Level: Telepath 4
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft/2 levels)
Target: 1 living creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 7
The subject loses the ability to form short-term memories and for the duration of this power dwells only in the present. Memories of events before this power was manifested are not affected, but the subject’s current span of awareness is on the order of 5 to 6 seconds.
In a combat situation the subject rolls initiative anew each round, applying all normal modifiers, and is considered flat-footed until his turn. The subject will be aware of any wounds or special conditions he has suffered, but will not remember the following round how these effects came to pass. Social interaction skills used on the subject may be retried if they failed earlier during the duration, although success at such a skill only lasts for 1 round; and the end of that time the subject forgets the interaction. The subject may attempt to plan for future rounds, but those plans leave his head at the end of the current round.
The subject fights and moves normally; opponents gain no special advantage over him other than his inability to remember previous rounds. The subject knows what spells he has prepared or how many power points or spell slots he has remaining. The subject may cast spells and manifest powers normally provided such takes 1 standard action or less. Spells and powers that take 1 round or more to use have a 50% chance of failure; effects that take longer to use simply cannot be used. The subject may not maintain concentration on a power or spell beyond one round.
When this power expires the subject begins to form memories normally again, but does not remember events that took place while he was affected. Heal, limited wish and higher level restorative effects (including psychic chirurgery) can restore memory of this time period.
- For every 2 additional power points you spend, the save DC increases by 1.