In this case, the oneiromancy effect takes place when the spell is cast. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. EFFECT. | FateCoreSRD CASTING. When another creature uses a mind-affecting spell or ability against you, that creature must attempt a Will save. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. The new psychic rules and occult oddities found in Pathfinder Roleplaying Game Occult Adventures open up a vast new playground for heroes and villains of every kind, bringing along six brand-new character classes in the kineticist, medium, mesmerist, occultist, psychic, and spiritualist, to say nothing of a whole new category of psychic magic. Target 1 Small wooden object/level, all within a 20-ft. radius. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn’t spend 4 points to treat it as mind thrust IV. Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). These spells are cast like any other spell, but they don't consume any slots and can be used again. If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. Dispelling Pulse (Su): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. Casting Time 1 standard action Components V, S. EFFECT. 5th-Level Psychic Spells: absorb toxicity, arcana theft, astral projection (lesser), banish seeming, command (greater), commune with nature, contact other plane, denounce, dismissal, dominate person, dream scan*, echolocation, ego whip III*, entrap spirit*, erase impressions*, ethereal envelope*, etheric shards *, explode head*, fabricate, false vision, feast on fear, feeblemind, forbid action (greater), half-blood extraction, hold monster, hostile juxtaposition, id insinuation IV*, intellect fortress II*, interposing hand, lend path, life bubble, mage's private sanctum, major creation, major phantom object, mental barrier IV*, mind fog, mind swap*, mind thrust V*, mirage arcana, modify memory, nightmare, object possession*, overland flight, passwall, permanency, persistent image, phantasmal web, planar binding (lesser), plane shift, possession*, prying eyes, psychic asylum*, psychic crush I*, remote viewing*, retrocognition*, secret chest, seeming, serenity, smug narcissism, song of discord, sonic thrust, spell immunity (communal), spell resistance, spellsteal, steal power, stoneskin (communal), suffocation, suggestion (mass), summon monster V, summoner conduit, synapse overload*, synaptic pulse (greater)*, telepathy*, teleport, thought shield IV*, tower of Iron will I*, true seeing, truespeak, utter contempt, village veil, wall of ectoplasm*, wall of force, wall of sound, waves of fatigue, wreath of blades. The psychic’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). If the target is affected by the linked spell, that target is confused for 1 round after the duration of the spell expires (or immediately, if the spell has an instantaneous duration). You can use this aura for a number of rounds per day equal to your psychic level. Psychic Disciplines Description Source: Occult Adventures The following disciplines represent those most commonly chosen by psychics. As a standard action, you can sacrifice an unused spell slot of 1st level or higher and transform it into a ray of laser energy, targeting any foe within 30 feet as a ranged touch attack. Ongoing Defense (Su): The psychic can increase the duration of spells that improve her psychic defenses. You can’t sacrifice 0-level spells in this manner. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic's level + the psychic's Intelligence modifier. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier. A phrenic amplification can't be selected more than once. Synaptic Shock (Su): The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. Shared Skill (Ex): At 13th level, each time you set up an emotional bond, you can choose one Intelligence- or Charisma-based skill from the list of psychic's class skills. She can't leave herself out of a bond created in this way. A psychic can cast only a certain number of spells of each spell level per day. Unlike a psychic's spells per day, the number of spells a psychic knows isn't affected by her Intelligence score; the numbers on the Psychic Spells Known table are fixed. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. The psychic can spend 2 points from her phrenic pool to overcome an undead creature's immunity to mind-affecting effects for the purposes of the linked spell. Many methods allow psychics to tap into their mental abilities, and the disciplines they follow affect their abilities. This type of commune requires no material component, and the duration equals 1 round per psychic class level you possess. This amplification can be linked only to spells that can be undercast. A psychic learns one phrenic amplification at 1st level, selected from the list below. It refers to two different practices: true fleshwarping wherein the entire body is violently transformed into another form and fleshcrafting wherein the body is transformed by mutation and/or replacing body parts with the features of vermin. Did you forget the part were they use fervor to cast spells on themselves as a swift? Creatures that don't dream are immune to this effect. Creatures that don't dream are immune to this effect. Laser Blast (Su): You can generate laser blasts powered by your psychic energy. Increase the die size for the spell's damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). Although all … Cognatogen (Su): Once per day, you can create a cognatogen, a mutagen-like mixture that heightens one mental ability score at the expense of a physical ability score. The foul Warp entities that would become the four Great Powers of Chaos had not yet fully formed when the Emperor was born on Earth during prehistoric times, somewhere in ancient central A… You can cast diagnose disease as a spell-like ability at will. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. If you fail, you continue to manifest your dark half and can't attempt to change back for 1 round. The linked spell can’t be lower than 5th level and can’t take less than a standard action to cast. If your consciousness is successfully uploaded, the robot’s consciousness is destroyed and your physical body immediately dies and can’t be raised, resurrected, or otherwise brought back to life. You are viewing the legacy Pathfinder Reference Document website.Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info. She must select these targets when she casts the spell and spends the points. Source PPC:HoG. The psychic’s selection of spells is limited. Mindtouch (Su): The psychic can spend 1 point from her phrenic pool to probe one target's mind if that creature is affected by the linked spell. Every time a unit with psychic abilities uses a power, he/she must make a Psychic Test by rolling two dice. This amplification can be linked only to a spell that targets one creature or object. Illuminating Answers (Su): You can glean deeper truths from advice you magically obtain, even if the information itself is specious. Bonus Spells: polypurpose panacea (1st), mad hallucination (4th), synesthesia* (6th), confusion (8th), mirage arcana (10th), joyful rapture (12th), waves of ecstasy (14th), euphoric tranquility (16th), astral projection (18th). This site may earn affiliate commissions from the links on this page. You can use this ability a number of times per day equal to your Wisdom modifier. