Abraxas

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Ember Weaver psychopomp.

Quote:

Eerie Radiance (Su)

As a standard action, an ember weaver can wreath itself in an aura of cinders similar to dancing lights (CL 11th). Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a DC 19 Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can't be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can't see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

That's a pretty amazing planar binding companion for a caster who likes mind affecting spells. But it raises some questions.

1. Does suppressing mind-affecting immunities allow one to affect creatures without minds? This one wouldn't work on constructs (not living or dead), but I wonder about oozes and some plants. Similar abilities that get around mind affecting often specifically call out that they even work against mindless creatures (e.g. Verdant Spell), but this doesn't.

2. If you cast Charm Monster on a target subject to this ability (say an intelligent plant) and then the suppression is lifted, does your Charm Monster or similar enduring mind affecting spell still work?

3. I don't have the book this appeared in. Are there any options to add the Ember Weaver to a Summon Monster list?


4 people marked this as FAQ candidate.

Proposed FAQ if this hasn't been answered before: For a skill check against a static skill bonus, like Conceal Spell, does the static skill bonus include class skill and feat bonuses to that skill?

Relevant excerpt from Conceal Spell from Ultimate Intrigue:

Quote:

Conceal Spell

You can hide the evidence of spells you cast.
Prerequisites: Deceitful, Bluff 1 rank, Disguise 1 rank, Sleight of Hand 1 rank.

Benefit: When you cast a spell or use a spell-like ability, you can attempt to conceal verbal and somatic components among other speech and gestures, and to conceal the manifestation of casting the spell, so others don’t realize you’re casting a spell or using a spell-like ability until it is too late. The attempt to hide the spell slows your casting slightly, such that spells that normally take a standard action to cast now take a full-round action, and spells that normally take longer than a standard action take twice as long. (Swift action spells still take a swift action.) To discover your ruse, a creature must succeed at a Perception, Sense Motive, or Spellcraft check (the creature receives an automatic check with whichever of those skills has the highest bonus) against a DC equal to 15 + your number of ranks in Bluff or Disguise (whichever is higher) + your Charisma modifier; the creature gains a bonus on its check equal to the level of the spell or spell- like ability you are concealing.

The Deceitful feat, a prereq for the above, provides:

Quote:
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Skill checks:

Quote:
When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check. If the skill you're using is a class skill (and you have invested ranks into that skill), you gain a +3 bonus on the check.

Unless this has been FAQ'd somewhere before, it seems clear to me that RAW your Deceitful boost and your class skill bonus would not apply to the static number perceivers have to hit to spot your Concealed Spell casting. They are the only ones making a skill check, not you, so you don't get anything but your base ranks.

That can't be intended, so if no one can point to me an existing FAQ, please hit the button.

(RAW you also wouldn't benefit from a trait that replaced Int as your stat for Bluff or Disguise here.)


2 people marked this as FAQ candidate.

It's in the Bard class description that all Bard spells have verbal components, but at least three (so far) spells in Ultimate Intrigue are on the Bard list but don't have a listed verbal component, Matchmaker, Quieting Weapon, and Break Silence.

Do you just add a V component to make these work, or do you assume the later specific spell choices by the PDT override the earlier restriction on the class?


The Confused condition states:

Quote:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.

As I understand it, this means that if one confused person rolls "attack nearest" on its confusion roll (1/4 chance), and that target is also confused, both it and its target will be compelled to keep attacking for the duration of the confusion, no longer with any chance to do nothing, act normally, or hurt themselves. Normally there would be a 1 - (.75)(.75) chance of that happening for two properly positioned targets, or 43.75%.

Am I right about this? If so, the following seems to be true and a better option than I thought Id Insinuation offered.

The Id Insinuation line of spells provide, for level II and up, that you can force two rolls on the confusion results table and pick one of them. So it sounds like Id Insinuation II gives you a 75% chance (assuming you can't have the same result twice) to force two targets who are closest to each other (an no one else) to attack each other as long as you concentrate plus one round. You can always prevent them from acting normally on that first round (again assuming you can't have the same result twice with no actual choice). That's not bad for a 3rd level spell, although both have to fail the save.

Id Insinuation IV lets you pick the result on the first round, so you can absolutely force everyone (up to four targets) to fight to the death as long as they fail their save and have proper positioning. You can then do the pick from two rolls on subsequent rolls, so you can try to influence additional fights as original targets die.


Prying Eyes creates sensors with a 30' fly speed that obey your command and know everything you know as they carry them out.

