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Meld

Effect

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Meld

School: Enchantment [Mind-Affecting]

Level:1, 2, 3, 4, 5, 6, 9

Components: S

Casting Time: 1 Standard

Range: Medium

Target: One Willing Creature

Duration: Concentration, up to 1 min/level

Saving Throw: Will Negates (Harmless)

Spell Resistance: Yes

Cast using a 1st level spell slot. Gain the sense of sight, hearing, taste or smell from target. Only one is linked, and you cannot switch between senses with the same spell.

You make any skill checks involving senses, such as Perception, as the subject, and only within the subject's field of view. You lose your Dex bonus to AC while directly sensing what the subject senses.
Once the meld is set, it persists even ouside of the normal range, but does not work across planes. You do not control the subject, nor can you communicate with it by means of this power.
If the subjects sense of smell is enhanced by other powers, items, or abilities, you gain the same sense. You are subject to any gaze attacks that affect the linked creature. If you are blinded or deafened, or suffer any other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective during the spells duration.

Augment: Augmenting this spell allows the subject to percive one of your senses as well.

Enhance:Casting this spell at 2nd level allows you to gain either a second sense from the subject, or force an unwilling subject into a Meld. This spell cannot be augmented if used on an unwilling subject.


Magi Meld

Components:V

Range: Close

Area: One Spellcasting Creature

Duration: Instantaneous

Saving Throw: No

Spell Resistance: No

Cast using a 2nd level spell slot. You link your mind with another creature, and may give up PP to re-charge a spell slot, or PP total. For 3 PP from your own supply that you spend, you charge 2 PP in the linked creatures supply. You may trade the PP for a spell slot equal to the next level spell slot. You can only trade enough PP for spell slots up to the 2nd highest level spell slot that they can cast.

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Falseify Meld

Components: V

Casting Time: 1 Full Round

Range: Long

Target: One Creature

Duration: Concentration up to 1 min/level (D)

Saving Throw: Will Negates

Spell Resistance: Yes

Cast using a 3rd level spell slot. You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if grappling or pinned.
Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration.
Special:Only a Telepath can cast this level of spell.

Augment: Each augmentation allows you to affect an additional target. The additional target cannot be more than 15ft from another target of the power.


Re-Meld

Components: V

Casting Time: 10 Minutes

Range: See Text

Area:One creature w/Int 3+

Duration: 1 round/level

Saving Throw: None

Spell Resistance: No

Cast using a 4th level spell slot. For any creature that you have previously had physical or mental contact, you forge a passive mental link. The subject does not have to be within sight or even on the same plane as you are. The subject recognizes you, and you can mentally communicate with it for the duration (though nothing forces the subject to respond to you), echanging messages of 25 words or less each once per round. Reciving a message is not an actio nand does not provoke AoO, sending the message is equivalent to a standard action that does provoke AoO however.


Symphonic Meld

Components: S

Casting Time: 1 Minute

Range: 20ft Radius

Area: You + 1 to 9 willing Psionic creatures in range.

Duration: 1 min/level (D)

Saving Throw: None

Spell Resistance:No

Cast using a 5th level spell slot. Upon finishing casting this spell, you determine a number of PP extracted from each participant into a collective pool One individual is chosen as the Symphonic Meld Conductor by mutual consent of the other participants. Until the power ends, this conductor directs the efforts of the group. Misty strands of power link the brows of all participants in a complex, shifting pattern.

All the spells of each participant are known to each member of the Symphonic Meld. The full entity can't take any more actions than a normal individual, but it manifests all its powers more effectivly. Each participant grants a +1 to the Save DC of any spell or spell-like ability used. Each individual also provides a +1 bonus to saving throws in response to spells or spell like abilities attacking an individual or the group as a hole. The members of the Symphonic Meld count as a single individual in this way.
If the group takes ability damage from an attack, the conductor may choose who gains the ability damage from within the group.
Once linked, all participants must remain within a 20ft radius area, and as a group can move at a speed of 10ft. If a particpant moves outside of the 20ft radius area (willingly or involuntarily), that individual drops out of the group.
Any individual who leaves or drops out of the Symphonic Meld reclaims a number of PP equal to the current PP pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool.
When the Symphonic Meld ends normally or is dismissed, the remaining PP are divided evenly among all participants, with the conductor gaining any remainder.
Special:Psions are unable to initiate the Symphonic Meld, but are able to participate without issue.

Enhance:Unlike other enhancements, enhancing the Symphonic meld only uses 1 PP. For each additional PP, the power's duration increases by 1 minute.


Mental Swap

Casting Time: 1 Round

Range: Close

Area: You and one other creature

Duration: 10 min/level (D)

Saving Throw: See Text

Spell Resistance: Yes

Cast using a 6th level spell slot. You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its mind into your body. You can target any creature whose HD are equal to or less than your Telepath. If you do not have levels in telepath, you cannot cast this spell.

You possess the target's body and force the creature's mind into your own body until it succeeds on a Will save. You can move your mind back into your own body whenever you desire, which returns the subjet's mind to its own body and ends the spell. If the spell succeeds, your life force occupies the host body, and the host's life force takes over yours.
You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its aquired or learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body. The mind switch brings about the following changes:
  • You gain the type of you assumed body
  • You gain the STR, DEX, and CON scores of your assumed body
  • You gain the Nat Armor, Natural attacks, movement, and other simple physical characteristics of your assumed body.
  • You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain supernatural or spell-like abilities.
  • You gain the possessions and equipment of your assumed body
  • You retain your own HP, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, spells and powers, skills, feats, and you may temporarily be unable to use feats whose requirements you no longer meet in your body.
Supernatural abilities that require certain body parts may not be available in your new form.
If either body is killed while the power is in effect, the other participant also dies when the power ends. If one participant's body becomes petrified, imprisoned by magical means, or incapacitated in some other way, the other participant will instead be incapacitated in that way when the power ends.

Enhance:When casting this spell at 9th level, the effect is permanent. The duration becomes instantaneous, and so you cannot be forced to return to your natural body by magical means of dispelling. If the subject's body dies while you are in it, you are dead, and the subject immediatly takes on 1 HD of energy drain. This drain does not heal naturally, but instead must be healed within 24 hours as normal, or by exchanging leveling up to heal the energy drain. The reverse is also true, where if the subject dies, you survive the experience but suffer the energy drain.

Your "Natural" body is always considered to be the last one you switched out of. If you exchange bodies with a chain of multiple subjects, you need to only worry about the welfare of the last body you switched with. In other words, if your mind is expelled from your current body, your mind returns to the last body you switched with, not to your original body. Similarly, if your original body dies, but you have since switched minds with a second subject, you take no penalty. You lose a level only if the body you inhabited immediatly prior to your current body is killed.

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