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Wickedness Sphere


Channels: Anvhad, Falco, Kliasta

1. Needle - [White] [Cost: 1] [Duration of Combat]
Grants the paladin +1 damage when targeting a creature that is not targeting him. If the creature is not expecting the attack, the paladin may choose to increase the bonus at a cost of 1 Devotion per +1 damage. This must be declared before the attack is rolled. The total damage bonus may not exceed +10. Invoking this ability does not cost an action.

3. Acrimony - [Gray] [Cost: 1] [Special]
The paladin makes an accusation or other defamatory statement that all within earshot accept as true. The statement must be about one specific person. Characters of a higher level than the paladin receive a save vs. Int to remain unconvinced. A character who succeeds vs. Int/2 believes that the paladin is lying, even if that is not actually the case.

5. No Quarter - [Red] [Cost: 3] [One hour]
Prevents up to one creature per level from retreating from the paladin. Creatures of a higher level than the paladin, or who are attempting to retreat by teleportation or other magical means, must make a comparative Will save vs. the paladin in order to retreat. This save may only be attempted once.

8. Purge - [Orange] [Cost: 5] [Special]
The paladin spends a full round in prayer. At the end of this round, all within 25' whose level is less than the paladin's sustain 3BC10 damage. Targets get a save vs. Will/2 for half-damage. Those who fail the save and are less than half the paladin's level fall ill and lose BC10 End per day for the next three days. Minor Miracle and Dispel Magic will cancel this effect and restore any lost End. Failing that, the character's End will be restored on the fourth day. No character may lose more than BC10 End per day as a result of this ability.

11. Despair - [Yellow] [Cost: 11] [1 day per 2 levels]
Causes one intelligent creature to become apathetic and despondent for a number of days equal to half the paladin's level. During this time, the target will take no significant action of his own accord. However, he will trust the paladin implicitly, and may undertake significant actions at the paladin's suggestion.

To invoke this ability, the paladin must spend at least half an hour speaking with the target. The target receives a Will/2 save to prevent any effect. If he succeeds at this save, he gets an additional save vs. Int/2 to realize that the paladin was trying to coerce him.

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