Sensory Gloom
Psychometabolism
(unrated)
You override your target's nervous system and partially shut down one of its senses. You choose which sense to affect when manifesting this power. Each obscured sense has a different effect on the foe.
Sight
The target's vision is hampered. It sees its surrounding as if through a dense fog. Creatures that are adjacent to the target seem blurry, and any attacks made against an adjacent opponent are made as if that opponent had concealment. Creature more than 5 feet away from the target have the benefit of total concealment.
Hearing
The target is temporarily deafened.
Scent/Taste
The target cannot smell or taste anything. Creatures that normally benefit from the scent abiility no longer do so for the duration of the power. Characters who try to ascertain the properties of a potion by taste automatically fail in the attempt.
Touch
The target cannot feel the ground (as if its limbs had fallen asleep) or asses its position in relation to the ground accurately. The target must succeed on a DC 5 Balance check each round to keep from falling prone. If the target falls prone, it must succeed on a DC 10 Balance check to stand up. Creatures that normally benefit from the tremorsense ability no longer do so for the duration of the power.
Augment
You can augment this power in one or both of the following ways.
- For every 2 additional power points you spend, you can affect one additional sense simultaneously. You can affect a total of four senses.
- For every 2 additional power points you spend, the power's save DC increases by 1.