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Paladins, Powers

Paladin Spheres


Abilities
Abilities are the most fundamental form of magic available to PCs. An ability is not innate, but it is ingrained; it can be called upon far more easily than a spell or even a power. A character with a full host of abilities often has no better understanding of magic than an ordinary citizen.

Abilities are paid for not with Power, but with a separate stat called, in the case of paladins, Devotion. A paladin's Devotion is equal to his level plus his Power/5. For example, a Level 10 paladin with 15 Power has a Devotion of 13. Note that a character's Devotion is based on his maximum Power, not his Power at a given moment; if the paladin in the previous example spent 10 Power, he would still have 13 Devotion. Devotion is spent and recovered in the same manner as Power.

To manifest an ability, the player rolls a d100. If the result is anything lower than 100, the ability succeeds, and the ability's cost is subtracted from the character's Devotion. If the result is 100, the character must pay the same Devotion cost that he would have had the ability succeeded. In addition, he suffers BC8 damage per 2 Devotion spent, to a maximum of 5BC8 damage.

Spheres
Different deities have different interests, and they reward their followers accordingly. Paladins of Anvhad, Baoz, and Athyria are given very different tools, because they are expected to perform very different roles. The paladin spheres are designed to reflect this.

A sphere is a collection of abilities that works much like a spell list. Each palaldin gains access to two spheres at creation, as dictated by his deity. At certain points in his career, he automatically gains pairs of new abilities -- one from each sphere. For example, a paladin of Athyria starts with the Level 1 Valor ability and the Level 1 Purity ability. At Level 3, he gains the Level 3 Valor ability and the Level 3 Purity ability, and so on.

There are no abilities defined past Level 11. At Level 15, and at the first level of each subsequent band, the paladin may create a custom ability in each sphere. This is done in cooperation with the MT Comittee.

The spheres are arranged in five sets of oppositions:

-- Purity <> Corruption
-- Justice <> Wickedness
-- Valor <> Savagery
-- Lust <> Rapture
-- Revelation <> Deception

In general, a deity cannot grant access to opposing spheres.


The Major Deities and Their Spheres

Ahlrigh: Justice, Valor
Anvhad: Deception, Wickedness
Athyria: Purity, Valor
Baoz: Lust, Savagery
Bleggissammabub: Deception, Lust
Caradon: Purity, Rapture
Celestia: Purity, Valor(Heliae); Purity, Revelation(Illuminers)
Cherek: Rapture, Revelation
Eoshdorr: Justice, Valor
Faerg: Purity, Revelation
Falco: Purity, Wickedness
Keros: Rapture, Savagery
Kliasta: Rapture, Wickedness
Luorre: Justice, Purity
Maol: Corruption, Lust
Osajin: Savagery, Valor
Phaera: Purity, Revelation
Phet-S'nar: Justice, Revelation
Rathenor: Purity, Revelation
Syalus: Rapture, Revelation
Tikumai: Deception, Rapture
Tharacia: Deception, Lust
Twisted Twins: Corruption, Savagery
Ygorl: Deception, Rapture
Zhardis: Corruption, Revelation

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