Lord Iames Osari
2007-04-28, 08:13 PM
Psychic Drain
Telepathy [Mind-Affecting]
Level: Telepath 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature within range
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You reach out to your target's mind and drain away his mental resources, dulling his thoughts and making them more sluggish.
The target becomes mentally fatigued (see below). The mental fatigue caused by this power lasts only for this power's duration, and this power has no effect when used on someone who is already mentally fatigued.
Augment: You can augment this power in the following ways:
1. If you spend an additional 2 power points, this power no longer allows a saving throw.
2. If you spend an additional 2 power points, this power's duration becomes "Instantaneous" and the effects last until removed in the normal manner.
3. If you spend an additional 4 power points, this power causes the target to become mentally exhausted (see below) instead of mentally fatigued, and the saving throw entry becomes "Will partial", with a successful save meaning the target only becomes mentally fatigued, rather than mentally exhausted. If you augmented this power such that it no longer allows a saving throw in addition to this augmentation, then the portion of this augmentation relating to saving throws is negated.
4. If you spend an additional 4 power points, this power affects all creatures in a cone-shaped emanation.
Furthermore, for every 2 power points you spend augmenting this power, the save DC increases by 1.
Mentally Fatigued
A mentally fatigued character takes a -2 penalty to all mental ability scores. This penalty can cause a character to be unable to cast spells or manifest powers for which he no longer has the prerequisite ability score (10 + spell/power level) and bonus spells gained from a high ability score while the penalty lasts. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat. After 8 hours of complete rest, mentally fatigued characters are no longer mentally fatigued.
Mentally Exhausted
A mentally exhausted character cannot cast any spells or manifest any powers with a casting/manifesting time of a swift or immediate action, or with a casting/manifesting time of more than 1 full round action. A mentally exhausted character casts spells and powers with casting/manifesting times of 1 standard action as a full-round action. If a spontaneous caster, the character cannot apply any metamagic feats to spells. A psionic character cannot become psionically focused or apply metapsionic feats to his powers. A mentally exhausted character takes a -6 penalty to all mental ability scores. This penalty can cause a character to be unable to cast spells or manifest powers for which he no longer has the prerequisite ability score (10 + spell/power level) and bonus spells gained from a high ability score while the penalty lasts. After 1 hour of complete rest, a mentally exhausted character becomes mentally fatigued. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat.
Telepathy [Mind-Affecting]
Level: Telepath 1
Display: Visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature within range
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1
You reach out to your target's mind and drain away his mental resources, dulling his thoughts and making them more sluggish.
The target becomes mentally fatigued (see below). The mental fatigue caused by this power lasts only for this power's duration, and this power has no effect when used on someone who is already mentally fatigued.
Augment: You can augment this power in the following ways:
1. If you spend an additional 2 power points, this power no longer allows a saving throw.
2. If you spend an additional 2 power points, this power's duration becomes "Instantaneous" and the effects last until removed in the normal manner.
3. If you spend an additional 4 power points, this power causes the target to become mentally exhausted (see below) instead of mentally fatigued, and the saving throw entry becomes "Will partial", with a successful save meaning the target only becomes mentally fatigued, rather than mentally exhausted. If you augmented this power such that it no longer allows a saving throw in addition to this augmentation, then the portion of this augmentation relating to saving throws is negated.
4. If you spend an additional 4 power points, this power affects all creatures in a cone-shaped emanation.
Furthermore, for every 2 power points you spend augmenting this power, the save DC increases by 1.
Mentally Fatigued
A mentally fatigued character takes a -2 penalty to all mental ability scores. This penalty can cause a character to be unable to cast spells or manifest powers for which he no longer has the prerequisite ability score (10 + spell/power level) and bonus spells gained from a high ability score while the penalty lasts. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat. After 8 hours of complete rest, mentally fatigued characters are no longer mentally fatigued.
Mentally Exhausted
A mentally exhausted character cannot cast any spells or manifest any powers with a casting/manifesting time of a swift or immediate action, or with a casting/manifesting time of more than 1 full round action. A mentally exhausted character casts spells and powers with casting/manifesting times of 1 standard action as a full-round action. If a spontaneous caster, the character cannot apply any metamagic feats to spells. A psionic character cannot become psionically focused or apply metapsionic feats to his powers. A mentally exhausted character takes a -6 penalty to all mental ability scores. This penalty can cause a character to be unable to cast spells or manifest powers for which he no longer has the prerequisite ability score (10 + spell/power level) and bonus spells gained from a high ability score while the penalty lasts. After 1 hour of complete rest, a mentally exhausted character becomes mentally fatigued. A mentally fatigued character becomes mentally exhausted by doing something else that would normally cause mental fatigue, or by casting a spell or manifesting a power with a casting/manifesting time of a swift or immediate action, or a spell/power modified by a metamagic/metapsionic feat.