Minor Psionic Powers:

Attraction: [Mind-Affecting]

Manifesting Time: 1 standard action
Range: Short
Target: One creature
Duration: 1 hour/level
Saving Throw: Will negates

You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, 'reasonable' means that, while attracted, the subject doesn't suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won't perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can't command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, and Sense Motive).

Augment: For every 2 additional ISP you spend, this power's save DC increases by 1 and the bonus on interaction checks increases by 1.

Call to Mind: [Mind-Affecting]

Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous

By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you.

On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Conceal Thoughts: [Mind-Affecting]

Manifesting Time: 1 standard action
Range: Short
Target: One willing creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)

You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or device used to read its mind (such as read thoughts or a mind prove).

Daze: [Mind-Affecting]

Manifesting Time: 1 standard action
Range: Short
Target: One humanoid creature that has 4 levels or less
Duration: 1 round
Saving Throw: Will negates

As the daze spell, except as noted here.

Augment: For every additional power point you spend, this power can affect a target that has a challenge rating equal to 4 + the additional points.

Déjà Vu: [Mind-Affecting]

Manifesting Time: 1 standard action
Range: Medium
Target: One creature
Duration: 1 round
Saving Throw: Will negates

Your mental impulse forces the subject to repeat the actions it took on its previous turn. If the situation has changed in such a way that the subject can’t take the same actions again (if its foe is dead, or the subject has run out of ISP, and so on), the subject stands still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to Defense even if it stands still.

Augment: For every 2 additional ISP you spend, this power’s save DC increases by 1.


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