Kryx RPGThemesCreatures
1 hour/mana or psi

As an action, you set a trap in your mind against mental intruders. A creature who targets you with a spell or effect that would sense your emotions, read your thoughts, charm you, or force you to make a Will saving throw must make a Will saving throw.

On a failed save, it takes 3d10 psychic damage and loses 1d6 mana or psi (its choice) if it has any mana or psi.

On a successful save, it takes half as much damage.

After the trap is triggered, the spell ends.

The spell ends if you dismiss it on your turn (no action required) or if you cast it again.

Augment

You can increase the damage by 3d10 for each additional mana or psi expended.