|Telepathy (Compulsion) [|
|Range:||20 ft.Template:vardefine: targetsTemplate:vardefine: targetTemplate:vardefine: effectTemplate:vardefine: areaTemplate:ifexpr: -- template var: target|
|Duration:||1 min./level (D)|
|Saving Throw:||Will negates|
Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it?s possible for an important nonplayer character to attempt some sort of ?heroic? action, common NPCs and creatures under the effect of this power typically cower or retreat.
Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points).
Augment: For every 2 additional power points you spend, this power?s range increases by 5 feet and its save DC increases by 1.
In addition, for every additional power point you spend to increase the range and the save DC, this power can affect targets that have Hit Dice equal to 4 + the number of additional points.
Back to System Reference Document → Powers.
|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.
, 05-20-2007 at 12:37 AM|
Last edited by , 10-23-2011 at 11:59 AM
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