Mind Seed

Name Mind Seed
Cooldown at-will
Action standard
Range ranged
Target single
Save Cha negates
Power mind-seed
Class psion
Category Control, Utility

At-will, standard, ranged, concentration, expends Focus; you plant a copy of your own personality into a target's mind. Once they notice, they can attempt a Charisma save each round to end the effect. They do not notice until you use one of the effects below, or if they saw you manifest the power and are aware of the possibility.

Effects

Minimum Rank Effect Description
1 Spy You can see through the target's eyes, and hear through their ears. You can also communicate telepathically with them, and they with you. If you don't communicate, they do not realize you are there, and it doesn't trigger saving throws. You gain advantage to any saves against their attacks, and they have disadvantage to any attacks against you, since you saw them coming.
2 Suggestion As a reaction to their turn starting, you can attempt to influence their actions. Your suggestion must be something they are capable of doing, or else it fails automatically. If the suggestion is reasonable, such as "that particular enemy might be weak to cold, so try that" (and they're immune to cold), they must roll a Wisdom save; on failure, they follow the suggestion on that turn. If the suggestion is unreasonable, such as attacking their ally or throwing down their weapon, they get advantage to the save. If the suggestion is obviously fatal, like jumping off a cliff, they automatically succeed on the save.
3 Mind Swap As a standard action (or a free action if using this in the first round), you can swap minds with the target. You are piloting the mind shard, which is controlling them, and you've created a mind shard of them in your own mind. Unless they have the Schism power, they do not inherently know how to use the power, so they cannot swap back immediately. If they use your body to take physical actions, they are disadvantaged to do so, since they are not used to it. They cannot use any powers you have, unless they have at least one power of the same type (Psionics, Thaumaturgy, etc). Meanwhile, you can pilot their body as normal, and use their powers, since you know how to operate the mind shard in concert with their own host mind. Since they inhabit your body, they have a chance to learn how to swap back. Each round, they can choose to spend a standard action to figure out how to swap back, by rolling an Intelligence check against your spell DC. If they succeed, they gain the ability to attempt to swap, which is a standard action that requires winning a Charisma contest against you. This doesn't end the Mind Seed; they still have to pass the usual Wisdom check to do that, so you could theoretically re-swap on your turn. The swap action requires that both of your bodies are in range.
4 Puppet Master Your mind shard can directly control the target. Each round you spend a swift action to do so, you can control their actions for one turn. They are allowed a Charisma save to resist; on success, their body does nothing but quiver and twitch as you both vie for control. On a failure, you control their actions for the round. Ending the mind seed ends this option.
5 Mind Trap Your mind shard takes control of subject's body, but instead of hosting their mind shard in your original body, you trap their mind in their own. Your mind shard operates their body as normal, while your original body still has your original mind and can act accordingly (other than having to maintain concentration on Mind Seed). Their mind is trapped, helpless to resist your control of their body even as their senses remain accessible to them. They can attempt to break free with a Charisma save each round, and if they do, they gain the option to try to expel you as a standard action with a Charisma contest. Until they expel you, you can attempt to put them back in a mind trap as a standard action. Even if they expel you, the mind seed is still there until they pass the Wisdom save, so you could potentially re-trap them on your turn. Each round they spend in the mind trap, they suffer a cumulative -2 penalty to Wisdom and Charisma saves. Once they cannot pass with any roll but a 20, they are no longer allowed to attempt saves.