Cause Confusion [power]


Cost: 10CP
Activate: 2PP; use-activated (touch attack)
Range:  touch
Save: Will (negates), Charisma-based

You can cause your target to become temporarily confused with a touch. To use this power, spend 2PP and make a mêlée touch attack. If you hit, then the target can make a Saving Throw to avoid the Confusion. Characters affected by this power begin behaving according to the table below on their next action after they fail the save.

Roll again each round to see what the subject does that round, except on a result of 1. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them, as they will still try to avoid being hit. Any confused creature who is attacked automatically attacks its attacker(s) on its next action, rather than rolling. The effect of this power lasts for 1d10 rounds. If you use it again on an already confused victim, it will last 1d6 rounds from that time. The durations are not cumulative.

1d10 Behaviour
1 wander away for 2d4 rounds
2-6 do nothing for 1 round
7-9 attack nearest creature for 1 round (not the creator of the Cause Confusion effect)
10 act normally for 1 round



Enhancement: Tougher Save
Cost: 2CP per rank (+1 to save DC)

For every rank in this power, increase the save DC by +1 to a maximum of 10 ranks.


Enhancement: Extended Duration
Cost: 3CP per rank (1d6 rounds)

The duration of the Confusion extends by an additional 1d6 rounds for each rank in this enhancement. You can take this up to four times, for a maximum duration of 5d6 rounds.


Enhancement: Ranged Use
Cost: 3CP per rank (30 ft. range)

You can now use Cause Confusion at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save as usual. For every rank in the enhancement, you get another 30 ft. to a maximum of 5 ranks (150 ft.)



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