Telepathic Targeting (Su): By spending 2 points from her phrenic pool, the psychic can target any creature with which she is in telepathic communication (whether via her telepathic bond ability, a creature’s telepathy ability, or another effect) with the linked spell, even if the creature would normally be out of range. This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. 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. 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. They are unleashed only when you suffer pain. Invisible Item (ill) H: Make an item disappear from view. One of the really big overturns of 7th Edition was the wholesale alteration of how psychic powers functioned. Mnemonic Cache (Su): You can memorize a piece of information and later recall it perfectly. 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. 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. Creatures that don't dream are immune to this effect. Through bonding your psyche with another person, you're able to fill in your own mental gaps and develop new psychic powers. If the target is hit by the linked spell or fails its saving throw, it's affected as though the psychic had cast a targeted dispel magic spell on it. In this variant system, players choose their magical abilities from among twenty different spheres, spending Magic Talents to create a uniquely customized spherecaster. | FateCoreSRD The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. 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 conjuration (calling) or conjuration (summoning) spells. The bonus applies while the spell is cast and lasts for the spell’s duration (if appropriate), to a maximum of 24 hours. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Recent Changes Ongoing Defense (Su): The psychic can increase the duration of spells that improve her psychic defenses. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. She can’t leave herself out of a bond created in this way. At the end of the 24 hours your consciousness is successfully uploaded into the robot. 24 Ratfolk mythology claims they were appointed by the gods to sniff out the ragged edges of creation. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. This amplification can be applied only to a spell that the chosen metamagic feat could normally affect, and only if the spellcaster can cast spells of a high enough level that she would be able to apply the metamagic feat in question to the linked spell. The subordinate spell acts as though it had been cast, and uses up one of the psychic’s spells per day of its level. 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). Spells with an asterisk (*) appear in Occult Adventures. 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). If the cognatogen enhances your Intelligence, it applies a penalty to your Strength. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. 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 spells marked with an asterisk (*) appear in Occult Adventures. If the linked spell affects more than one creature, the psychic can spend the same number of points for each additional creature she wants to affect with this amplification. Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. Otherwise, this ability works just like the alchemist's mutagen ability. This amplification is in addition to the normal maximum of one amplification per spell. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. Heyo, r/Pathfinder_RPG! Warp Mind (enc): Confuse a creature, possibly permanently. Will of the Dead (Su): Even undead creatures can be affected by the psychic's mind-affecting spells. This bonus increases by 1 for every 5 levels you possess beyond 5th. When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. A psychic learns one phrenic amplification at 1st level, selected from the list below. 7th-Level Psychic Spells: Age resistance (greater), antimagic field, arcane sight (greater), banishment, circle of clarity, create demiplane (lesser), deflection, dimensional bounce, ectoplasmic eruption*, ego whip V*, elude time, ethereal envelopment*, finger of death, fly (mass), foe to friend, forcecage, grasping hand, hold person (mass), hostile juxtaposition (greater), insanity, instant summons, invisibility (mass), ki shout, limited wish, lunar veil, mage's magnificent mansion, mage's sword, mind blank, phantasmal revenge, phase door, power word blind, project image, psychic crush III*, repulsion, resonating word, reverse gravity, scrying (greater), sequester, simulacrum, spell turning, summon monster VII, synthesia (mass)*, telekinetic sphere, teleport (greater), teleport object, temporary resurrection, terraform, tower of iron will III*, unshakable zeal*, vision, walk through space, waves of ecstasy, waves of exhaustion, word of recall. If it fails, you move from your current body to the new host body, granting it the aggregate template. For armies that are heavily reliant on their psychic phase, this is extremely important. 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. Any creature within 30 feet of you must succeed at a Will save or be confused for 1d4 rounds. 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. 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. 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