Mass Domination
9-level Telepathic
The target must have a Open Mind to the telepath.
Prerequisites:
domination
PSP Cost
13
Time to Invoke:
1 action
Range:
120 feet
duration:
Concentration, up to 10 minutes
Perceivable Actions:
Psychic (P)
This power is identical to domination except the
psionicist can attempt to control up to five
creatures simultaneously.
The user projects mental commands into the mind
of up to five other beings. The creatures must be
of CR 5 or less. Each one must be contacted and
dominated individually.
The dominated target knows what’s happening,
but he can’t resist the user’s will, so he is forced to
do nearly anything the user wishes. The target’s
abilities remain unaffected by this power, and he
can be made to use any power he possesses,
assuming the user knows about it. Domination
doesn’t reveal facts or secrets about the target.
You attempt to beguile creatures that you can see
within range. It must succeed on a Wisdom saving
throw or be charmed by you for the duration. If
you or creatures that are friendly to you are
fighting it, it has advantage on the saving throw.
Due to the alien nature of their mind, monsters
have advantage to their initial saving throw.
While the beast is charmed, you have a telepathic
link with it as long as the two of you are on the
same plane of existence. You can use this
telepathic link to issue commands to the creature
while you are conscious (no action required),
which it does its best to obey. You can specify a
simple and general course of action, such as
"Attack that creature," "Run over there," or "Fetch
that object." If the creature completes the order
and doesn't receive further direction from you, it
defends and preserves itself to the best of its
ability.
You can use your action to take total and precise
control of the target. Until the end of your next
turn, the creature takes only the actions you
choose, and doesn't do anything that you don't
allow it to do. During this time, you can also cause
the creature to use a reaction, but this requires
you to use your own reaction as well.
Each time the target takes damage, it makes a
new Wisdom saving throw against the power. If
the saving throw succeeds, the power ends on the
target.