, and those who feel great fear, or are sources of great fear, unlock the powers.

Magic of Fear affects the mind of the user, slowly turning them into monsters of HARVEST.

Known powers of Fear Magic Spells

 * Mind Control
 * Memory changing
 * Nightmare Causing
 * Controlling shadows
 * controlling Dark Fire
 * Teleportation
 * Super Speed
 * Shadow Weapons
 * Darkvision
 * Control Spirits of evil (Wind, Earth, Water, Fire)
 * Willpower drainning
 * Decay
 * Soul stealing
 * Soul replenishing
 * Healing
 * Necromancy
 * Calming emotions
 * Hightening emotions
 * Scrying
 * Destroying Wards (incredibly rare)

Wards
One of the most useful abilities of Fear magic is Wards. Wards create an area where a certain type of creature or people are viscerally uncomfortable being. This effect is strong enough to even drive most (non magical) creatures of Harvest away. This works to a lesser extent in the waking world, causing great anxiety to those who cross over into a Ward. Those who know about Wards in the waking world (users of Courage), can overcome the effect easily, but mortals tend to turn tails and leave instead of bearing the crushing fear. Wards are the primary reason Tarots are accepted by Courage users as a grim necessity.