The empath is able to cause a single target, who fails to resist, to experience any single emotion. Typical emotions are as follows:
- Courage - The target gains a +5 to his offensive bonus. He also gains 15 additional Endurance and a +25 bonus to saves vs fear. If already under the effects of a Fear spell or effect, they gain a new save (at +25). If they still fail, then this spell fails as well.
- Fear - The target is seized by almost uncontrollable fear. If save failed, he must roll on the fright table.
- Friendship - The subject reacts more positively to any encounter (i.e. threatening becomes cautious, cautious becomes indifferent, etc.).
- Happiness - The subject experiences a feeling of warm well-being and confidence.Hate - The subject reacts more negatively to any encounter.
- Hope - The subject's morale is improved. Offensive Bonus and Saves are improved by +8.
- Hopelessness - The subject's morale is decreased. Offensive Bonus saves are at -15. Must immediately save or flee from combat.
- Sadness - The subject feels uncomfortably glum, and is prone to fits of morose introspection. Offensive Bonus is decreased by 10 and initiative rolls are at -1.
Saves vs. this discipline are at -1/rank. Even in the case of beneficial emotions and a willing subject, there is no way to waive the saving throw (this reflects the mind's innate resistance to having its emotions played with). |