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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