Mind Probe
[Level: 9]
You can use mind probe as a spell-like ability a number of
times per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your mind probe is immune to further uses of this ability for 24 hours.
Mind Probe
Level:
Mystic 4
School: divination
Casting Time: 1 minute
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throw: Will negates, see text
Spell Resistance: yes
Mind Spores Trap
CR: 6
XP: 2400
Trap Type: hybrid
Perception DC: 29
Creature Type:
Disable: Engineering DC 24 (jam vent closed) or Mysticism DC 24 (neutralize spores)
Trigger: location
Init:
Duration:
Reset: 1 hour
Bypass:
Effect: spores (–4 penalty to Intelligence-, Wisdom-, and Charisma-based ability checks, skill checks, and saving throws for 1d4 hours; this is a mind-affecting effect); Will DC 16 negates; multiple targets (all targets in 30-ft. cone)
Description
When sensors detect movement, a vent releases a spray of spores that affect the triggering creature’s mental processes.
Mind Thrust
Level:
Mystic 1
,
Mystic 2
,
Mystic 3
,
Mystic 4
,
Mystic 5
,
Mystic 6
School: divination
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Saving Throw: Will half
Spell Resistance: yes
Mindbreaking Link
[Level: 12]
Whenever you or an ally linked by your telepathic bond class feature scores a critical hit against a foe, you can spend 1 Resolve Point as a reaction to confuse that foe. The foe must succeed at a Will save or become confused for 1 round. Whether or not it succeeds at this save, the target is affected by your sow doubt ability for 1 round. This is a mind-affecting effect.
Mindkiller
[Level: 15]
As a standard action, you can mold the subconscious fear of a foe within 60 feet into a psychic image of the most disturbing creature imaginable to the target. Only the target can see the mindkiller, and if the target succeeds at a Will save to recognize the image as unreal, the mindkiller has no effect. If the target fails this Will save, the mindkiller touches the target, which must then succeed at a Fortitude save or die from fear. On a successful Fortitude save, the target instead takes 3d6 damage. Once a creature succeeds at either save against this ability, it becomes immune to this ability for 24 hours. This is a mind-affecting fear effect.
Mindlink
[Level: 2]
You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.