The bonus to AC applies even against touch attacks or when you're flat-footed. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. 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. 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. Biokinetic Healing (Su): When the psychic casts a linked spell from the transmutation school, she can spend 1 point from her phrenic pool to regain 2 hit points per level of the linked spell. The maximum number of points she can spend in this way is equal to the linked spell’s level. 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. At 14th level and at each additional level thereafter, choose another Knowledge skill to which your memory palace's library bonuses apply. 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. She can’t apply the same amplification to the linked spell more than once, even if she can use that amplification for multiple different effects. The distance between you and the subjects doesn't affect the bond as long as you're on the same plane of existence. 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. Forging a close bond with other people brings out the best in you, making it easier for you to link your mind with theirs. 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. These might be monstrous ancestors whose blood still flows within you, or powerful and unknowable psychic forces that intrude upon your mind. In this case, the oneiromancy effect takes place when the spell is cast. 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. This costs 2 points per spell level increased. 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. Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. If the robot is not willing, it must attempt a Will save (DC = 1/2 your psychic level + your 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. This bonus lasts for 1 round per caster level or until the creature disappears, whichever comes first. 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 regain this point even if the answer is false or vague. 9th-Level Psychic Spells: akashic form*, ascension, astral projection, create demiplane (greater), crushing hand, divide mind*, dominate monster, dream voyage*, foresight, freedom, gate, heroic invocation, hold monster (mass), implosion, imprisonment, interplanetary teleport, mage's disjunction, microcosm*, mind swap (major)*, power word kill, psychic crush V*, psychic image*, soul bind, spell immunity (greater communal), suffocation (mass), summon monster IX, telekinetic storm*, teleportation circle, time stop, tower of iron will V*, transmute blood to acid, wail of the banshee, wall of suppression, weird, wish. Focused Force (Su): When casting a force spell, the psychic can increase the spell's damage by spending 1 point from her phrenic pool. This damage increases to 2d6 at 8th level and to 3d6 at 15th level. Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Source PPC:HoG. This ability is chosen when the psychic reaches 20th level and can’t be changed. Bodily Purge (Su): You can heal your own wounds and maladies with the power of thought alone. You must be at least 7th level to select this discovery. This is a really poor guide. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one. Saving Throw Will negates (object); Spell Resistance yes (object). Dispelling Pulse (Su): The psychic can spend 3 points from her phrenic pool to entwine dispelling magic with a targeted spell. Warpspace is without form and the laws of time and space do not apply there, for both size and time are simultaneously infinite and irrelevant within The Warp.Its energies are in constant turmoil, subject to en… Creatures that don't dream are immune to this effect. The maximum number of points you can regain in this way per day is equal to your Wisdom modifier. 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. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as both speaking and listening to multiple people at the same time. Two bodies slumb to the floor and the figure disappears once more. 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. Feat Type(s) Combat; Prerequisites. Warp (psychic discipline) 23. Edit: Ah, nuts, I forgot to add a section on psychic duels to the appendix. Dream. AC Bonus (Ex): When unarmored and unencumbered, you add your Wisdom bonus (if any) to your AC and CMD. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. Each spell level expended in this way grants the device 1 charge, and every 2 points from your phrenic pool spent grant 1 charge. Creatures that don't dream are immune to this effect. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. 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