Qwertystop
2011-06-28, 10:00 PM
Here's a power I've been tossing around in my head for a while:
Alter Emotions
Psion/Wilder 1
Display: Visual and Olfactory (See text)
Range: Close
Target: One intelligent creature (INT >2)
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
When you manifest this power, choose an emotion. The target's general emotional state changes to that. Some possibilities are: joy, sadness, fear, amazement. Other emotions are also possible, but those are the ones which have mechanical effects specifically listed in this description. Effects of others should be determined by DM. This gives a +2 morale bonus on skill checks if they are positive or help with focus, or a -2 penalty on skill checks if they are negative or distracting. Of those listed, Joy is positive, Sadness is negative Fear is negative unless the skill check is to escape the scaring thing, in which case it is focusing, and Amazement is distracting unless it is amazement with something relevant to the skill check, in which case it is focusing.
The display is dependent upon the emotion selected. The olfactory portion is as the standard olfactory display, except that the "long-buried memory" that is brought to mind is always an emotional memory, and it cannot be kept active for the duration of the power. The visual portion takes the form of a small cloud of light that hovers around the manifester's head for 1 round from the time the power was manifested. It is a different color depending on the emotion, but never obstructs the manifester's view, spreads more than an inch from their head (scaled up or down for creatures with non-normal-human-head-sized heads, of course), or otherwise has any mechanical effect. The colors are a bright cheery yellow for joy, a dark, deep blue for sadness, a faint dark green for fear, or bright, shifting colors for amazement. Any other emotion should have the display determined by the DM.
Augmentation:
For every 2 extra power points spent (not including the 4 spent on the "increased effect" augmentation), the save DC for this power increases by 1. If you spend 20 or more power points on this augmentation, the power merely has a quartered duration on a failed save.
If you spend 4 extra power points, the emotion is strong enough to have an increased mechanical effect as follows: Joy mimics the effect of the Good Hope spell (a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls) on the target. Sadness mimics the effect of the Crushing Despair spell (-2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls) on the target. Fear causes the target to be Frightened on a failed save, decreasing to Shaken after the duration of the power is halfway up. Amazement causes the target to be Fascinated by the least normal, non-noticeably-hostile thing they can see for the duration of the power or until something occurs that would normally cause Fascination to end (in the latter case, the feeling of amazement continues, and the Fascination will return if they fail an equal will save the next time they see that thing within the duration of the power). Other emotions should have effects determined by the DM, roughly on par in power with those listed here.
So, what do you think? Please comment!
Alter Emotions
Psion/Wilder 1
Display: Visual and Olfactory (See text)
Range: Close
Target: One intelligent creature (INT >2)
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
When you manifest this power, choose an emotion. The target's general emotional state changes to that. Some possibilities are: joy, sadness, fear, amazement. Other emotions are also possible, but those are the ones which have mechanical effects specifically listed in this description. Effects of others should be determined by DM. This gives a +2 morale bonus on skill checks if they are positive or help with focus, or a -2 penalty on skill checks if they are negative or distracting. Of those listed, Joy is positive, Sadness is negative Fear is negative unless the skill check is to escape the scaring thing, in which case it is focusing, and Amazement is distracting unless it is amazement with something relevant to the skill check, in which case it is focusing.
The display is dependent upon the emotion selected. The olfactory portion is as the standard olfactory display, except that the "long-buried memory" that is brought to mind is always an emotional memory, and it cannot be kept active for the duration of the power. The visual portion takes the form of a small cloud of light that hovers around the manifester's head for 1 round from the time the power was manifested. It is a different color depending on the emotion, but never obstructs the manifester's view, spreads more than an inch from their head (scaled up or down for creatures with non-normal-human-head-sized heads, of course), or otherwise has any mechanical effect. The colors are a bright cheery yellow for joy, a dark, deep blue for sadness, a faint dark green for fear, or bright, shifting colors for amazement. Any other emotion should have the display determined by the DM.
Augmentation:
For every 2 extra power points spent (not including the 4 spent on the "increased effect" augmentation), the save DC for this power increases by 1. If you spend 20 or more power points on this augmentation, the power merely has a quartered duration on a failed save.
If you spend 4 extra power points, the emotion is strong enough to have an increased mechanical effect as follows: Joy mimics the effect of the Good Hope spell (a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls) on the target. Sadness mimics the effect of the Crushing Despair spell (-2 penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls) on the target. Fear causes the target to be Frightened on a failed save, decreasing to Shaken after the duration of the power is halfway up. Amazement causes the target to be Fascinated by the least normal, non-noticeably-hostile thing they can see for the duration of the power or until something occurs that would normally cause Fascination to end (in the latter case, the feeling of amazement continues, and the Fascination will return if they fail an equal will save the next time they see that thing within the duration of the power). Other emotions should have effects determined by the DM, roughly on par in power with those listed here.
So, what do you think? Please comment!