Enchantment Activation

Telepathic Discipline
Power Score: Wis -2
Initial Cost: 10
Maintenance Cost: 7/round
Range: 30 yards
Preparation Time: 0
Area of Effect: 1 magical item
Prerequisites: Send Thoughts

Enchantment Activation enables the user to send out a wave of mental energy capable of triggering the effects of certain magical items. The psionicist targets a specific magical item, causing it to activate. When activated, the item is controlled by the psionicist as if actually held or worn by him. For example, the user could turn on an enemy's helm of teleportation and deliberately transport him 1,000 feet straight up.

The owner of the magical item is not made aware of the loss of control until some overt effect of the magical item takes place. Even then, the owner may suspect the magical item to be malfunctioning or even cursed. If attempting to regain control of the magical item, the owner and the psionicist wage a psychic contest to determine the victor.

The item must be of the type triggered by mental command. Items activated by verbal commands, other means (drinking a potion, reading a scroll, rubbing a ring of djinni summoning, etc),or "always-on" items cannot be activated or controlled by this power. Items that require pointing for target acquisition fire in whatever direction the item is facing when activated; an enemy carrying a wand of fire by his side could find himself the target of a ground-zero fireball.

An item to be activated must be visible to the psionicist. The power does not grant any knowledge to the user as to which visible items are magical, nor which magical items are triggered by mental command. The power does not provide the user with information on what function a given magical item has, altho many mental-trigger items provide the user with a brief mental explanation of the item's uses.

Power Score: The psionicist cannot lose control of the item while maintaining the power.
20: The magical item's owner becomes aware of the attempt and the psionicist.