Can they run to reach their observation objective or return to the caster as fast as possible? This seems to be at the intersection of two rules questions that I couldn't find a definitive answer to: (1) can flying creatures run and (2) can creatures (or temporary spell constructs) without a Con score but with a movement speed run?

Given how fragile they are and their non-offensive purpose it doesn't seem like a balance problem to allow it, but I'm wondering if the two questions above have a more definite resolution than I know.


The spell Entrap Spirit lets you trap an incorporeal being or a haunt in a mirror for hours/level, Will save negates. But I can't find any evidence that haunts have save bonuses. Is there a generic rule that might apply?


I think it's clear that regeneration does not help when a Suffocation spell puts a Pit Fiend at 0 or -1 HP based on the following text. (Outsiders have to breathe, so Suffocation is a totally legit way to kill most of them.)

regeneration wrote:
Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation.

Suffocation seems to qualify twice: it didn't deal HP "damage" (although it did drop the HP to a specified level) and it's explicitly called out as an effect that can't be healed by regeneration.

But what about Psychic Crush?

Psychic Crush spell wrote:
If it also fails the Fortitude save, the target is reduced to –1 hit points and is dying.

This is also not technically dealing HP damage (you go straight to a status/level), but I'm not sure how to deal with the dying condition here, since unlike Suffocation no further effect will automatically kill the target. Instead, you have to wait for it to die or stabilize.

My guess is that you should treat such a creature as having two HP tracks - one is set to -1 and starts dying (and the creature will die if HP get low enough on this track), the other tracks normal damage still subject to regeneration. I would require some outside healing to push the Psychic Crush track above -1 and negate that effect. The practical effect would be to put most (high Con bonus) regenerating creatures unconscious until they receive natural or magical healing.

Thoughts?


I'm looking for ideas to go after a wizard who hides in a Mage's Magnificent Mansion. Let's assume he ducks into to escape combat.

Some possibilities:

1. Use a Wish/Miracle to enter the mansion.
2. Scry the wizard (if he doesn't have Mind Blank up) and use a Gate to enter. I don't see any way RAW to Plane Shift there.

Nothing easy or moderate level comes to mind, unless you can cast Dispel Magic on the door to end the spell early. I'm torn as to whether that would work. I lean towards "no."


RAW I think a Psychic can combine Phantom Limb with Contingency to immediately get a 24 hour head replacement if you're ever decapitated. Anyone disagree?


Let's say you're in total darkness, slowed, and in the area of an Etheric Shards or other spell that reduces speed by 1/2. What's your total speed multiplier? 1/2, or can more than one effect stack?


I just wanted to note that the Blood of Shadows player companion gives some new methods to negate Darkvision and See in Darkness in areas of normal darkness. Makes some types of battlefield control more effective against monsters.

Negates Darkvision only:

1. Deeper Darkness spell. The old standby, but I list it for completion.

Negates Darkvision and See in Darkness:

2. Shadowmind spell (BoS). Levels 2-3 for most divine, arcane, and psychic casters. Creates a phantasm that conditions are darker and hits multiple creatures. If they fail their save this effectively blinds any creature, including those with Darkvision or See in Darkness, if the light conditions are otherwise dim light or darkness.

3. Mydriatic Spontaneity (BoS). Level 3-4 for arcane and psychic casters. Main effect is to cause nausea, but also provides a 50% per round chance to blind in full darkness or bright light. The darkness blinding would ignore Darkvision or See in Darkness due to the physical effect causing it. There's a Mass version at levels 6-7.

Of final note, Blood of Shadows introduces the Eclipsed Spell metamagic. This is a +0 modifer that flips a darkness spell to light, or a light spell to darkness. Effects that increase light by two steps when flipped cause supernatural darkness just like Deeper Darkness, so your Daylight metamagiced with this can shut down Darkvision in conditions less than bright light. This is a great capability for the many classes that have Daylight but not Deeper Darkness on their list if they have the feat to spare.


Quote:
Mimic Metamagic (Ex): When the psychic gains this amplification, she chooses two metamagic feats; she need not have these feats to select them. 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. 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). If the metamagic feat alters the spell's casting time in a different way than the standard rules for a spontaneous caster using a metamagic feat (as in the case of Quicken Spell), it changes the casting time accordingly. 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. 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. 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. 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. 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.

Does this let a psychic take a metamagic like Verdant Spell even if he doesn't have the normally required prerequisites, here Spell Focus (Enchantment) and ranks in Knowledge (Nature)?

