Sensory Gloom

Psychometabolism
Level: Lurk 1
Display: Material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 1

Grayish ectoplasm erupts from the skin of your enemy's face (or body), inhibiting its senses. You override your target's nervous system and partially shut down one of its senses. You choose which sense to affect when manifesting this power. Each obscured sense has a different effect on the foe.

Sight: The target's vision is hampered. It sees its surroundings as if through a dense fog. Creatures that are adjacent to the target seem blurry, and any attacks made against an adjacent opponent are made as if that opponent had concealment. Creatures more than 5 feet away from the target have the benefit of total concealment.

Hearing: The target is temporarily deafened (PH 307).

Scent/Taste: The target cannot smell or taste anything. Creatures that normally benefit from the scent ability (MM 314) no longer do so for the duration of the power. Characters who try to ascertain the properties of a potion by taste automatically fail in the attempt.

Touch: The target cannot feel the ground (as if its limbs had fallen asleep) or assess its position in relation to the ground accurately. The target must succeed on a DC 5 Balance check each round to keep from falling prone. If the target falls prone, it must succeed on a DC 10 Balance check to stand up. Creatures that normally benefit from the tremorsense ability no longer do so for the duration of the power.

Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can affect one additional sense simultaneously. You can affect a total of four senses.
2. For every 2 additional power points you spend, the power's save DC increases by 1.