Mind Sphere

Mind
Incantations from the mind sphere
draw upon both the channeler’s
mind and the collective conscious
of every sentient being. These
incantations always affect the
mind, whether it is that of the
channeler, his allies, or his
enemies.
Confuse
Mind [Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: 1 round
Saving Throw: Will negates
You attack the thoughts and
unconscious thoughts of your
victim with your own, rendering
him disoriented and uncertain of
what to do.
You confuse your opponent,
as the spell (see the Player’s
Handbook for more information).
Enhance: You can enhance this
incantation in one or both of the
following ways.
If you increase the DC by 2,
the duration changes to aura, and
you must spend a standard action
(instead of a swift action) each
round to continue the effect of
this incantation.
For every 2 points by which you
increase the DC, you may target
an additional creature.
Conscious Assault
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
You attack the senses and intuition
of your opponent, leaving him less
aware of the world around him as
he used to be.
You attack the target’s
conscious. This incantation deals
4 points of Wisdom damage to the
target. A successful Will saving
throw halves the ability damage.
This incantation cannot be used
against creatures with a Wisdom
score lower than 3.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 8 points by which you
increase the DC, this incantation
deals 4 additional points of
Wisdom damage.
If you increase the DC by 8,
this incantation deals ability burn
instead. This is a special form
of ability damage that cannot be
healed magically or psionically.
It only returns through natural
healing.
If you increase the DC by 4,
this incantation deals ability drain
instead. The creature can only
regain these ability points through
magical or psionic means. Unlike
normal ability drain, however,
you do not gain temporary hit
points when you channel this
incantation.
Conscious Inspiration
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will half
(harmless)
You enhance the senses and
intuition of your ally, leaving him
with a higher awareness of the
world around him.
You inspire the target’s
conscious. This incantation grants
the subject a +4 enhancement
bonus to his Wisdom score.
Enhance: For every 8 points
by which you increase the DC,
the target gains an additional
+2 enhancement bonus to his
Wisdom score.
Detestation
Mind [Mind-Affecting]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
You burrow deep into your
enemy’s subconscious, and give
him an aversion for an idea that
you put in his thoughts.
You implant an aversion in the
mind of the subject. If the object
of the implanted detestation is an
individual or a physical object, it
will prefer not to approach within
30 feet. If it is a word, it will try
not to utter it; if it is an action,
it will not willingly attempt to
perform it; and if it is an event,
it will not willingly attend it.
The subject will take reasonable
steps to avoid the subject of its
detestation, but will not put itself
in jeopardy by doing so.
If the target is strongly
confronted with its detestation,
it may make an additional Will
saving throw. However, if it fails
its saving throw, it must move at
least 30 feet away from the subject
of its detestation. For example, a
target who has a detestation for
holy symbols to whom a holy
symbol is strongly presented,
may make a Will saving throw to
negate this incantation.
Ego Assault
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
You attack the self-awareness
and confidence of your opponent,
leaving him less certain of himself
and visibly less imposing.
You attack the target’s charisma.
This incantation deals 4 points of
Charisma damage to the target.
A successful Will saving throw
halves the ability damage. This
incantation cannot be used against
creatures with a Charisma score
lower than 3.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 8 points by which you
increase the DC, this incantation
deals 4 additional points of
Charisma damage.
If you increase the DC by 8,
this incantation deals ability burn
instead. This is a special form
of ability damage that cannot be
healed magically or psionically.
It only returns through natural
healing.
If you increase the DC by 4,
this incantation deals ability drain
instead. The creature can only
regain these ability points through
magical or psionic means. Unlike
normal ability drain, however,
you do not gain temporary hit
points when you channel this
incantation.
Ego Inspiration
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will half
(harmless)
You enhance the self-awareness
and confidence of your ally,
making him emanate almost an
aura of charisma, showing his
confidence.
You inspire the target’s
conscious. This incantation grants
the subject a +4 enhancement
bonus to his Charisma score.
Enhance: For every 8 points
by which you increase the DC,
the target gains an additional
+2 enhancement bonus to his
Charisma score.
Incite Fear
Mind [Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
You conjure forth an image of
terror in your victim’s mind,
filling his mind with sheer terror.
An expression of fear is visible in
your victim’s eyes.
You frighten your target.
The target must make a Will
saving throw or become shaken.
