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D20:Brain Lock (Power)

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This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


Brain Lock
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 2
Display: Material and visual
Range: Medium (100 ft. + 10 ft./ level)
Targets, Effect, or Area: One humanoid
Duration: Concentration + 1 round
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

The subject’s higher mind is locked away. He stands dazed, unable to take any psionic actions (including manifesting powers or using psionic feats that require a decision to be used) nor any mental actions at all is dazed and cannot take psionic actions for the duration of the power. A brain locked subject is not stunned, so attackers get no special advantage against him.

A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.

Augment: You can augment this power in one or both of the following ways.

1. If you spend 2 additional power points, this power can also affect an animal, fey, giant, magical beast, or monstrous humanoid.

2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above.


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