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Corruption Sphere
Channels: Maol, The Twisted Twins, Zhardis
1. Abyssal Command - [White] [Invocation Cost: 1 per 10 levels affected] [10 rounds or until paladin is dropped]
The paladin shouts a command in a fiendish tongue. All divinities and undead caught within earshot must save vs. Will/2. Any that fail their saves cannot come within 10' of the paladin. If they are of a lower level than the paladin, they must flee until they are no longer within earshot. Fiends and undead ten or more levels lower than the paladin are stunned for one hour. Celestials ten or more levels lower than the paladin are destroyed outright.
The paladin cannot attack, cast spells, or use other abilities for the duration of this ability.
3. Rotting Blade - [Gray] [Cost: 3] [Duration of Combat]
The paladin's deity infuses her weapon with unholy energy, causing it to inflict vile, visibly tainted wounds. This increases damage by 1 point per 3 paladin levels, to a maximum of +5 at Level 15. Additionally, vile wounds cannot be healed by ordinary means. They remain open and subject to infection until treated by Divine, Dark Divine, Druidic or Necromantic magic. Extraplanars, undead, and constructs are not affected by Rotting Blade.
5. Stitches and Stays - [Red] [Cost: 3] [Special]
Drawing upon his deity's corrupted pretense of healing, the paladin stitches and binds the recipient's wounds shut without truly mending them. The stitched wounds continue to seep blood, give off the stench of festering, and otherwise betray their ongoing corruption. The paladin can choose to restore an amount of Stamina equal to twice his level. For every 2 Stamina that the recipient regains, he loses 1 point of End, which cannot be regained until the wounds are healed by Divine, Dark Divine, Druidic or Necromantic magic. If the recipient loses more than 10 End to Stitches and Stays, he must make an End save or go into corruption shock (dropping immediately to -10 Stamina). An unwilling creature cannot be subjected to Stitches and Stays.
8. Summoning of the Lost - [Orange] [Cost: 8] [Special]
After proving himself in his deity's service, the paladin is blessed with a fiendish companion. Only one companion can be held at a time, and the paladin will be subject to familiar loss penalties if the companion is slain or banished. GM discretion as to the paladin's quest and the companion gained.
11. Mark of Corruption - [Yellow] [Cost: 11] [Special]
By carrying out an unholy ritual (which takes a full night to perform and costs 250 ss in materials), the paladin can inscribe a single creature with the High Tongue rune for "Death," "Undeath," or "Madness." The rune must be placed on a readily visible location such as the subject's forehead, and its corrupt magic will be apparent to all who see it.
The Death rune causes the creature to sicken and waste away. If left untreated for seven days, the subject must save vs. End each day or die. Every day after the first, there is a cumulative -10 penalty to the save.
The Undeath rune causes the creature to rise as undead if the subject dies while the mark remains on its body. The type of undead is determined by the subject's level at the time of death.
The Madness rune causes the creature to descend into madness if the rune is left untreated for seven days. A save vs. Will is allowed to resist the onset of madness, though this save suffers a cumulative -10 penalty each day after the first.
All three Marks of Corruption can be removed before onset by Absolution, Dispel Magic, Minor Miracle, or equivalent magic at GM discretion. The effects of the Madness rune can also be cured by Restore Psyche after onset.
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