Mental Communication (3.5e Power)

You establish a mental network among the targets and yourself for the duration, through which you and the targets can communicate telepathically through any sensory inputs you share. Messages can be sent to any or all members by any or all members of the network, although you may alter, redirect, or censor any of the messages as you see fit. Creatures in the network have the option to let any other creature in the network speak and observe through them; this is perfectly willing, and they can choose to stop at any time.

Augment: For every two power points spent augmenting Mental Communication in any way, its save DC increases by 1.

Increased Range: By spending two additional power points, you can increase Mental Communication's range to Medium. By spending five instead, you can increase its range to Long. By spending 10 instead, you can increase its range to 1 mile per level and remove the need for line of sight or line of effect, but any targets may choose to automatically succeed on their Will saves.

Increased Duration: By spending two additional power points, you can increase Mental Communication's duration to 1 hour/level. By spending five instead, you can increase its duration to 1 day/level. By spending 10 instead, you can increase its duration to 1 year/level.

Mind Thrust: By spending one additional power point, you gain the ability to forcibly eject any target from the network as a swift action, dealing 1d6 points of damage per manifester level to them.

Phantasmal Killer: By spending three additional power points, if you take a standard action to forcibly eject a target from the network, they must also make a Fortitude save or die. This is a [Death] effect. You can only apply this augment if you have already applied the Mind Thrust augment.

Thought Insinuation: By spending one additional power point, you get a competence bonus to Sense Motive, Bluff, Diplomacy, and Intimidate checks against any targets in your network equal to your manifester level plus 4. Tome of Prowess Variant: You may treat your ranks in Psychology, Intimidation, and Affability as a number of points higher equal to your manifester level, subject to the maximum rank limit, but only in respect to targets in your network. You can also manipulate them with those skills regardless of distance.

False Input: By spending three additional power points, if you take a standard action, you can create an illusion of anything you can remember that fills a 5-foot cube or less, is no louder than a roaring lion, and is not more than 30 degrees hotter or colder than the surrounding area. In order to make it animate more than a 1 second loop, you must concentrate on it (a standard action). Multiple illusions can be created through the use of multiple standard actions, and concentration allows you to animate all of them. Only creatures in the network can perceive the illusions, and you may choose which creatures in the network perceive the illusions. You can only apply this augment if you have already applied the Thought Insinuation augment.

Demand: By spending six additional power points, if you take a standard action, you can issue a command to any one target in the network. That target must obey to the best of its ability, although it gets a new Will save to exit the network (and stop obeying the command) at the end of each of its turns. It remembers doing the command, but not why. Recognizing that a target is being commanded only requires a DC 15 Sense Motive check. You can only apply this augment if you have already applied the Thought Insinuation augment.

Groupthink: By spending two additional power points, you can give all creatures in the network a +1 morale bonus to saving throws. For every three additional power points you spend on this augment beyond the first two, the morale bonus increases by 1.

Battle Orders: By spending two additional power points, you can make the morale bonus from Groupthink also apply to attack rolls.

Pinpoint Accuracy: By spending two additional power points, you can make the morale bonus from Groupthink also apply to damage rolls.

Turtle Metatactics: By spending two additional power points, you can make the morale bonus from Groupthink also apply to armor class.

Aid Each Other: By spending one additional power point, you can make the morale bonus from Groupthink also apply to skill checks and ability checks.

Share Vitality: By spending four additional power points, all creatures in the network gain the ability to spend a standard action to lose any number of hit points and grant that many temporary hit points to a creature of their choice who is also in the network. You can only apply this augment if you have already applied the Groupthink augment.

Communal Possession: By spending eight additional power points, all creatures in the network can let other creatures in the network act through them. This takes actions from both creatures, but allows the acting creature to use its class features, spells, powers, and so on with the granting creature's body.