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Revelation Sphere


Channels: Celestia (Illuminers) , Cherek, Phaera, Phet-S'nar, Rathenor, Syalus, Zhardis

1. Identify Divinity - [White] [Invocation Cost: 1] [Instantaneous]
Reveals the nature of a divinity, including its general type (demon, devil, etc.) and its strength relative to the paladin's.

3. Sense Morality - [Gray] [Invocation Cost: 2] [Instantaneous]
Allows the paladin to discern sources of one alignment (good, evil, law, or chaos) within 100 feet.

5. Riddling - [Red] [Invocation Cost: 5] [Special]
The paladin divines an answer to a question of his choosing. Any question that can be answered is answered truly, but often cryptically. This power can be invoked in one of the following ways:

-- Aeromancy (Phaera and Rathenor only): the paladin interprets the weather;
-- Astromancy: the paladin reads the stars;
-- Bibliomancy: the paladin reads a random passage from a sacred text of his faith. This text must be worth at least 100 ss;
-- Oneiromancy (Syalus only): the paladin enters sleep or a deep meditative state, and the answer comes to him in his dreams. This method takes at least one hour.

Note that the paladin must be able to perform these actions on his own. This power does not, for example, allow the paladin to communicate with the dead, or to see the stars while underground.

8. Logos - [Orange] [Invocation Cost: 3] [Special]
Allows the paladin to read any sacred text as if perfectly with its language and iconography. This power may also be used to interpret holy symbols, in which case the paladin gains basic information about the group that it represents. If the symbol belongs to a sect, the power will reveal how that sect differs from the mainstream religion.

11. Counsel - [Yellow] [Invocation Cost: 7] [Special]
Allows the paladin to convince others of something that he believes to be true. Those who merely disagree are convinced automatically, while those with a vested interest in disbelieving the paladin get a save vs. Will to continue disbelieving him. The GM may grant a bonus or penalty to this save depending on the strength of the disbeliever's motivation.

This power negates any charm or Deception effects that contradict the paladin's counsel, provided that the effects are of a lower level.

Alternatively, the paladin may privately counsel a target of a charm or Deception effect. The paladin need not know the truth of the matter in this case. The target receives an additional save against the charm or Deception effect, with twice the paladin's Level as a bonus.

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