I'm inclined to say yes, since there's no mention of it. RAW you simply choose the feats and you get the ability to emulate them.

14 of the 54 metamagic feats listed on pfsrd require prerequisites, so I suspect this was deliberate rather than an oversight.

Any contrary opinions?


Spell Perfection feat states:

Quote:
In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

Do the Demonic/Celestial Obedience feat benefits from worshipping either Socothbenoth/Shinashakti (+1 or situationally +2 DC to mind affecting spells) apply to a mind affecting spell chosen for Spell Perfection? (Mestama has a similar +2 to illusion DCs.)

The issue is that the feat does provide a numerical bonus to the spell, but I'm not sure if it's "set" given that it depends on the nature of your obedience (who you chose as your patron) and whether you actually did it that day.

If it does work you can stack up to +8 (spell focus plus max obedience benefit) to a perfected spell DC rather than the sad and mediocre +6 without.


Thinking more about potential mindscape abuses, it struck me that Create Mindscape combined with Possession is a nearly unbeatable infiltration/spying method in an urban environment.

A 10th level Psychic can cast enlarged Create Mindscape with a 1600 ft range (or 800 ft without metamagic) and no line of sight requirement to target anyone he can envision within range. Then he casts Possession within the mindscape to take over the target's body. Then he exits the mindscape. Now his mind is in the target's body, his body is safe wherever he left it (presumably his well guarded home or an anonymous safe inn room with a locked door), and the only thing an outsider saw was the target stand still for 12 seconds before "snapping out of it." The psychic can then proceed to wander around the palace (or whatever) as a guard or servant (or the king!) for 10 hours, scouting, sabotaging, or suicide spell casting as he wants.

Can anyone think of any useful security protocols to stop or discourage this sort of thing?


Ambuscading Spell:

Quote:

Your spells are particularly effective against those caught unawares.

Benefit(s): During a surprise round, your opponents that have not yet acted take a –2 penalty on saving throws against spells you cast. Creatures that have already acted take a –1 penalty during the surprise round.

Can anyone think of any reason this wouldn't work when casting spells like Dream Scan, Nightmare, Demand, Scrying, Create Mindscape (when they can't see you), or any other spells that effect targets without line of sight? We don't ordinarily think of this as a surprise round, but it kind of totally is, as the subject could roll initiative right after to try a defense or reaction to the spell that just hit them.

Seems like a pretty powerful option for certain patient mastermind or long-range spy builds, not just the guys who open combat from a Greater Invisibility. Also great for Cunning Caster when you succeed in casting the spell unawares.


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FYI for the above who might otherwise miss it when it hits the SRD, the new Occult Realms release has a 3rd level Shadow Enchantment and 6th level Greater Shadow Enchantment illusion spell that lets Bards, Wizards, Sorcerers, Mesmerists, and Psychics simulate any 2nd/5th level or below Enchantment school spells from the Psychic or Wiz/Sorc lists, you're not restricted to your own.

So not only can you do the usual flexibility and spells known efficiency from Shadow Conjuration and Shadow Evocation, but you can grab off list spells and benefit from lower spell levels, like using Greater Shadow Enchantment to cast Mass Suggestion (5th for Psychics) even if you're a Sorcerer or Wizard.

Finally, note that while Greater Shadow Enchantment is 6th level, you still get the 60% real chance provided by the higher level Evocation and Conjuration versions.

Psychics drowning under enchantment options and struggling to decide whether to spend their Spell Focus in illusion or enchantment should also give thanks.


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I'm curious how the community would handle some questions related to the most powerful ability in the game, the new Artificial Ascension psi-tech discovery just published in Occult Realms. Congrats to Paizo for publishing something so delightfully bonkers.

Occult Realms wrote:

Artificial Ascension:

Spoiler:
You can upload your consciousness into a robot, becoming an artificial intelligence. Performing this ascension requires uninterrupted access to a construct with the robot subtype and at least 10 Hit Dice for 24 hours, during which time you cannot perform other tasks. Any interruptions cause the upload to fail. At the end of the 24 hours your consciousness is successfully uploaded into the robot. If the robot is not willing, it must attempt a Will save (DC = 1/2 your psychic level + your Intelligence modifier). If it is successful, the robot rejects your consciousness, rendering you staggered for 24 hours and unable to perform the ritual again during this time.

