False Sensation
| Name | False Sensation |
|---|---|
| Cooldown | at-will |
| Action | standard |
| Range | ranged |
| Target | single |
| Save | Wis ends |
| Power | empathy |
| Class | psion |
| Category | Control, Utility |
At-will, standard, ranged, concentration; you create a false sensation in a target's mind. It can be any sensation or combination of sensations their sensory system can perceive, such as the feeling of being touched, the sound of a voice, or the sight of an illusion. Each round, you can choose one of the below effects, or a custom one at GM discretion. Wisdom ends.
At rank 3, you can create more complex sensations, applying 2 rank 2 effects at once.
At rank 4, you can apply 4 rank 2 effects at once, or 2 rank 3 effects at once. Etc.
| Minimum Rank | Sensation | Effect |
|---|---|---|
| 2 | Illusion | Target sees, hears, smells, tastes, or feels something that isn't there. The sensation can be as simple as a sound or a touch, or as complex as an entire illusory scene. The target can interact with the illusion, but it has no substance and can't cause harm (unless they walk off a cliff they though was solid ground, for instance). |
| 2 | Pain | Target is wracked for the duration, and takes psychic damage each turn. |
| 2 | Numb | Target is numb to pain, and immune to any pain effects like wracked for the duration. |
| 2 | Tickle | Target is incapacitated with laughter for the duration. |
| 2 | Itch | Target must spend all actions trying to scratch an unbearable itch for the duration. |
| 2 | Pleasure | Target is incapacitated with euphoria for the duration. |
| 2 | Blind | Target is blinded for the duration. |
| 2 | Deaf | Target is deafened for the duration. |
| 2 | Dizzy | Target must make a Dexterity save each time they move, or else fall prone. |
| 2 | Thermoception | Target is either wracked with scorching pain, or violently shudders with freezing cold, causing chilled or scorched for the duration. |
| 2 | Urgency | Target feels an overwhelming urge to go to the bathroom. If they're in mortal combat, they will probably try to hold it, but they have disadvantage on all actions until they can relieve themselves. They can relieve the disadvantage by taking a standard action to void themselves. |
| 3 | Absence | Target's chronoception fails, and they are prone to fits of absence. Each round, there is a 50% chance they take no actions. They still have reflexes, so their AC and saving throws are unaffected, and can use reactions. |
| 3 | Unbalanced | Target falls prone and cannot get up for the duration. |
| 3 | Deafferentation | Target's proprioception is disrupted, and their bodily movements are inaccurate. When they move, they must make a Dexterity save or move in a random direction instead of the intended one. When they attack, the attack goes wild if they fail a Dexterity save. |
| 3 | Suffocation | Target chemoreception fails, and they feel like they are suffocating. This triggers a primal instinct to gasp for air. Each round, they must spend a swift or standard action trying to gasp for air. |
| 4 | Agency | Target does not believe they are in charge of their actions, and are confused for the duration. They can still use reactions. |
| 4 | Insensate | Target has no sensory input at all for the duration and becomes helpless. |
| 5 | Coma | As Insensate, but instead of Wisdom ends, it's Wisdom negates, with a duration lasting until a long rest (which begins immediately). |