
This spell is used against psionic opponents. When cast, it creates a mental trap in the subject's mind. An unwilling recipient of this spell is allowed a will save to neg the spell. This trap instantly discharges upon any psionic contact or attack, as well as mind-contacting spells such as ESP and Telepathy. The trap causes 1d4 points of damage, plus one point per level of the caster to the initiator of the contact, save for half. The material component is some roughly ground glass, which must be sprinkled on a circle around the recipient.
This spell transforms the recipient's face into a horrible and terrifying mask. The caster can create nearly an combination of hideous features-blue skin, parrot face, elephantine nose, or rotting tusks. The spell does not allow the caster o duplicate the appearance of any known creature, although portions from differing creatures can be combined to create something new. The effect of this apparition is startling to the unprepared and those of little experience. The apparition increases the surprise chance of opponents by +1 in situations where surprise is rolled. Creatures with one hit dice or less who fail a will save must flee for d3 rounds. This spell does not distinguish between friend of foe, affecting all, even the recipient, who looks upon it. The material component for the spell is a miniature palette dotted with paints of assorted colors.
The subject's outline appears blurred shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect but a true seeing spell does. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
1st round: Detect surface thoughts of conscious creatures with int 1 or higher. 2nd round: Number of thinking minds and the Int score of each. If the mind has an int of 26 or higher or the split is more than 10 the caster is stunned for one round and spell ends. Can scan an area by turning each round.
While this spell is in effect you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Material Component A small amount of alcohol or distilled spirits which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.