Telepathy [Mind-Affecting]
Level: Psion/wilder 5
Display: Me
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: Instantaneous (see text)
Saving Throw: Will partial (see text)
Power Resistance: Yes
Power points: 9
You telepathically overload the target creature’s pleasure centers. The target experiences something that might be likened to physical ecstasy, emotional euphoria or a spiritual epiphany but which fully transcends those terms; it is pleasure unmitigated by the senses at a level normally beyond mortal experience.
A failed saving throw means the target is overwhelmed by the sensation, taking nonlethal damage equal to its current hit points +10 (although treated as unconscious, it is actually in a stupor). If the target already has nonlethal damage, treat his hit points as that much lower when determining how much nonlethal damage bliss deals.
The target may recover from this normally (through time or healing effects), but the experience leaves it craving more: Saving throws against mind-affecting effects are made at a - 4 penalty, the target takes a -2 penalty on Concentration checks, and is treated as under the effect of a fifth-level distracting effect. These penalties last until the target is mentally restored (see induce pleasure) or until all the nonlethal damage caused by this power is healed. On a successful saving throw, the subject is dazed for 1d4 rounds, but suffers no other ill effects.
Intrinsic mental safeguards prevent you from manifesting this power or similar powers upon yourself, although it may be reflected with reddopsi or similar effects.
Augments:
- For every 2 additional power points you spend, increase the Concentration penalty on a successful save, the level of the distracting effect, and the save DC by 1. For every 4 additional points spent this way, the penalty on subsequent Will saves against mind-affecting effects increases by 1.