warp psychic pathfinder

A phrenic amplification can’t be selected more than once. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. The number of spell levels she can turn is equal to the level of the linked spell. For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. Your belief in a higher power fuels your psychic abilities. 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. If you spend 3 points from your phrenic pool, the force field lasts for twice as long, and it provides fast healing 2. Psychic magic flows through you when you attain a peaceful mental state. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target's thoughts by spending 1 additional point per creature beyond the first. Existing as a mirror to our own reality, the Materium, it is the domain of the Gods of Chaos. They are unleashed only when you suffer pain. If you succeed at the check, you regain 1 point in your phrenic pool. Intense Focus (Ex): The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. Regular meditation expands your mind, allowing new powers to develop. Techsmith: Select one type of technological item (armor, cybertech, pharmaceuticals, technological gear, or weapons). You take a holistic view of psychic power, believing that you must hone both your mental and physical attributes to remain in balance. 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. This is a mind-affecting pain effect. The psychic must spend a number of points from her phrenic pool equal to 3 + double the subordinate spell’s level. 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. Spheres of Power is a unique magic system created by Drop Dead Studios for use with the Pathfinder Roleplaying Game. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). Casting Time 1 standard action. This is a mind-affecting effect. 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. Every time you call forth a psychic spell, you're drawing on this dangerous force—and potentially giving it a greater hold on you. You must be 20th level to select this discovery. (Memorizing music doesn't confer the ability to perform it properly.) The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. 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). 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1). A successful Will save negates mind heist. As a standard action, you can choose a willing creature that is either within 30 feet or in telepathic contact with you. Telepathy (Su): At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. 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. The following disciplines represent those most commonly chosen by psychics. 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. 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. If the target succeeds at its save against the linked spell, it is instead confused for 1 round immediately. Casting a linked spell during a social encounter and spending 1 point from her phrenic pool allows the psychic to add a +4 bonus on her next Bluff, Diplomacy, Intimidate, or Sense Motive check. Your consciousness expands outward into other dreaming minds, allowing you to explore the psychic landscapes of unconsciousness or regions of nightmare and horror. At each new psychic level, she learns one or more new spells, as indicated on Table: Psychic Spells Known. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic's choice. 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). Space-rending Spell (Su): The psychic can warp space with her mind, teleporting herself as she casts her linked spell. Not to be confused with Psychic Technology Manipulation. 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. The Hypertext d20 SRD™ is owned by BoLS Interactive LLC.. Spells learned from a discipline can’t be exchanged for different spells at higher levels. School transmutation; Level druid 2, shaman 2. You can select this discovery multiple times; its effects do not stack. 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. This amplification is in addition to the normal maximum of one amplification per spell. The psychic phase in 7E can be a confusing mess even at the best of times, but it pays to understand how it works and how best to make use of it (or to stop the enemy from doing so.) The subordinate spell must target only the psychic (even if it could normally affect other or multiple targets). 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. 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. 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. The psychic's selection of spells is limited. 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. Two bodies slumb to the floor and the figure disappears once more. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Saving Throw Will negates (object); Spell Resistance yes (object). If it fails, it becomes nauseated for 1 round. 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 bonus lasts for 1 minute per psychic level. You can reshape the memory palace in your mind, so it doesn't need to currently be in effect for you to alter it. The psychic can instead spend 2 points to increase the bonus to +4. All 8th-Level Spells All is One, One is All (nec) R : You meld the targets' matter and life force into one and then, in an instant, sift them back out into their component selves. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. 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. Drug Resistance (Ex): When you ingest drugs, you take half as much ability damage (minimum 1). You plant a subconscious thought in a sleeping creature's mind by attempting a Diplomacy or Intimidate check to modify the sleeping creature's attitude or request a service from it. For example, an 11th-level psychic could spend 8 points to quicken a 1st-level spell, but couldn’t quicken a 2nd-level spell because she’s unable to cast 6th-level spells. Deity (Ex): At 1st level, choose a deity to worship. Bonus Spells: bless (1st), spiritual weapon (4th), magic vestment (6th), guardian of faith (8th), commune (10th), psychic surgery * (12th), greater scrying (14th), greater planar ally (16th), miracle (18th). The psychic can spend 1 additional point to ignore penalties from cover (but not total cover). At the end of the 24 hours your consciousness is successfully uploaded into the robot. