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Deception Sphere
Channels: Anvhad, Bleggissammabub, Tikumai, Ygorl, Tharacia
1. Forgettable Face - [White] [Cost: 1] [30 minutes/Special]
Causes one visual detail (e.g., a person's face, a man's height, a card's suit) to become unmemorable. Witnesses who see that detail during the Power's duration will forget it as soon as the affected object or person leaves their sight. Characters more than five levels higher than the paladin may save vs. (Perc+IQ)/4 to remember the detail afterward; whether or not this save succeeds, they will not be aware of any supernatural influence affecting their or others' memories without some means of magical detection.
This Power can also be invoked retroactively to affect witnesses' memories of a single, specific visual detail encountered in the past. The paladin cannot affect memories older than one day/level. Only witnesses within 100' of the paladin are affected if this Power is used retroactively, and characters more than five levels higher than the paladin may save as described above.
3. Make Scarce - [Gray] [1] [Special]
Allows the paladin to blend into his surroundings, provided that he remains perfectly still. Upon invoking this ability, the paladin becomes effectively invisible, with no chance of discovery for up to ten minutes. At ten minutes, and every ten minutes thereafter, the paladin must make a Will save. If he fails, all wary observers receive a save vs. Perc/2 to discover him. Unwary observers receive a save vs. Int/2; if successful, they too receive a Perc/2 save for discovery.
This effect ends immediately if the paladin takes any action requiring movement.
The precise nature of the effect depends on the deity. A paladin of Ygorl will be transmuted into a common object of the GM's choosing. For the duration of the effect, the paladin may be operated as if he truly were that object. Paladins of other faiths will simply disappear, leaving no physical trace.
5. Flit - [Red] [3] [One action]
Allows the paladin to perform one action with unnatural quickness and stealth. The paladin gains +10 init per level for one action. In addition, he gains a bonus of +5 per level either to Stealth or to Sleight of Hand. These bonuses may not exceed +100 init and +50 Stealth/SoH. Note that an action at +100 init occurs effectively instantaneously.
8. Facile Truth - [Orange] [Cost: 2] [Special]
Causes all within earshot to believe one statement, spoken by the paladin, that cannot readily be disproved. Listeners cannot be made to believe things that they know to be factually false, but if there is a way that the statement might be true, they will accept it as such. For example, if the paladin claims that Sir Oakheart is alive, when the listener knows that Sir Oakheart was roasted in his armor by a dragon last week, the listener might assume that Sir Oakheart had been resurrected in the interval.
Each target of a higher level than the paladin is allowed a save vs. (Will+Int)/4 to disbelieve him. If this save also succeeds vs. Int/2, the target is aware of the attempt at magical deception.
11. Muddle Memory - [Yellow] [Cost: 10] [Special]
This Power affects one event or encounter lasting up to 30 minutes. Any witnesses to the event find their perceptions and memories hopelessly muddled, such that they cannot tell what occurs or who is involved, either during or after the event. Individual witnesses may recall bits and pieces with seeming clarity, but such information will always be incorrect and contradict other witnesses' recollections (GM discretion). Divinations of Level 10 or lower are also affected; the caster will be aware of divine interference causing the magic to fail, but will not have more specific information without additional means of discerning it.
Characters more than five levels higher than the paladin may save vs. Int/2 to resist the effects of this Power, but will not automatically be aware of any magical influence.
This Power can also be invoked retroactively, in which case it only affects one target and the memories must be no older than one week per paladin level. Retroactive use of Muddle Memory does not affect divinations.
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