If your consciousness is successfully uploaded, the robot’s consciousness is destroyed and your physical body immediately dies and can’t be raised, resurrected, or otherwise brought back to life. Your creature type changes to artificial intelligence, and your robot body gains the aggregate template (Technology Guide 59), with all the adjustments made in the template’s description.

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. 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. If it fails, you move from your current body to the new host body, granting it the aggregate template. Your previous robot body is immediately destroyed by the transference.

If the robot you inhabit is destroyed, you are destroyed along with it. You cannot be brought back to life by any means. You must be 20th level to select this discovery.

Aggregate AI rules

Whew! Well, first of all, lets note that you'd have to either retrain or hold a level 19 Phrenic Amplification or feat, since you don't get any at level 20 when this becomes available.

But assuming you or your supervillain takes it, what are the philosophical and game implications?

My first issue spotted here is what happens to your soul, given that you cannot be brought back to life by any means (even Memory of Function or Wish) after your AI existence is ended. Is your soul destroyed when you become an AI? Or does it go to the afterlife and get judged while a copy of your brain that is NOT your soul becomes an AI? Since AIs don't have souls, I think it has to be one or the other, making this potentially a compelling option for superpowerful nihilists who want to escape judgement.

Second issue, you're an AI with spell casting abilities and (presumably) no soul. Can you use Necromancy spells like False Life and Greater Possession? Akashic Form and Astral Projection? Why or why not? I can see a metaphysical case for why you can't use some or all of them, but RAW there's no reason you can't. If I can use them then the weaknesses of this form become much less of a concern.

Moving on to more practical concerns, although body hopping destroys your previous robot, you should still be able to use Memory of Function to restore it as a future host.

You thought a dragon with antimagic field was bad? Wait until you face an Annihilator Robot with an antimagic field that can be dropped for full 20th level casting. Or if you have to settle, a Myrmidon that rains down its supply of rockets while dodging at 90' flight speed under Improved Invisibility.

Really dedicated wannabe machine gods who played Iron Gods will want to go use Memory of Function on Unity's Overlord Robot and take that over. Maybe that would be a good villain a couple of years later if you want to keep your campaign going with higher level characters.

Thoughts?


1 person marked this as FAQ candidate.

Proposed FAQ: Should the Mental Barrier line of spells provide a deflection rather than shield bonus?

Compare Mental Barrier I, a level 2 spell:

Quote:

Duration 1 round

DESCRIPTION
You put a barrier of mental energy that protects you from harm.

This barrier grants you a +4 shield bonus to AC. In addition, you take half damage from mind thrust I and II (reduced to onequarter on a successful Will save).

Shield, a level 1 spell:

Quote:

Duration 1 min./level (D)

DESCRIPTION
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

The Mental Barrier psionic power provides a deflection bonus, it's hard to believe the psychic spell version is supposed to be so much worse than Shield except for the very niche ability to take half damage from Mind Thrust.


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Thinking about Psychic builds, I was wondering how many effects you can stack to make yourself effectively immune to mind effecting spells/abilities. Let me know any ideas I missed.

Level 20 Psychic
+12 Will save
+4 Enchantment Foil spell
+8 Mind Blank spell (resistance bonus)
+8 Thought Shield V spell (circumstance bonus)
+2 Iron Will feat
+4 Mental Placidity from Tranquility Discipline (immediate action)
+4 Demonic Obedience feat (Socothbenoth, there are others I think) (profane bonus)
+4 Greater Heroism spell (morale bonus)
+20 Moment of Prescience spell (insight bonus)

That gets you a +66 before your Wisdom bonus, if any, +46 after you burn your Moment of Prescience. If we assume no prebuffs of 1 minute/level or less duration you lose Mental Placidity (keep Thought Shield III-VI as your immediate action) and swap Greater Heroism for Heroism, taking us down to +60/40 before your Wisdom bonus.

I think the worst mind effecting DC in a published monster is likely Nocticula's Domination ability at DC 43, so that's not too shabby!

What else am I missing?


For those who were a little disappointed with the Occult Adventures options for the Psychic should check out the new Rebirth discipline from Occult Origins, already included in the pfsrd here.

Of greatest note is this discipline ability:

Occult Origins wrote:
Mnemonic Esoterica (Ex): By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic (Pathfinder RPG Occult Adventures 144). You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Um, wow.

Beyond the obvious floating utility of this, it has some pretty strong synergy with the Amnesiac archetype to get multiple floating spells known per day, so you can take a step and a half towards prepared caster flexibility and differentiate yourself from Sorcerer builds.

