DECEIVE
DECEIVE / DECEPTION
Syntax: automatic
Illusionists and bards both rely on charisma to trick their opponents into
believing the effects of some spells and songs. One's ability to deceive is
based on their proficiency in the 'ventriloquate' skill. Deception's success
also depends on the size of the lie: for example, it's easier to cheat at cards
than to trick a dragon into believing it's a mouse. Don't piss on my leg and
tell me it's raining, after all. Successfully deceiving an opponent will lower
their resistance to other malicious mental attacks.
Victims afflicted by significant cognitive impairments (such as effects from
spells like 'feeblemind' or 'dreamstruck' or even too much champagne) are more
susceptible to your deceptions. Similarly, spells that induce fear or anger
(such as the mirage of fog, which triggers primal fears) allow for greater
attempts at misdirection, making even the most bold-faced lies more palatable.
Especially wise creatures are more difficult to deceive. One can protect
themselves against deception by equipping additional mental saves.
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