Fear is part of the human experience, but there are some situations, creatures, and rare herbs that are capable of heightening the fear response beyond the expected. The saving throw against Fear is the Dominant Element.
Fear I (Hesitation): Character may not take Special Actions or Reactions
Fear II (Doubt): Fear I, all skills, abilities, and manipulations cost 1 additional EP
Fear III (Terror): Fear II, must make a Dominant Element saving throw at the beginning of each turn. If failed, character must (as nearly as possible) Dash in the opposite direction of the source of the Fear
Fear requires the Exotic Knowledge skill and retrieval of the proper ingredients. There are rare poppies that grow in remote locations rumored to create this effect if properly distilled.
Fear I (Hesitation): 1 Earth, 1 Air, 1 Water
Fear II (Doubt): 2 Earth, 2 Air, 2 Water
Fear III (Terror): 3 Earth, 3 Air, 3 Water