Manifesting Time: 1 action

Range: 120 feet

Maintenance: Concentration, up to 10 minutes

Detection: Psychic

The perception of a creature you can see within range is fed false sensory information. The creature must succeed on an Intelligence saving throw or be affect by the power. The power ends early for a target if it takes damage.

A target can examine a phantom effect using its action to make an Intelligence (Investigation) check against your power save DC. On a success, the target realizes that the phantom effect isn’t real, and the power ends for it.

You create the sensation of a minor phantom effect, such as a knocking sound, flashing lights, or a strong odor in the target’s mind. The target has disadvantage on Wisdom (Perception) checks and has its Passive Perception reduced by 5 while the power is in effect.

1. The target has its senses confused and has disadvantage on Intelligence and Wisdom checks.

Empower. When you spend 6 power points (7), the target has disadvantage on attack rolls.

2. You can target one additional creature. You can take this augmentation multiple times.

3. You alter a creature’s physical senses; you can suppress one of the target’s senses of a certain stimuli or introduce a phantom one. For instance, you could make it so a guard doesn’t see your group walk by it.

5. You can supplant all sensory information a target senses, effectively rewriting its perceptions. You can make the target see, hear, smell, feel, or taste whatever you wish.

If the new sensation is outside the bounds of reality, the power fails. For instance, you could make a creature feel that the temperature has become seasonally hot, but you couldn’t make it sense that it spontaneously caught fire.

Empower. When you spend 4 additional power points (9), phantom effects can surpass the bounds of reality. Such a sensation can harm a target if it makes logical sense. In this case, at the end of each of your turns, the phantom sensation can deal 3d6 psychic damage to the target if it is in the same space as the phantom effect or within 5 feet of it. The damage increases by 1d6 for every 4 additional power points you spend. This damage doesn’t cause the power to end for the target.

4. Damage doesn’t end the power. Instead, the target makes a new Intelligence saving throw when it takes damage, ending the power for it on a success.

11. The target is sent deep into its own thoughts, effectively trapped it in a prison of its own mind. It has no idea of what is happening around it; instead, it feels trapped in the ether.

Since the target remains exactly where it started, it can be acted upon while in this state. Functionally, the creature is blinded, deafened, and restrained, and can’t take any action except to examine the phantom effect.