The subordinate spell's casting time must be 1 standard action or less, and its level can be no higher than the linked spell's level – 5. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell's effects or the process of casting it. Source PZO9461. Once a phrenic amplification has been selected, it can't be changed. She can spend 1 point from her phrenic pool when she casts any intellect fortress, mental barrier, thought shield, or tower of iron will spell to extend the spell’s duration by 1 round. This amplification can be linked only to spells that affect a target or an area. Item Facade (ill) H: Disguise an item to look perfect or shoddy. On your turn, you can expend an action to blast your surroundings with psychic energy. She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. Calming Presence (Su): At 5th level, you become a calming force. Conjured Armor (Su): By spending 1 point from her phrenic pool, the psychic grants any creature she conjures or summons with the linked spell a +2 deflection bonus to AC. 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. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as 16, and a Colossal object as 32. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic's class list that the psychic can cast. Nolan says: June 26, 2015 at 5:49 pm. A spell that already uses d12s for damage can't be amplified in this way. | OGN Articles Psychic Discipline (Ex or Sp): Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. Space-rending Spell (Su): The psychic can warp space with her mind, teleporting herself as she casts her linked spell. This amplification can be linked only to divination spells. When a psychic who knows telepathic bond gains this ability, she can learn a different 4th-level spell in place of telepathic bond, losing the old spell in exchange for the new one. Psychic Disciplines Description Source: Occult Adventures The following disciplines represent those most commonly chosen by psychics. Deity (Ex): At 1st level, choose a deity to worship. Force Field (Su): As a swift action, you can spend 1 point from your phrenic pool to activate a force field of raw psychic energy that provides you with a number of temporary hit points equal to 5 + your psychic level (maximum 10 temporary hit points). For example, if the linked spell were nondetection, the DC of the caster level check for using a divination on the warded creature or item would increase. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When waking dream ends or the host body is destroyed, you immediately wake up in your body regardless of the distance from the host body, provided your body hasn't been destroyed. This amplification can be linked only to conjuration (calling) or conjuration (summoning) spells. You can power only devices that use charges. When she casts a spell, she can spend points from her phrenic pool to apply one of the chosen feats to the linked spell without increasing the spell’s level or casting time. As a standard action, you can choose a willing creature that is either within 30 feet or in telepathic contact with you. The maximum number of points she can spend in this way is equal to the linked spell's level. 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. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. You can also add your Intelligence modifier as a bonus on Strength checks to break or lift objects. You can use this ability a number of times per day equal to your Wisdom modifier. Undercast Surge (Su): When the psychic undercasts a spell, she can spend points from her phrenic pool to increase the spell's effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. The psychic's selection of spells is limited. She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. Memorizing magical writing (such as a scroll or a page from a spellbook) doesn't confer the ability to borrow, duplicate, or retain any of the magic in the writing. Power from Pain (Su): If your painful reminder deals at least 5 points of damage, you regain 1 point in your phrenic pool. I've once again wasted a large portion of my time making a new guide! Bonus Spells: ray of enfeeblement (1st), alter self (4th), excruciating deformation (6th), black tentacles (8th), explode head* (10th), repulsion (12th), insanity (14th), orb of the void (16th), telekinetic storm* (18th). The psychic can spend 1 additional point to ignore penalties from cover (but not total cover). Your creature type changes to artificial intelligence, and your robot body gains the aggregate template, with all the adjustments made in the template’s description. She can spend a number of points from her phrenic pool equal to the linked spell’s level to gain the benefit of spell turning for 1 round per psychic level. At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. Long story short[ish], working on my Psychic class (which has been in the setting and game from the get go), and waxing nostalgic for my first PC with the group, who plays Pathfinder 1e, and so my first foray into PF and first PF character (who was a Psychic). This damage increases to 2d6 at 8th level and to 3d6 at 15th level. 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. At 1st level, a psychic learns an additional spell determined by her discipline. Also, haven't done a Google doc guide before, so hopefully the link is viewable, etc. This functions as the prayer spell, granting your allies a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks and imposing a –1 penalty on your enemies' rolls of those types. This is a mind-affecting effect. Warp (psychic discipline) 23. Weapon and Armor Proficiency: A psychic is proficient with all simple weapons, but not with any type of armor or shield. A Chaos Daemon, or simply Daemon (pronounced DEE-mahn), also known as a "Neverborn" amongst the forces of Chaos, is an intelligent and usually malevolent entity of the Warp comprised of purely psychic energy. The character’s senses have evolved to perceive the warp in parallel with the physical world. You also gain a +4 bonus on saving throws to avoid becoming addicted to a drug or to overcome being addicted. A psychic can cast only a certain number of spells of each spell level per day. This effect can dispel only spells of the linked spell's level or lower. