Amnesia

This devotion allows the psionicist to interfere with the memory of a contacted creature. As long as amnesia is maintained, the subject is unable to remember anything that occurred prior to the psionicist’s contact with his mind. The victim does remember events that occur in his amnesiac state, so he can recall conversations or events that have occurred since the amnesia began.

The exact effects of amnesia are left to the DM, hut generally the victims remember how to talk, how to walk, how to eat, and other physical skills. Knowledge-based skills such as spellcasting, psionics use, or lockpicking would be temporarily forgotten, but talents such as proficiency with the bow or tumbling would not be.

Making a monster forget everything does not necessarily make it a nice person. General personality traits remain despite the loss of memory.

Type
Devotion
Field
Telepathic
MAC
9
PSP (Initial)
Varies
PSP (Ongoing)
Range
600 ft.​
Area of Effect
​individual
Prerequisites
Mindlink ​
Power Score
​The victim remains an amnesiac for 1d10 days after the psionicist ceases to maintain the power, if the psionicist wishes. ​
Critical (20)
The power backfires, and the psionicist becomes amnesiac himself for 2d10 turns.

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