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The use of anchored navigation is confined to the plane of existence where you manifest it.Īugment: If you spend 6 additional power points, the effect of this power extends across all planar boundaries. You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map.Īnchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of the starting point, regardless of the distance between you and the creature. To designate other anchored starting points, you must manifest this power multiple times and be present at the desired locations when you do so. The “anchored” starting point is your exact location when you manifest the power. While the duration lasts, you are aware of your exact distance and route (physical or psychoportive) back to a fixed starting point. You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you.
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All magical and psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. Hit points gained or lost persist after this power ends.Ĭreatures in range are also subject to magical and psionic effects of 3rd level or lower. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. You create an affinity feedback loop with all creatures within the area. Saving Throw: Fortitude negates (potentially harmless) Affinity Field PsychometabolismĪrea: 20-ft.-radius emanation, centered on you Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. You need not specify what environment you are adapting to when you manifest this power simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. The suggested course of activity continues for the entire duration of the spell.Your body automatically adapts to hostile environments. This allows you to influence the actions of the target as if using a suggestion spell. Special: If you cast this spell while in a dreamtouched state, you can partially direct the random visions that plague the target creature. The creature is treated as shaken, and all its opponents gain concealment.Ĭreatures that do not dream are subject to the effect of this spell unless they are also immune to enchantments or mind-affecting spells, powers, and abilities.
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Thereafter, until the spell's duration expires, the target is trapped in a waking dream, unable to differentiate the random visions of the dream from reality. The creature enters a state of waking dreaming, and is dazed for 1 round. When you cast this spell, you wrap the subject creature in the otherworldly energy of the dreamspace, altering its perceptions and behavior. Where it fought you a moment before, it stands transfixed now, caught up in a waking dream. Your foe stops short as a nimbus of glowing light surrounds it.
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