Home > Rulebook > Powers > Conjuration > Tether
You tether the fates of a target with your own.

TP Cost: 1 MP Cost: 25 per round
Descriptors: Mental Casting: Psyche
Range: 5m Components: V, S

You create a tether between you and a creature or item, you take 50% damage from all sources, the item or creature taking the other 50% of the damage. In turn, all damage the tethered creature or item takes is halved by 50%, while you receive the other 50%. Creatures can take a Resistance action to remove the tether (DC Caster’s Psyche Modifier). On success, this power is dispelled.

If the tethered creature or item would be dead or broken respectively due to the damage, you take the remainder of the damage.

Cantrip – You gain the ability to automatically see if a person knows another upon mention of their name to that person.

Imbuement Effect
Target – The target receives the effects of the power