You can also combo nicely with Scribe Scroll to load up on ace in the hole utility spells during downtime. You're going to have to UMD them, so either give them to an appropriate party member or take Pragmatic Activator/Dangerously Curious as traits.

A human with all of these options is pretty amazingly flexible at mid levels, and can still use phrenic amplifications like Overpowering Mind and Undercast Surge to maximize their hitting power with mind affecting attacks in the usual Psychic wheelhouse.

Anyway, take a look at it. The spell list is largely garbage, but there's a few really good information gathering options (Contact Other Plane two levels early?!) and you also get your own version of Bardic Knowledge. The other two discipline powers are decent.

Edit: Actually, the floating spell if it's also on the Psychic list would let you scribe scrolls that you could use without a UMD, so that's potentially even more useful, although you might take a level penalty (e.g. you are borrowing from the Wizard list and scribe Plane Shift as a level 7 rather than take it as a known level 5).


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List here any editing errors, omissions, and other strangeness in Occult Origins, which dropped today on pdf.

1. Mantle of Doubt, page 30. "When a creature within the mantle’s radius attacks you or attempts to affect you with a harmful effect..." No radius is given for the mantle's effect.

2. Subjective Reality, page 29. "Level bard 6, medium 5, mesmerist 5, psychic 6, sorcerer/wizard 7" Medium's can only cast up to level 4 spells, so either they can't use this spell at all or it should be level 4 for them.


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Has anyone noticed this?

1. Abomination can't do it at all.

2. Dream has to be adjacent to a sleeper, succeed at a Diplomacy or Intimidate check, and only once per hour even then even if there are multiple sleepers available.

3. Faith has to cast healing spells, but only one per level.

4. Lore has to cast a limited selection of divination spells that have to at least partially succeed.

5. Pain has to use a damaging spell, followed by a swift action, and then roll a 5 or higher on a 1d6, 2d6 (8th level), or 3d6 (15th level).

6. Psychedelia can't do it at all.

7. Rapport or his allies must make a saving throw and burn an immediate action. Also limited per day by level (1+CL/4), not by Wis/Cha modifier like everyone else.

8. Self Perfection need only pass any Str/Con/Dex ability or skill check, enhanced by your Wis bonus. This means you only have to take an Acrobatics check at DC 4 to attempt a 1 foot high jump, or a DC 5 for a 5 ft long jump, in order to get a point back when ever you feel like it.

9. Tranquility must succeed at a Will saving throw.

Obviously these are absurdly imbalanced. At one extreme you've got poor Abomination and Psychedelia completely shut out of this ability (and trust, me, they're not otherwise overpowered or compensated elsewhere), at the other Self Perfection can do it basically at will.

In the middle Rapport and Tranquility can only attempt it if they're attacked, while Faith, Lore, and Pain have to burn spells of various utility and plausibility. Dream honestly makes me LOL harder than the two who can't do it at all.


2 people marked this as FAQ candidate.

Occult Aventures has Create Mindscape and Greater Create Mindscape spells. Both basically create a mental only demiplane hosted on the Astral Plane that is inhabited by the minds of the spell caster and those targeted. Both can be made permanent through Permanency. Related, the spell Mindscape Door allows one to enter a Mindscape by casting it on a target already in the mindscape.

So can anyone actually think of a reason why you'd make these permanent? I originally thought you set it up as your private mental clubhouse, allowing cross continental (and planar) communication, but I don't see a way to reenter the Mindscape after you leave without casting Mindscape door on someone currently still in it. You could theoretically do shifts where people with Mindscape Door keep trading off so someone is always there and leaving a targetable entry point, but that's neither feasible nor useful.

Proposed FAQ: Should Mindscape Door also allow someone who was previously in a permanent Mindsacpe to reenter it by targeting himself?

If the answer is no, it seems like making a permanent Mindscape would leave an expensive, useless, and completely inaccessible Mindscape sitting on the Astral Plane after the last person leaves so they can eat or otherwise lead their normal life. Or maybe this option is only for someone with a ring of sustenance who wants to inhabit their own private virtual reality for the rest of their life, the ultimate nerd fantasy.


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A lot of critics seem to think the Psychic is pretty boring mechanically, and with a restricted spell list its not competitive with a Wizard/Sorcerer. Fair enough, I can understand that.

