Desecration

**Phrenic Pool Ability:** Charisma.

**Bonus Spells:** *Haze of Dreams (1st), Oneiric Horror (4th), Glibness (6th), Break Enchantment (8th), Nightmare (10th), False Vision, Greater (12th), Insanity (14th), Vision of Doom (16th), Power Word Kill (18th).*

**Discipline Powers:** Your mind can powerfully influence the way things are perceived.

**Rend Mind (Su)**

While adjacent to a sleeping or unconscious creature, you can take a swift action to siphon that creature’s mental power to increase your own. You regain 1 point in your phrenic pool. Leached creatures receive a -2 to will saves vs. mind-affecting effects for 24 hours or until they become conscious, whichever comes first. You can use this ability a number of times per day equal to your Charisma modifier, but no more than once per hour and no more than once per creature per day.

**Thoughtsense (Su)**

As a standard action, you can focus on your senses and gain blindsense (60ft). This new sense lasts for 1 minute.

Nondetection, mind blank, and similar effects can block this effect. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.

You can use this ability a number of times per day equal to your charisma modifier.

At 11th level, your blindsense is continuously active, and you can spend 1 point from your phrenic pool as a full-round action to gain the benefits of detect thoughts in a 60ft sphere, as if you studied all targets in the area for 3 rounds.

**Think about it... (Sp)**

At 5th level, you can spend 1 point from your phrenic pool to cast a spell without using verbal components. At 9th level you can spend 2 points from your phrenic pool to cast a spell without using verbal or somatic components.

Spells cast without somatic components do not provoke attacks of opportunity.

**Dreamshaper (Sp):**

At 13th level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. You enter a sleep-like trance, reaching into the target’s mind and modifying as many as 5 minutes of its memories in one of the following ways.

* Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
* Allow the subject to recall with perfect clarity an event it actually experienced.
* Change the details of an event the subject actually experienced.
* Implant a memory of an event the subject never experienced.

If the target is awake when this effect begins, you can choose to wake up (ending the effect) or remain in the trance. You can remain in the trance until the target goes to sleep, then enter the target’s dream and modify their memory as normal. If you are disturbed during the trance you awaken, ending the effect.

Once you contact the target you spend as much as 5 minutes (a period of time equal to the amount of memory you want to modify) visualizing the memory you wish to modify in the target. During this time you are unaware of your own surroundings or the activities around you. You are considered helpless, and always fail saving throws. If your trance is ended before the visualization is complete the effect is fails.

Creatures who don’t sleep or don’t dream cannot have their memories modified by this ability.

A modified memory does not necessarily affect the target’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.

You can use this ability once per day at 13th level, and twice per day at 20th level.