Domination
(Devotion)



 
 
 
R^: 3"
SPC^: S
D^: Time of Concentration
S^: Neg.
A^: S
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Effect: By xercise of the discipline of domination,
the psionic forces the mind of another creature to accept signals from his or her own brain,
thus causing the former to do his or her will.

Contacting the mind to be dominated costs 5 strength points, and the creature must then save vs. Magic. <Spell>
If the save is not made, the psionic must then expend additional points equal to the dominated creature's Ievel/HD
(treat + 1 to + 4 on the creature's hit dice as 1 additional hit die, + 5 or more as 2 additional hit dice,
with respect only to races of creatures not classed as character races)
for each round the creature is controlled.
Furthermore, if the creature dominated is forced to do something totally against its nature or self-destructive,
the expenditure of strength points is doubled or trebled accordingly.
 

Q: If a fighter gains the discipline of domination and then
switches to the thief class (as a bard would do), would this character
lose the domination power?

A: Yes.
The instant that the character crosses over to begin earning
experience as a thief, he is subject to the benefits and restrictions
of that class -- one of those restrictions being that a thief
cannot possess the psionic discipline of domination. The discipline
is lost, and the character may not replace it with another
ability. This principle may be applied to any instance involving
a two-classed character and a discipline that is prohibited to one
of the two classes.
    Why can't thieves use domination in the first place? Well, as
Arthur Collins points out in an article elsewhere in this magazine,
it may be rationalized that domination is a concept alien to
the thieving frame of mind; thieves do not desire or intend to
control their victims, merely to rob them, taking their goods
unseen (preferably) and without the victim's knowledge. Stealing
is an art to thieves, and domination is the antithesis of that art.
(78.18)