Cleric Domain: Distraction

(needs updating from 3.5 to PRPG)

Deities

Aphasia

Granted Powers

Once per day, the cleric gains a spell-like ability like the psionic power Attraction (qv EPH p. 78). This ability plants a compelling attraction to a specific person or object in the mind of the subject. He or she will then take any reasonable steps needed to meet, approach, attend, or find the object of that compulsion. He or she will self-justify this attraction within the framework of his or her own motivations, and for purposes of this power "reasonable" steps refer to those actions that do not directly endanger oneself or otherwise subject oneself unduly to danger. Attacks or overtly threatening behavior, for instance, will effectively distract the subject from this compulsion, and leaping over a cliff or into the waiting maw of a dragon is normally an "unreasonable" act.

While the subject will recognize danger, he or she will be unlikely to flee unless the threat is immediate. Planting an attraction to a person will not cause the subject to mindlessly obey the object of his or her attraction, but will cause him or her to give that person a fair hearing and will grant a +4 modifier to any attempts by the object of the attraction to employ social interaction skills (Bluff, Diplomacy, Intimidate, Sense Motive, et cetera), and for similar social checks.

Distraction Domain Spells

  1. Mental Sloth (qv Spells)
  2. Enthrall (qv PHB p. 227)
  3. Bestow Curse (qv PHB p. 177)
  4. Obsession (qv Spells)
  5. Lost Time (qv Spells)
  6. Weaken Will (qv Spells)
  7. Borrowed Time (qv Spells)
  8. Sympathy (qv PHB p. 292)
  9. Stolen Time (qv Spells)