Telepathy Discipline

This discipline allows you to push the limitations of the mind. The information you gain through this discipline grants you ultimate control over your own mental faculties and the ability to touch the minds of other creatures.

Mind Link

As an action, you may telepathically link minds with a willing creature within your zone of influence for 1 hour. When you establish this mind link, you can choose to spend additional power points to connect with a number of additional creatures equal to the number of points spent, allowing them all to communicate with each other. The creature does not have to share a language with you but must understand at least one language.

At Higher Ranks. By spending 3 power points, you may attempt to force a mind link with an unwilling creature. The target must succeed on an Intelligence saving throw versus your psionic save DC to resist the link.

Psychic Probe

As an action, you attempt to probe the mind of a creature you can see within your zone of influence. The creature must succeed on an Intelligence saving throw versus your psionic save DC or you immediately learn its surface thoughts. On a successful save, the probe ends, and the creature knows you were attempting to read its thoughts. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any languages, the creature is unaffected.

On a failed save, you probe deeper into the target’s mind by expending power points. The number of points you spend allows you to affect the target’s mind differently, as shown on the Psychic Probe table.

Psychic Probe
Points SpentEffect
0Learn
1Gather
2Extract
3Suppress
4Modify
5Excise
  • Learn. You learn the creature’s surface thoughts—what is most on its mind at that moment.
  • Gather. You gain insight into the creature’s reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates).
  • Extract. You learn the answer to a specific question you have (if the creature does not know the answer, you learn that).
  • Suppress. You suppress the creature’s memory for 10 minutes. You can choose whether it forgets the last 10 minutes or ceases to retain new information for the next 10 minutes.
  • Modify. You change a detail about an existing memory the creature has. To do this, you must know the specific memory you are trying to affect, and the change you make must make sense in the context of the memory. Inserting the appearance of a particular person, rewriting a few minutes of a conversation that occurred, or inserting a memory of an object that wasn’t there are all acceptable examples.
  • Excise. You cause the target to forget a piece of information permanently. If it is a specific memory, the memory cannot be longer than 1 hour. If it is a specific creature or object, the target forgets all details about the creature or object but not the impression that something was there. In both cases, the creature is aware that it has forgotten something.
Mind Spike

As an action, you attempt to psychically attack the mind of a creature you can see within your zone of influence. Make a ranged spell attack with your psionic attack modifier. On a successful hit, the creature takes 1d8 psychic damage. When you hit with this attack but before damage is rolled, you can spend up to 5 power points to increase the total damage by 1d8 per point spent.

Your base damage for this effect increases by 1d8 at rank three (2d8) and rank five (3d8).

Telepathy Mastery

The mind is but an open book to a master telepath; the question is whether to read, rewrite, or tear out the pages entirely.

Enhanced Mind Link

When you have linked minds with a hostile creature, you can use an action to attempt to paralyze it. The creature must succeed on an Intelligence saving throw against your psionic save DC or be paralyzed for 1 minute. The creature may attempt another saving throw at the end of each of its turns, ending the effect on a success. Once the creature succeeds on a saving throw against this effect, it is immune to your Mind Link for 24 hours.

Enhanced Mind Spike

You may affect a second creature with this psionic effect. Roll attacks and damage separately for each target.


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