Intimidate was introduced with the Magic Comprehensive Rules revision for Magic 2010 even though no cards with that keyword were printed in that set.
It functions similar to Fear, which was considered to have the wrong flavor and could only be used in black.
You can change another’s behavior with a successful check.
If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated.
(That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated.
See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward.
After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
You can also use Intimidate to weaken an opponent’s resolve in combat.
To do so, make an Intimidate check opposed by the target’s modified level check (see above). A shaken character takes a -2 penalty on attack rolls, ability checks, and saving throws.
You can intimidate only an opponent that you threaten in melee combat and that can see you. Changing another’s behavior requires 1 minute of interaction.
Intimidating an opponent in combat is a standard action.
Optional, but not recommended because retries usually do not work.
Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesn’t help.