Oneiromancy (Su): As a standard action, you can tamper with the minds of sleeping creatures. At 14th level and at each additional level thereafter, choose another Knowledge skill to which your memory palace's library bonuses apply. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. 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). Each time you pick a psyker, you can cast as many spells as their datasheet states (which would previously be the same as their Mastery Level) and there’s a simpler, two-dice mechanic for casting, you just need to beat the warp charge value. The bonus applies while the spell is cast and lasts for the spell’s duration (if appropriate), to a maximum of 24 hours. This ability functions even on mindless undead, but has no effect on creatures that aren't undead. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. Will of the Dead (Su): Even undead creatures can be affected by the psychic's mind-affecting spells. This reflected attack uses the original attack roll plus a circumstance bonus equal to the psychic’s caster level. 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. 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. For instance, if the psychic knows Extend Spell, she can use a 5th-level spell slot to cast extended telepathic bond as a full-round action. When a psychic who knows telepathy gains this ability, she can learn a different 5th-level spell in place of telepathy, losing the old spell in exchange for the new one. She can cast any spell she knows without preparing it ahead of time. This ability functions similarly to the cleric's ability to spontaneously cast cure or inflict spells, and the type of spells you can convert depends on your alignment in the same way. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. 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). Remade Self (Sp): At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. This ability doesn't require her to have any free spell slots in the relevant level, however, so the psychic in the example could quicken a 1st-level spell even if she had cast all her 5th-level spells for the day. This applies to the actual casting time, so the psychic can’t add a subordinate spell to a quickened spell. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal. This amplification can be linked only to divination spells. 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. Synaptic Shock (Su): The psychic manipulates an enemy’s mind with brute force, causing mental harm beyond that done by her linked spell. You can add your Intelligence modifier as a bonus on combat maneuver checks and to your CMD. 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. This one's for the psychic, introduced in Occult Adventures. Sell at the Open Gaming Store! Nolan says: June 26, 2015 at 5:49 pm. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell’s level (minimum 2 points). Benefit: When you sleep, you may choose to project your mind into a quasi-real space, or dreamspace. If you succeed, instead of being disabled, the trap is erased and destroyed. At 1st level, a psychic learns an additional spell determined by her discipline. This is a mind-affecting effect. Liberating Command (enc): You call out a liberating cry, urging an ally to break free of an effect that holds them in place. The psychic can instead spend 2 points to increase the bonus to +4. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level. This amplification can be applied only to a mind-affecting spell that can affect a number of targets or that has an area. A psychic can cast only a certain number of spells of each spell level per day. You must be at least 7th level to select this discovery. | FateCoreSRD This is a mind-affecting effect. You can link with a number of allies equal to your Charisma modifier. New Pages | Recent Changes | Privacy Policy, Pathfinder Roleplaying Game Occult Adventures, Latest Pathfinder products in the Open Gaming Store, Ancestral Anthologies Vol. Item Facade (ill) H: Disguise an item to look perfect or shoddy. ... Archdruid of the Warp Zones. The popular space-opera cousin to Pathfinder, navigate the stars yourself with the core rulebook. At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. Kyle says: February 24, 2015 at 12:02 pm. The information doesn't go away when you recall it, but when you put a new piece of information in the cache, the old piece becomes as imperfect any other memory. No place or idea is too secret or remote for a psychic to access, and she can pull from every type of psychic magic. School transmutation; Level druid 2, shaman 2. Psychic disciplines details have been moved to subpages for convenience. Additionally, you can gain the benefit of detect thoughts on a target of your dream, minor dream, or nightmare spells as if you had studied the target for 3 rounds. Source PZO9461. The linked spell can’t be lower than 5th level and can’t take less than a standard action to cast. After gaining this Talent, using the Psyniscience Skill requires a Free Action instead of a Half Action. Dark Half (Su): By allowing the dark forces to overcome you, you can enter a state of instinctual cruelty as a swift action. It has no effect on creatures that are immune to mind-affecting effects, unless the linked spell is able to affect such creatures (such as a spell that has both will of the dead and synaptic shock applied to it via dual amplification). She must spend 1 point from her