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Id Insinuation (II) in Dungeons & Dragons 5e

Id Insinuation (II)

4-level Telepathic

Prerequisites: mindlink
PSP Cost 6
Time to Invoke: 1 action
Range: 120 feet
duration: instantaneous
Perceivable Actions: Psychic (P)
This attack assaults a target’s subconscious, like a mental battering ram tearing through the walls that separate primitive needs from social constraints. Id insinuation seeks to unleash the uncontrolled subconscious of the defender, pitting it against his superego. The attack leaves the victim in a state of moral uproar. Technically speaking, this power drives him nuts, at least temporarily. His id-the seat of primitive needs, animal drives, cruelty, and ferocity-seeks to launch him into a rage of violence and desire. His superego-the seat of moral conscience and the "civilized" part of his brain-struggles to maintain the upper hand.   You choose a point within range and cause psychic energy to explode there. Each creature within a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this power. On a failed save targets takes 2d6 psychic damage, become Open Mind. and targets have muddled thoughts for 1 minute. During that time they are Dazed.
Intensify:
For each PSP spent in adition increases the damage die by 1d6.

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