Mind Trap

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Mind Trap(major) by Mr. Twist

While not a psychic, this power warps the character's mind to become a trap for intrusive psionics. While physical manifestations of psionic energy do their normal effects, any attempts to enter this character's mind immediately causes problems. It's almost like the intruding psychic's mind enters a psychic black hole which it can't escape. A psychic who succumbs to this trap will look like they are in a trance, unable to act or react to the world around them.

Effects: If the intruding psychic attempts to use an ability that affects the character's mind, they must make a save. The save is at a 14, +1 at levels 4, 8, 12, and 15. ME bonuses to save vs psionics are applicable against this power. If they succeed, then that means they shut down their use of whatever power in time to avoid it. If they fail the save, then their mind is trapped until they can break free, when their I.S.P. runs out, or when the character leaves the area.

Duration: Technically, this power is always on. Every minute they have a chance to break free, rolling against a save of 13 or higher. No ME bonuses are applicable this time, though. Anytime they are attacked while in the trance, or handled roughly at all(slapped, pushed, picked up, etc) they immediately get another chance to break free. If someone is still trapped when their own psionic power's duration runs out, they automatically spend I.S.P. to use the power again.

Range: 100ft, +20ft per additional level of experience. Any time a psionic which would normally trigger this power is used outside of this range, and the save is failed, the psychic will snap out of the trance at the end of the melee round. If someone is trapped and the user of this power leaves the area, that psychic will snap out of the trance at the end of the melee round.

Note: Not every user of this power has the same trap. Some have psychic mazes the victim runs through, some have cityscapes the victim runs through, etc...