This versatile incantation weaponizes the caster’s psyche, projecting their consciousness out to bludgeon a target they can see.
At the moment of casting, the magic-user chooses one of the following effects:
- Overwhelm – The target must succeed a saving throw versus magic or be knocked unconscious for a number of rounds equal to the caster’s level. The caster can increase the number of targets by decreasing the duration one round per additional target.
- Compel – The target must succeed a saving throw versus magic or truthfully answer one question per caster level.
- Commandeer – If the target fails a saving throw versus magic, the caster gains complete control of its actions. The target is entitled to a new saving throw at the start of each of its turns.
Regardless of chosen effect, the spell ends if the caster is knocked unconscious.
Miscast (1d12):
1 – You pour too much power into the spell – the target’s head explodes, Scanners-style.
2 – Your mind swaps bodies with the intended target. You have full access to the physical abilities of the target, but keep your mental faculties (including your other prepared spells); the same applies to the target.
3 – The target fights back; you and it become locked in a psychic duel. Resolve as melee combat; first one to 0 hp loses. Half of the damage is reflected in actual hit point loss (“The mind makes it real.”). The loser is also knocked unconscious.
4 – The strain is too much – a blood vessel in your brain ruptures. Whenever you attempt an Intelligence-based skill or ability check, roll a d20 twice and use the lower of the two results. Also, spells automatically miscast. This condition lasts for a number of hours equal to your caster level.
5 – Brainstorm – psychic energy lashes out randomly for one round per caster level. All creatures within 20 feet of the caster must succeed a saving throw versus magic or take 1d6 points of damage per caster level.
6 – Where is my mind? – You miss your intended target and your consciousness is stranded outside of your body. It’ll take 1d6 rounds for it return, during which time your body is catatonic.
7+ – Consult the standard miscast table.