Creatures who are shaken take a
-2 penalty on attack rolls, saving
throws, and ability checks.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 2 points by which
you increase the DC, you may
choose an additional target for
this incantation.
If you increase the DC by 2,
the target becomes frightened
instead.
If you increase the DC by 6, the
target becomes panicked instead.
Intellect Assault
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
You attack the intelligence of your
opponent, leaving him stupefied.
You attack the target’s intellect.
This incantation deals 4 points
of Intelligence damage to the
target. A successful Will saving
throw halves the ability damage.
This incantation cannot be used
on creatures with an Intelligence
score lower than 3.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 8 points by which you
increase the DC, this incantation
deals 4 additional points of
Intelligence damage.
If you increase the DC by 8,
this incantation deals ability burn
instead. This is a special form
of ability damage that cannot be
healed magically or psionically.
It only returns through natural
healing.
If you increase the DC by 4,
this incantation deals ability drain
instead. The creature can only
regain these ability points through
magical or psionic means. Unlike
normal ability drain, however,
you do not gain temporary hit
points when you channel this
incantation.
Intellect Inspiration
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Aura
Saving Throw: Will half
(harmless)
You enhance the intelligence
of your ally, granting him an
understanding like he has never
seen before.
You inspire the target’s
intelligence. This incantation
grants the subject a +4 enhancement
bonus to his Intelligence score.
Enhance: For every 8 points
by which you increase the DC,
the target gains an additional
+2 enhancement bonus to his
Intelligence score.
Mental Aptitude
Mind
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your thoughts
on the mind, and you sense the
collective consciousness guiding
your thoughts.
When you are in this incantation,
you gain an insight bonus
equal to your channeler level
to Autohypnosis, Knowledge
(psionics), and Use Psionic Device
checks. You only gain this bonus
on Use Magic Device checks if
the magic item has a spell that is
from the telepathy discipline or
enchantment discipline.
Mental Link
Mind [Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One willing creature
Duration: Aura
You look into the mind of your
target, seeking his senses. When
you find them, you sense through
one of your target’s senses.
You perceive what the subject
creature perceives using its sight,
hearing, taste, or smell. Only one
sense is linked, and you cannot
switch between senses.
You make any skill checks
involving senses, such as Spot or
Listen, as the subject, and only
within the subject’s field of view.
You lose your Dexterity bonus to
AC while directly sensing what
the subject senses.
Once this incantation is
channeled, the link persists even
if the subject moves out of the
range of the original manifestation
(but the link does not work across
planes). You do not control the
subject, nor can you communicate
with it by means of this power.
The strength of the subject’s
linked sense could be enhanced by
other powers or items, allowing
you the same enhanced sense.
You are subject to any gaze attack
affecting the subject creature (if
you linked vision). If you are
blinded or deafened, or suffer
some other sensory deprivation,
the linked creature functions as an
independent sensory organ, and
provides you the benefit of the
linked sense from its perspective
while this power’s duration lasts.
Enhance: You can enhance this
incantation in one or more of the
following ways.
For every 4 points by which
you increase the DC, you can
link to an additional sense of the
subject.
If you increase the DC by 2, the
target may perceive one of your
senses instead of the other way
around.
If you increase the DC by 2,
the target needn’t be willing. The
target may make a Will saving
throw to negate this incantation.
If you increase the DC by 4,
the link persists across planar
boundaries.
Mind Purge
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
(harmless)
With a short meditation, you
attempt to cure your ally’s mind
of harmful magic.
You can remove harmful effects
that affect the target’s mind. You
can remove the following effects:
charmed, confused, cowering,
dazed, frightened, panicked,
shaken. If the condition allowed a
saving throw, the target may make
an additional saving throw. If the
condition didn’t allow a saving
throw, you may remove it.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every point by which you
increase the DC, the target gains
a +2 circumstance bonus on his
saving throw.
If you increase the DC by 4, you
may remove the conditions listed
above, regardless of whether the
condition allowed a saving throw
or not.
Mind Separation
Mind
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: 60 ft.
Target: You
Duration: Aura
You close your eyes and fall into
a meditative state. With a mental
thrust, you separate your mind
from your body. You can see your
body as you move onwards.