But one of the good things about it is that it picks up some Cleric/Bard/Witch/etc spells that Wizards can't get (e.g. Blade Barrier), and it gets some psychic themed spells earlier than the Wizard, both old classics and some of the new ones published in Occult Adventures. Being aware of this may make you want to pick a Psychic over a Wizard/Sorcerer focused on mental spells/enchantment.

For reference, here are (some) spells that the Psychic gets earlier than the equivalent Wizard/Sorcerer spell. If I missed any let me know. Yes, I know the Cleric/Witch/whatever often gets these the same level as the Psychic, but those aren't going to be your competitor class for comparison purposes.

Format is: (level Psychic gets it at) - (name of spell) (Wizard level)
An asterisk indicates the spell is published in Occult Adventures. I've bolded the ones I think are particularly important spells to get early.

1- Detect Thoughts (2)
1 - Psychic Reading* (2)
1 - Share Language (2)
2 - Aversion* (3)
2 - Detect Mindscape* (3)
2 - Hold Person (3)
2 - Hypercognition* (4)
2 - Howling Agony (3)
2 - Inflict Pain* (3)
2 - Oneiric Horror* (3)
2 - Pain Strike (3)
2 - Seek Thoughts (3)
2 - Suggestion (3)
3 - Mindscape Door* (4)
3 - Nixie's Lure (4)
3 - Object Possession, Lesser* (4)
3 - Purge Spirit* (4)
3 - Share Senses (4)
3 - Telekinetic Maneuver* (4)
4 - Break Enchantment (5)
4 - Condensed Ether* (5)
4 - Create Mindscape* (5)
4 - Dream (5)
4 - Mind Probe* (5)
4 - Oneiric Horror, Greater* (5)
4 - Pain Strike, Mass (5)
4 - Planar Adaptation (5) [huh?]
4 - Sending (5)
4 - Telepathic Bond (5)
4 - Telekinesis (5)
4 - Thoughtsense* (5)
5 - Dream Scan* (6)
5 - Explode Head* (6)
5 - Mind Swap* (6)
5 - Plane Shift (7) [oh, maybe that's why]
5 - Psychic Asylum* (6)
5 - Retrocognition* (6)
5 - Serenity (6)
5 - Suggestion, Mass (6)
5 - Telepathy* (6)
5 - True Seeing (6)
5 - Utter Contempt (6)
6 - Awaken Construct* (7)
6 - Create Mindscape, Greater* (7)
6 - Dream Council* (7)
6 - Ethereal Jaunt (7)
6 - Inflict Pain, Mass* (7)
6 - Joyful Rapture (7)
6 - Object Possession, Greater* (7)
6 - Planar Adaptation, Mass (7)
7 - Mind Blank (8)
7 - Telekinetic Sphere (8)
8 - Bilocation* (9)
8 - Etherealness (9)
8 - Refuge (9)
8 - Mind Blank, Communal (9)

Related, Charm Person (Mass) is missing from the Psychic list, surely an error since they have all the other Hold/Charm/Dominate/etc. spells. Psychics should have it at level 5 like everyone else.

Mass Suggestion is a great Spell Perfection candidate here for enchantment focused psychics, since you can quicken it and get those double bonuses for spell focus and spell penetration.


9 people marked this as FAQ candidate.

Mediums, Spiritualists, and Occultists have it, but for some reasons Psychics don't even though they have Planar Binding on their list. Can anyone convince me this makes sense rather than being an oversight?

Proposed FAQ: Since Psychics have both Planar Binding and the related Agonize spells on their spell list, shouldn't they also have Magic Circle Against Evil/Good/Law/Chaos and/or the new Thaumaturgic Circle on their list so that they can effectively use Planar Binding? If not, what is the justification for giving them Planar Binding and Agonize without a circle spell for protection?


Discern location requires that you have seen the target (or possess an item that once belonged to it). What happens if you were wearing a magical or mundane disguise and the caster didn't see the "real you"? Does the answer depend on whether your disguise was a random person, or whether it duplicated someone else who could be a valid target of the spell? Why?

Dream Scan (introduced in Occult Adventures), requires the same targeting as Dream, which states:

Quote:
At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity.

What if the caster only knows you by a false name that no one has? What if you're borrowing someone else's name? In this case, at least, I feel pretty strongly it should either fail or target that real person, which means spies would be better off using cover identities of actual people just in case the opposition tries a remote Dream Scan (or similar divination spell) to probe their memories or find them. Figuring out you got the wrong guy is harder than figuring out the guy you're after is a false ID.

Any thoughts on related issues or spells?