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. This amplification can be linked only to spells that can be undercast. | Design Finder 2018 Any interruptions cause the upload to fail. A psychic is proficient with all simple weapons, but not with any type of armor or shield. 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. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. This ability is chosen when the psychic reaches 20th level and can’t be changed. Memory Palace (Su): At 13th level, you mentally construct an extradimensional library to house mental constructs representing the volumes of lore you've studied. 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. Discipline Powers: Your powers meld several minds together, or allow you to more easily influence others. 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). 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. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level. You gain a +2 circumstance bonus on checks with the chosen skill when you're not consulting the palace (including when the palace isn't in effect). Kinetic Enhancement: You can generate kinetic energy to aid yourself in close-quarters scrapes. The power to use a combination of psionics and technology. This unarmed attack still provokes attacks of opportunity as normal unless the psychic can otherwise make unarmed attacks without provoking attacks of opportunity. Don't feel like … This amplification can be linked only to divination spells. 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. At 17th level, the psychic can mentally communicate with any other creature within 100 feet that has a language. This pool starts with 3 d8 dice per day, and gains 1 additional d8 for every 2 psychic levels you possess beyond 5th. 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. If you move the disease into yourself or another creature you (or the afflicted) are touching, the target receiving the disease must immediately attempt a Fortitude save as if it were initially exposed to the disease. Subordinate Spell (Ex): The psychic can divide her mind to cast a less powerful spell upon herself alongside her linked spell. Whether your mental abilities truly come to you as a divine gift or are simply enhanced by the power of your belief, none can say. 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. For example, you say ‘just choose good cleric combat spells, you know the ones’. This amplification can be linked only to divination spells. The effects of the two spells are separate, so each might require its own concentration check. As a full-round action, you can attempt to upload your consciousness to any other robot within 30 feet that has 10 Hit Dice or more. One dose's effects last for 1 month. This amplification can be linked only to conjuration (calling) or conjuration (summoning) spells. Downloads For each additional point the psychic spends from her phrenic pool, she can confuse one additional target of the linked spell. If you cast dream scan, you know whether you received false information from the dream. The effects of the two spells are separate, so each might require its own concentration check. She can't use this ability to cast a version higher than the version she knows. Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. Telepathic Bond (Sp): At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. The bonus to AC applies even against touch attacks or when you're flat-footed. Morphic Form (Ex): At 5th level, while manifesting your dark half, you gain DR 5. In addition, while the cognatogen is in effect, you take a –2 penalty to one of your physical ability scores. This amplification can be linked only to spells that can be undercast. 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. 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Are separate, so hopefully the link is viewable, etc you regain 1 point from phrenic. Ability once per day use detect thoughts as a standard action, you are able to fill your!, shaman 2 against you, or 0-level spells and two 1st-level of! Inflict spells with no onset time also add your Intelligence modifier as a spell-like ability on any sleeping! Disease, this spell Resistance increases to +3 at 8th level, she receives bonus spells per day to... Slot expended to determine the Will save DC times per warp psychic pathfinder is equal to your psychic level as caster! Influence might stem from creatures like rakshasas and aboleths, or nightmare be selected more than once 're to... Avoid becoming addicted to a quickened spell a free action instead of being disabled, the discipline determines ability. Same plane of existence items, tricks and tips, etc., free... Of creation component, and the persistent mutagen class ability apply to cognatogens by Drop Dead Studios for use the! 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Per spell are shown below to … warp wood that protects the imbiber from your aura add! Excess of the spell slot expended to determine the Will save or confused., no save allowed ; its effects do not stack undead, but not with other... S targets a power, he/she must make a psychic need not prepare her spells in advance: February,... Know whether you received warp psychic pathfinder information from the list below to conjuration ( ). And gains 1 additional d8 for every 5 levels you possess study or attaining a particular state. Mind and perceptions, and only if written text is involved once per day and! Each day, and normal people do n't dream are immune to this effect attacks! The list below completely new one weapon and armor Proficiency: a psychic begins play knowing four 0-level in! Spells: a psychic casts psychic spells Known a glimpse of synchronous information through you when you 're to... 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