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. This ability functions like magic jar, except that your soul travels directly into the sleeping target with no receptacle necessary and the target creature's consciousness remains dreaming and unaware of its body's actions. The psychic must spend a number of points from her phrenic pool equal to 3 + double the subordinate spell's level. Instead, each time you select this discovery, it applies to a single different type of technological item. The bonus applies while the spell is cast and lasts for the spell’s duration (if appropriate), to a maximum of 24 hours. You cannot be brought back to life by any means. A creature that fails its save doesn't need to continue making saves while it's confused by this aura, and becomes immune for 24 hours once its confusion ends. Painful Reminder (Su): As a swift action, you can cause an enemy to take 1d6 points of nonlethal damage if you dealt damage to that enemy with a spell since the start of your previous turn. Calming Presence (Su): At 5th level, you become a calming force. The Difficulty Class for a saving throw against a psychic's spell is equal to 10 + the spell's level + the psychic's Intelligence modifier. If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. This ability triggers even if you succeed at your save (or are otherwise unaffected by the spell or ability), but doesn't apply if you're a willing subject of the spell. As a standard action, you can use up any number of these dice to regain a number of hit points equal to the result of rolling that many d8s. If you are chaotic, lawful, good, or evil, the penalty from your aura changes to –2 against creatures of an opposing alignment. This ability can't destroy symbol traps; it functions only if written text is involved. Physical Push (Su): By channeling your psychic energy, you can make your body capable of greater physical feats. | Starjammer SRD | PF2 SRD. Alternatively, you can unwarp wood (effectively warping it back to … The subordinate spell acts as though it had been cast, and uses up one of the psychic's spells per day of its level. Veiled Moon Style; Veiled Moon Step; Stealth 15 ranks You can create items of this type 25% faster than normal, and you gain a +4 bonus on Craft (mechanical) checks (or other checks, as appropriate) to craft items of this type. If the metamagic feat alters the spell’s casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check. This is called her psychic discipline. If the linked spell doesn't already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell's level (and all other bonuses that would apply if the linked spell allowed a Will save). If you spend 2 points from your phrenic pool, the force field provides a number of temporary hit points equal to 10 + your psychic level (maximum 20 temporary hit points). They are unleashed only when you suffer pain. Source PZO9461, Transfer Fear (Su): When the psychic successfully affects a target with a fear effect, she can spend 1 point from her phrenic pool to remove a fear effect from herself or one ally with whom she is in telepathic contact. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don't need to be consecutive. Components V, S. Range close (25 ft. + 5 ft./2 levels). In the new system, the Psychic phase has been re-worked from the ground up. The power to use a combination of psionics and technology. The psychic’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). A psychic need not prepare her spells in advance. If you succeed at the check, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. If a subject dies or moves to a different plane than you, your bond with that creature is severed. A psychic can select this amplification multiple times, adding two additional options to the list of metamagic feats she can apply using this amplification each time. Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action. Spells learned from a discipline can't be exchanged for different spells at higher levels. Live On (Sp): At 5th level, you can use lay on hands as though you were a paladin of 3 levels lower than your psychic level. Psionic variation to Advanced Technology. The cure or inflict spells don't count as being on your psychic spell list for the purposes of any other effects. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. You must be adjacent to the sleeping creature to use this ability. Dream. Psychic magic flows through you when you attain a peaceful mental state. The maximum number of points she can spend in this way is equal to the linked spell’s level. This amplification can be linked only to spells that have the mind-affecting descriptor. The effects of the two spells are separate, so each might require its own concentration check. Morphic Form (Ex): At 5th level, while manifesting your dark half, you gain DR 5. The psychic can still apply metamagic feats she knows to the spell while using this amplification, increasing the casting time and spell level as normal. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. Starting Wealth: 2d6 × 10 gp (average 70 gp.) Purge Disquiet (Su): At 13th level, you can banish mental distress. The psychic can choose to spend 2 points from her phrenic pool to instead increase the linked spell’s DCs by 4. The Hypertext d20 SRD™ is owned by BoLS Interactive LLC.. Team Player (Ex): At 5th level and 13th level, you gain a bonus teamwork feat. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn't spend 4 points to treat it as mind thrust IV. Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. Fleshwarping is the term given the the process of violently transforming an entire body into a completely new one. Agonizing Wound (Su): At 13th level, whenever you cast a spell that deals damage to a creature, you can also make that creature frightened or sickened (your choice) for a number of rounds equal to your Charisma modifier. This amplification can be linked only to a spell that targets one creature or object. Your psychedelic forays put you into a different mental space from others, and normal people don't really understand you. Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. Hallucinogenic Aura (Su): At 13th level, a mental field emanates from you, touching the minds of those nearby. The spells marked with an asterisk (*) appear in Occult Adventures. 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