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.
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