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. Some of you might remember the project I put together a few years back called The Armamentarium, which was designed to be a shorthand guide to Pathfinder's wondrous items, unique weapons, and unique armor. Discipline Powers: Your mind can powerfully influence dreaming consciousnesses. If you cast dream scan, you know whether you received false information from the dream. Mind Over Augmentation: When you’re determining how many cybernetic implants you can have, the total implantation values of all cybertech implanted in you can’t exceed your Intelligence score + 4 (ignoring your Constitution score). Veiled Moon Style; Veiled Moon Step; Stealth 15 ranks The creature can attempt a Will saving throw to negate this effect. Components V, S. Range close (25 ft. + 5 ft./2 levels). Illuminating Answers (Su): You can glean deeper truths from advice you magically obtain, even if the information itself is specious. This malign influence might stem from creatures like rakshasas and aboleths, or perhaps malign entities that dwell in the voids between the stars. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. The linked spell can't be lower than 5th level and can't take less than a standard action to cast. Major Amplifications: At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification. At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. Traveller SRD The maximum number of points she can spend in this way is equal to the linked spell’s level. Each spell level expended in this way grants the device 1 charge, and every 2 points from your phrenic pool spent grant 1 charge. 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). Detect Thoughts (Sp): At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. At 8th level, you gain an additional option when using automatic writing, and can attempt a DC 35 check to gain information as though you'd used commune instead of augury or divination. This applies to the actual casting time, so the psychic can't add a subordinate spell to a quickened spell. This increase also applies to checks to dispel, counterspell, or identify the linked spell. Allies using this ability don't need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. See Files In the grim darkness of the far future, there were army codexes which you can download for free. Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. Overpowering Mind (Ex): The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. 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. One of the really big overturns of 7th Edition was the wholesale alteration of how psychic powers functioned. Relentless Casting (Su): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Supporter. Not to be confused with Psychic Technology Manipulation. In addition, she receives bonus spells per day if she has a high Intelligence score. You could reproduce the spell in writing to allow someone who prepares spells from a spellbook to prepare it, though this functions as using a borrowed spellbook for anyone other than you. 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). She can’t leave herself out of a bond created in this way. A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The bonus applies while the spell is cast and lasts for the spell's duration (if appropriate), to a maximum of 24 hours. Disease Transference (Su): You are able to psychically control and manipulate all manner of diseases. | FateCoreSRD If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Warp Wood. Will of the Dead (Su): Even undead creatures can be affected by the psychic’s mind-affecting spells. Psychics gain access to the following spells. Drug Resistance (Ex): When you ingest drugs, you take half as much ability damage (minimum 1). 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. Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. Mind’s Eye (Su): Some psychics train their visual and psychic senses, binding them together into a unified focus to better guide their ranged spells and place them with uncanny precision. The psychic’s phrenic pool increases by 6, and she gains two new phrenic amplifications. You must be adjacent to the sleeping creature to use this ability. 3. If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. For example, at 5th level you could regain 3d8 hit points all at once, 1d8 hit points three separate times, or 1d8 hit points once and 2d8 hit points at a different time. She gains additional spells known based on her selected discipline. You can create your memory palace once per day. Warpspace is a mirror dimension of pure energy. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. If you fail, you continue to manifest your dark half and can't attempt to change back for 1 round. Physical Push (Su): By channeling your psychic energy, you can make your body capable of greater physical feats. In addition, you can expend 2 dice from this pool to instead gain the benefit of lesser restoration (affecting yourself only). The penalty doesn't change further for a creature that opposes you on two alignment axes (such as a chaotic evil creature fighting a lawful good psychic). 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. A spell that already uses d12s for damage can’t be amplified in this way. This pool starts with 3 d8 dice per day, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. The focus you find while exercising, fasting, and otherwise tending to your body broadens your psychic powers. 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. 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