Psychocoercion

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Level Name Effect
0 Detect Thoughts You detect surface thoughts and emotions of a single subject that you can see. You can not gain any detailed information it is more of a feeling or idea of what they are thinking at the moment the spell is cast. This lasts a number of rounds equal to your intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
1 Sway Emotion You gain a enhancement bonus to your next bluff, diplomacy or sense motive check equal to intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
2 Telepathic Bond You forge a telepathic bond among yourself and a number of people equal to your charisma modifier. Each person included in the connection is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond but if you concentrate you can see, smell and hear anything a person in the bond can. You can choose to remove yourself from this link and shield your mind from the others in this bond. This lasts a number of minutes equal to your intelligence modifier. If used against an unwilling target then they are subject to a will save and casting this spell is a swift action.
3 Charm Person You can make a person regard you as its trusted friend and ally. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way possible. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. Any act by you or your apparent allies that threatens the charmed person or ordering them to do something obviously harmful or suicidal breaks the spell. You must speak the person’s language for this spell to function. This lasts for a number of minutes equal to your intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
4 Mind Probe You can pull a single memory from a person. You forge a deep bond with the person and ask a single question. Then you receive a truthful answer to the question and receive a mental image of the memory of the question related to their perception. The memory can not lasts for more than a number of minutes equal to your intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
5 Suggestion You influence the actions of the target creature by suggesting a course of activity. The command is limited to one sentence and has to be a single activity. An example of this can be walk way, don’t move, or go to sleep. This last a number of minutes equal to your intelligent modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
6 Alter Memory You can change or erase a single memory from a person. They accept the altered memory as reality or simply think they forgot what happened during the time frame. The memory can not be longer than a number of minutes equal to your intelligence modifier. The target of this spell is subject to a will save and casting this spell is a swift action.
7 Telepathic Possession You can control the actions of any one person through a telepathic link that you establish with the subject’s mind.If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, you receive direct sensory input from it, and you can communicate telepathically.Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities e. Because of this limited range of activity, a Sense Motive check against DC 10+ your intelligence modifier, can determine that the subject’s behavior is being influenced by someone else. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a bonus equal to their intelligence modifier. Self-destructive orders can be carried out but the subject receives a new saving throw every round with a bonus equal to their intelligence modifier. Once control is established, the range at which it can be exercised is unlimited. You need not see the subject to control it but controlling a person under the influence of this spell is a standard action and maintaining control while under duress requires a concentration check. If the link is ever broken the subject the memories of what happened are suppressed. The target of this spell is subject to a will save and casting this spell is a swift action. You may only have one telepathic possession active at a time and the effect of this spell is equal to your intelligence modifier in hours.
8 Feeble Mind You erase a persons mind. Their Intelligence and Charisma scores each drop to 2. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. They still knows who its friends are and can follow them and even protect them. They eat, drink and sleep the same way an animal would. The target of this spell is subject to a will save and casting this spell is a swift action. This effect of this spell is permanent and can only be removed by a wish, miracle or heal spell.
9 Focused Mind The difficulty of the saving throw from the next Psychocoercion you use is increased by your intelligence modifier.

Psychocoercion

Théophagie saethone AshleyMcdniel