You separate your mind from
your body. For as long as you
are in this incantation, your
body is rendered helpless. Your
mind effectively becomes an
incorporeal creature of your size
category. It has a fly speed of 30
ft. and perfect maneuverability.
You can perceive its surroundings
just as well as you can with your
normal senses, and you can take
purely mental actions (such as
channeling an incantation). You
are invisible, although a true
seeing spell reveals a glowing
mist in the general shape of your
physical body. However, you
cannot move further than 30 ft.
from your body.
You can return to your body as a
swift action. If your mind takes an
amount of damage equal to your
channeler level, you immediately
return to your body, and you are
dazed for 1 round.
Enhance: For every 2 points by
which you increase the DC, the
range increases by 30 ft.
Mind Shield
Mind [Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Personal
Target: You
Duration: Aura
You concentrate your mind
against those who dare to attack
your strength; your mind.
You know that there are others
who can attack the mind as
proficiently as you can, and you
have learned how to shield your
own mind from them.
You shield your mind from
harmful effects. As long as you
are in this incantation, you gain
a +4 insight bonus on saving
throws against effects with the
mind-affecting descriptor.
Enhance: You can enhance this
incantation in one or both of the
following ways.
For every 2 points by which
you increase the DC, you gain
an additional +1 bonus on saving
throws against effects with the
mind-affecting descriptor.
If you increase the DC by 2, you
can target one creature with this
incantation. The range becomes
touch.
Power Leech
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: 24 hours
Saving Throw: Will negates
You reach into your psionic
opponent’s mind, and wrest his
psychic energy from him, taking it
as your own.
You can drain power points. You
may make a melee touch attack
against the target. If successful,
you immediately are familiar
with the target’s number of power
points, and you may drain 5 power
points.
While this incantation lasts,
you are treated as if you had
additional power points equal
to the number of power points
drained. During the same period,
the target effectively loses those
power points. When you end this
incantation, you immediately lose
the power points, while the target
regains them.
Enhance: For every point by
which you increase the DC, you
may drain an additional power
point.
Sense Emotions
Mind
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 60 ft. emanation
Duration: Aura; see text
Saving Throw: None
You meditate for a while upon your
own emotions, and then reach
out with your understanding of
emotions, sensing the area for the
emotions of others.
You can sense the emotions of
those around you. You can sense
strong emotions such as joy and
fear, although you must make a
DC 10 Wisdom check to notice
subtle emotions. If you sense
the emotions of a wilder during
a wild surge, you are dazed for
1 round unless you make a
channeler check opposed by the
wilder’s manifester level check.
You can sense a creature’s rough
location through its emotions, but
you cannot pinpoint a creature’s
location through this incantation
alone.
You can also learn whether the
emotions of a creature in the area
are affected by a special effect,
such as a frightening presence.
You can learn this information
from one creature per round.
Unlike other incantations with a
duration of aura, you need to spend
a move action to concentrate on
this aura. You may spend a swift
action to concentrate on this aura,
but you will not sense emotions
on that round.
Enhance: If you increase
the DC by 4, you may spend a
swift action to sense emotions,
as usual when concentrating on
an incantation with a duration of
aura.
Sense Identity
Mind [Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: 60 ft.
Target: One creature
Duration: Aura; see text
Saving Throw: Will negates
You burrow in your victim’s mind,
looking for who and what he is.
As you look deeper into his mind,
so does your understanding of
your victim increase.
You learn the identity of your
opponent, and you learn more of
his identity as you concentrate
longer upon this incantation.
In the first round, you learn the
target’s name, creature type and
subtype, and character class (if
it has any). In following rounds,
you may choose what you
want to learn of the target. You
may choose to learn one of the
following pieces of information
in consecutive rounds.
Location: You may learn the
location of the target’s home, if
it has any, and the areas that the
target has visited. You may only
learn of areas that the target has
visited for a number of hours
equal to your channeler level. If
you spend an additional round
concentrating on this information,
you learn of areas that the target
has visited for a number of days
equal to your channeler level.
Magic: You learn whether the
target can use spells, and the
highest spell level that the target
can cast. If you spend additional
rounds concentrating on this
information, you learn a number of
spells that the target knows or has
prepared equal to your channeler
level, beginning with the target’s
highest-level spells. You may also
learn whether the target can use
powers, maneuvers, or similar
effects in a similar fashion, but
not at the same time.
