Word Of God (3.5e Power)

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Author: SecondDeath777 (talk)
Date Created: 4 March 2018
Status: Kinda just a concept

right now. Tread with caution.

Editing: Clarity edits only please
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Word of God
Clairsentience / Telepathy [Mind-Affecting]
Level: Mindrender 6
Display: Mental
Manifesting Time: 1 standard action
Range: Your telepathy range.
Targets: Any sentient creatures
Duration: 2 rounds/level
Saving Throw: None.
Power Resistance: No
Power Points: 11

Before you read, I feel like this needs more limitations...and downsizing...but I'm not sure how to do so while maintaining my vision. Suggestions are welcome.

You acquire Telepathy out to 120 ft, or increase your current Telepathy range by that distance.

Once per round, you may Bluff a character within your Telepathy range as a free action. Doing so is actually non-verbal, and they are unaware it even occurs unless their Sense Motive defeats your Bluff 20 or more. Either way, you try to convince them of a concept, as though verbally, and it benefits from any effect that influences verbal persuasion. Should, their mind accept this concept, it manifests stimuli that suggest the concept is true to a fault.

These stimuli need not be immediately apparent. For example, you could try to convince them you can clone yourself. They are not aware you "can" yet, but should you choose to, you may reveal this to be "possible" by doing so. You may then use the clones to do other things and take extra turns, and although they will see the clones doing things, unless you do those things specifically to the fooled creature, they don't actually happen, although everything that you do to the terrain or creatures or whateverdafuq, becomes a new sub-deception that they are subject to. They cannot pass through an object's new position that a clone moved it to unless they can phase through objects, and if they pass through it's real world position, they unknowingly take the quickest way around. If it is even remotely within their potential to adapt to such circumstances, no matter what class or properties they need, if it is within their potential, it becomes reality so long as it is supported by their hallucination. All damage is real, all healing is real, and so on.

If the lie is helpful, such as "You are omnipotent," it cannot increase their CR past your own, or their own + 3, whichever is better. It also cannot increase an ability score beyond your highest mental score, or the original +5, whichever is better. Such new abilities gained are geared towards whatever the deception is. Ultimately, if the circumstances are not something that would be resolved by a simple change, it is up to you to decide how they manifest at the time the changes do so.

Such deceptions only last as long as the ability...unless you use the XP Augment as below. Then they're permanent. Either way, they can be ended early by any memory affecting effect of 8th level or higher, or a Diplomacy or Bluff check 10 higher than the one that created the lie, which will likely be aided by strong evidence to the contrary, although given the mind warping effects, it would be tricky to produce.

The character takes penalties to their Sense Motive to resist the lie equal to how much Madness they currently possess. If they have experienced Mindbreak within the past 24 hours, they have a 50% chance to fail the check automatically. If they have experienced it several times, they roll a % die for each time, and automatically fail if any of them are 50 or less.

Finally, if they already believe something that isn't true, you may prey upon that, and automatically succeed your bluff and bring the lie to life. Very fun against the paranoid, or cultists, and so on.

Augment:

1. By spending 4 power points, 2 rounds becomes one minute. By instead spending 6, one minute becomes 10 minutes.

2. Each time you spend 4 power points, you double your Telepathy range, and add +5 to your Bluff checks for the duration.

3. By spending 500XP, you can make a deception permanent. If it is a helpful deception, and a deeply helpful deception at that, it instead costs 2000.



Back to Main Page3.5e HomebrewClass Ability ComponentsPowers

Article BalanceVery High +
AuthorSecondDeath777 +
DescriptorMind-Affecting +
DisciplineClairsentience + and Telepathy +
Identifier3.5e Power +
LevelMindrender 6 +
RatingUnrated +
SummaryBlur the line between reality and nightmare, as feeble minds fully experience any lie they believe. High Bluff check recommended. +
TitleWord Of God +