phrenic pool to do so, plus the full cost of the two other amplifications. Role: With a large suite of spells, psychics can handle many situations, but they excel at moving and manipulating objects, as well as reading and influencing thoughts. Experimentation and study show you which ones will have the greatest effect. This bonus increases to +4 against an enchantment spell or effect. Note: This section discusses material that was once considered canon but whose canonicity may now be questionable.The Emperor is the collective reincarnation of all the shamans of Neolithic humanity's various peoples, the first human psykers. This costs 2 points per spell level increased. Dual Amplification (Ex): When the psychic uses this major amplification, she chooses two other amplifications or major amplifications she knows to apply to the same linked spell. Source PZO9461. While the psychic is under the effects of this spell-like ability, each time she casts a psychic spell, she can link one phrenic amplification or major amplification she knows that has a point cost of 1 to that spell without spending any points from her phrenic pool. 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. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier. Synaptic Shock (Su): The psychic manipulates an enemy's mind with brute force, causing mental harm beyond that done by her linked spell. She can spend 2 points from her phrenic pool to instead gain a +4 bonus. 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. At 11th level and every 4 levels thereafter, a psychic can choose one of the following major amplifications in place of a phrenic amplification. Complex Countermeasure (Ex): The psychic can spend 1 point from her phrenic pool to increase by 2 the DCs of concentration checks or caster level checks the linked spell requires enemies to attempt. Discipline Powers: Your powers allow the dark influences to take over, and it can be difficult to come back from the brink. Bonus Spells: comprehend languages (1st), hypercognition* (4th), dispel magic (6th), mind probe* (8th), retrocognition* (10th), legend lore (12th), greater arcane sight (14th), moment of prescience (16th), divide mind* (18th). In effect, the psychic loses the old spell in exchange for the new one. Role: With a large suite of spells, psychics can handle many situations, but they excel at moving and manipulating objects, as well as reading and influencing thoughts. The target of oneiromancy remains unaware of this manipulation, though if you fail your Diplomacy check the subject might have its starting attitude toward you negatively impacted, as normal. You become immune to fear spells and effects and to the confused condition. Androids and individuals with ties to those synthetic humanoids often find themselves called to merge their natural psychic abilities with the technological aptitude that comes so organically to them, considering many of the psi-tech discoveries below as well as the mindtech discipline to be part of their unique heritage. At 20th level, the psychic is affected by one of the following spells as a constant spell-like ability: arcane sight, fly, haste, heroism, nondetection, or tongues. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. Range close (25 ft. + 5 ft./2 levels) Target 1 Small wooden object/level, all within a 20-ft. radius Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object). | The Modern Path SRD For this creature, the information functions like a normal memory, not one with perfect clarity. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level. 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. | Swords and Wizardry SRD Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. Any enemy within 15 feet of you takes 2d10 psychic damage and is knocked back, 15 ft for a small creature, 10 for medium, and 5 for large (any enemies larger than large are not knocked back but still take damage). Artificial Ascension: You can upload your consciousness into a robot, becoming an artificial intelligence. Warp Wood. Your bonus on this roll is equal to either your Disable Device modifier or the sum of 5 + your psychic level + your Wisdom modifier, whichever is higher. Physical Push (Su): By channeling your psychic energy, you can make your body capable of greater physical feats. Disease Transference (Su): You are able to psychically control and manipulate all manner of diseases. On your turn, you can expend an action to blast your surroundings with psychic energy. Although all … 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 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. Kinetic Enhancement: You can generate kinetic energy to aid yourself in close-quarters scrapes. 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. Invisible Item (ill) H: Make an item disappear from view. If the ally's saving throw is successful, you regain 1 point in your phrenic pool. 0-Level Psychic Spells: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, detect psychic significance*, flare, ghost sound, grave words*, haunted fey aspect, know direction, light, lullaby, mage hand, mending, message, open/close, prestidigitation, read magic, resistance, sift, stabilize, telekinetic projectile*, virtue. If the result is either a double 1 or a double 6 (a 1 in 18 chance) they will suffer Perils of the Warp. A dark hooded figure appears suddenly behind the two guards twin daggers flashing in the dark. You cannot be brought back to life by any means. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function. These spells are in addition to the number of spells given on the Psychic Spells Known table. 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). 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. See Files In the grim darkness of the far future, there were army codexes which you can download for free. At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. The subordinate spell acts as though it had been cast, and uses up one of the psychic's spells per day of its level. Warp (psychic discipline) 23. Space-rending Spell (Su): The psychic can warp space with her mind, teleporting herself as she casts her linked spell. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. In addition, while the cognatogen is in effect, you take a –2 penalty to one of your physical ability scores. | 5th Edition SRD Bonus Spells: sleep (1st), oneiric horror* (4th), deep slumber (6th), sleepwalk (8th), nightmare (10th), cloak of dreams (12th), ethereal jaunt (14th), dream voyage* (16th), microcosm* (18th). Did you forget the part were they use fervor to cast spells on themselves as a swift? You regain this point even if the answer is false or vague. 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. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. Perfect Body (Ex): Some practitioners of psychic techniques extend their training to improve their bodies as well as their minds. Mind Heist (Sp): At 5th level, you can delve into the subconscious mind of a sleeping target. Your strikes can force an enemy into the aether for a short time. Techsmith: Select one type of technological item (armor, cybertech, pharmaceuticals, technological gear, or weapons). Target 1 Small wooden object/level, all within a 20-ft. radius. The maximum number of points she can spend in this way is equal to the linked spell’s level. A psychic learns one phrenic amplification at 1st level, selected from the list below. You lose these bonuses when you're immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load. In addition, each character begins play with an outfit worth 10 gp or less. You can brew an antidote that protects the imbiber from your aura. You can’t sacrifice 0-level spells in this manner. She must spend a number of points equal to double the number of levels by which the feat normally increases a spell's level (minimum 2 points). Any subject of your bond can use your bonus instead of his own when attempting checks with that skill as long as the bond lasts. 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. Discipline Powers: You distort your own mind and perceptions, and can impress your altered states onto others. This ability functions as mage's magnificent mansion, with the following adjustments: the memory palace is limited in size to a number of 10-foot cubes equal to your psychic level; your memory palace doesn't contain any furniture other than bookcases and a few desks and sofas where you and your visitors can study; and there is no food within, though the memory palace does contain a number of unseen servants equal to 1/2 your psychic level, which function solely as librarians. These spells are in addition to the number of spells given. You discover deeper and more powerful corners of your mind through journeys you make in your dreams. Hallucinogenic Aura (Su): At 13th level, a mental field emanates from you, touching the minds of those nearby. You also gain a +4 bonus on saving throws to avoid becoming addicted to a drug or to overcome being addicted. Mnemonic Cache (Su): You can memorize a piece of information and later recall it perfectly. Bonus Spells: telempathic projection* (1st), silence (4th), mantle of calm (6th), mass daze (8th), serenity (10th), psychic surgery * (12th), mind blank (14th), euphoric tranquility (16th), time stop (18th). She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. While manifesting your dark half, you can't use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. The Warp's existence is fueled by the emotions and souls of all sentient beings in the Materium. Psychic Battery (Su): You can expend an unused spell slot or a number of points from your phrenic pool as a swift action to power a technological device you are touching. 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. You also gain access to mercies as though you were a paladin of 3 levels lower than your psychic level. Psychics often spend years studying ways to synergize these two seemingly unrelated specialties before returning home and awing others with their newfound capabilities. The bonus applies while the spell is cast and lasts for the spell's duration (if appropriate), to a maximum of 24 hours. 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. If the robot is not willing to serve as your vessel, it receives a Will save as above, except if it succeeds, your current robot body is staggered for only 1 minute. For 1 round per psychic level you possess, you suppress any fear effect or confused, cowering, frightened, panicked, or shaken condition affecting that creature. You can reshape the memory palace in your mind, so it doesn't need to currently be in effect for you to alter it. 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 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 dispelling 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). 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