Unlike other incantations with
a duration of aura, you need to
spend a move action each round
to concentrate on this incantation.
You may spend a swift action to
concentrate on this incantation,
but you will not learn more of
the target’s identity during that
round.
Enhance: You can enhance this
incantation in one or both of the
following ways.
If you increase the DC by 4, you
may switch to another creature
within range as a swift action.
If you increase the DC by 4, you
may spend a swift action to sense
your target’s identity, as usual for
an incantation with a duration of
aura.
Sense Thoughts
Mind
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 60 ft.
Area: 60 ft. emanation
Duration: Aura; see text
Saving Throw: Will negates
You meditate for a while upon your
own thoughts, and then you reach
out into the area, sensing for the
thoughts of your opponents.
You can sense the surface
thoughts of those around you. You
can sense the thoughts of each
creature around you, but you may
only learn the thoughts of one
creature per round. A creature may
attempt a Will save to prevent you
from learning its thoughts. If you
sense the thoughts of a creature
with an Intelligence 10 points
higher than your own, you must
make an opposed Intelligence
check or be dazed for 1 round.
You can sense the rough location
of a creature through its thoughts,
but you cannot pinpoint a creature
using this incantation alone.
Unlike other incantations with
a duration of aura, you need to
spend a move action each round
to concentrate on this incantation.
You may spend a swift action to
concentrate on this incantation,
but you will not sense any
thoughts during that round.
Enhance: If you increase the
DC by 4, you may spend a swift
action to sense thoughts, as usual
for an incantation with a duration
of aura.
Skill Leech
Mind [Mind-Affecting]
Difficulty Class: 5
Channeling Time: 1 standard
action
Range: Touch
Target: One creature
Duration: Aura
Saving Throw: Will negates
You reach into your victim’s mind,
draining his mental prowess from
him. At the same time, you feel
your own mental prowess being
enhanced.
You can use another’s skill
points for yourself. You make
a melee touch attack against
the target. If successful, you
immediately are familiar with the
target’s skills and the number of
skill points, and you may drain a
number of skill points equal to your
channeler level. You may only
drain skill points from skills that
have Constitution, Intelligence,
Wisdom, or Charisma as its ability
score.
While you are in this incantation,
you are treated as if you had
additional ranks in the drained
skills, despite the fact that you
may have more ranks in a skill
than normally allowed. During the
same period, the target effectively
loses those ranks. When you end
this incantation, you immediately
lose the skill points, while the
target regains them.
Enhance: For every point by
which you increase the DC, you
may drain an additional 2 skill
points.
Temptation
Mind [Mind-Affecting]
Difficulty Class: 7
Channeling Time: 1 standard
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
You burrow deep into your
enemy’s subconscious, and give
him an attraction to an idea that
you put in his thoughts.
You implant an attraction in the
mind of the subject. The attraction
can be toward a particular person
or an object. The subject will
take reasonable steps to meet, get
close to, attend, or find the object
of its implanted temptation. For
the purpose of this incantation,
“reasonable” means that, while
attracted, the subject doesn’t suffer
from blind obsession. He will act
on this attraction only when not
engaged in combat. The subject
won’t perform obviously suicidal
actions. He can still recognize
danger but will not flee unless the
threat is immediate. If you make
the subject feel an attraction to
yourself, you can’t command him
indiscriminately, although he will
be willing to listen to you (even if
he disagrees).
If the subject is threatened
or harmed by the object of its
temptation, it may make an
additional saving throw. However,
if it fails its saving throw, it must
move as close to the subject of
its temptation as it possibly can.
For example, a target who has a
temptation for you who is harmed
by you may make an additional
saving throw.
Enhance: For every point by
which you increase the DC, this
incantation’s DC increases by 1.
Thought Disruption
Mind [Mind-Affecting]
Difficulty Class: 9
Channeling Time: 1 immediate
action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: None
You lash out at the victim’s
mind with your own thoughts,
distracting him whenever he
needs to concentrate. With a
mental attack, you disrupt his
concentration.
You disrupt your target’s
concentration. You can only
channel this incantation whenever
the target takes an action that
provokes an attack of opportunity.
The target must make a DC 15
Concentration check or lose its
action. If the target used an action
that used a resource, that resource
is expended as usual.
Enhance: For every point by
which you increase the DC, the
Concentration DC increases by 1.

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