(Curse) You attempt to crush an enemy in your telekinetic grip.
One Large or smaller creature of your choice that you can see within range must make a Dexterity saving throw. On a success, the target takes 1d6 force damage.
On a failure, the target is restrained for the duration (save ends at end of turn). A creature restrained in this way takes 1d6 force damage at the start of each of their turns. The power ends if the target is ever outside the power’s range or if they have total cover from you.
(Curse) When a creature within 30 feet of you makes a saving throw you can use your reaction to Bolster them.
You psionically strengthen the body and mind of the creature making the saving throw, giving them advantage on the save.
(Curse) Choose one creature you can see within range, which must succeed on a Wisdom saving throw or gain a new belief until the end of their next turn. This new belief determines how the creature acts on their turn, and is chosen from the following options:
Chasm. The target believes that a yawning chasm opens beneath them, causing them to fall prone. While prone in this way, the target can’t willingly stand up.
Disaster. The target believes the world is ending, and takes the Dash action to flee in a random direction.
Enemies. The target believes their allies are their enemies, moving toward their closest ally and making a melee attack against them. If the target can’t reach an ally, they do nothing on their turn.
(Curse) You create a sound or an image that only you and one creature within range perceive. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a creature’s roar, a musical instrument, or any other sound you choose.
If you create an image, it must fit within a 5-foot cube and can’t move. The image can’t create any effect that influences a sense other than sight. The image disappears if the perceiving creature touches it.