Intimidate blocks Psychic Spell Casting?


Rules Questions


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The emotion component for Psychic Spells explains that whenever a caster is under the effects of a non-harmless effect with the emotion or fear Descriptor they can't provide the emotion component.

A friend has suggested that this means Intimidate, which causes the shaken condition, can shut down psychic spellcasting.

Is this true? My understanding is that the shaken condition itself lacks an actual "Fear Descriptor" and does not actually invoke this clause in the Emotion Component.

Grand Lodge

It's true.

Scarab Sages

Think of it as the nasty price that psychics have to pay instead of arcane magic's armor problem or divine magic's dependence-on-a-higher-power problem.


I think the bigger problem is the thought component which if RAW can be a real detriment to any melee psychic caster.


If you're a good psychic, a pretty antipaladin could be one of your biggest problems. Or a Bard with the Step Up chain and Dirge of Doom.


Frightening Presence becomes much more...... frightening...


I'm Hiding In Your Closet wrote:
Think of it as the nasty price that psychics have to pay instead of arcane magic's armor problem or divine magic's dependence-on-a-higher-power problem.

I think I'd call psychic's problem much, much more debilitating considering most arcane users get hours per level armor equivalence as a 1st level spell (or can just buy and enchant a haramaki) and the divine caster's "problem" is pretty much a non-issue beyond RP.

Scarab Sages

chaoseffect wrote:
I'm Hiding In Your Closet wrote:
Think of it as the nasty price that psychics have to pay instead of arcane magic's armor problem or divine magic's dependence-on-a-higher-power problem.
I think I'd call psychic's problem much, much more debilitating considering most arcane users get hours per level armor equivalence as a 1st level spell (or can just buy and enchant a haramaki) and the divine caster's "problem" is pretty much a non-issue beyond RP.

You might have a point about the former, but the latter simply shouldn't be true - or rather, to imply "it's just RP" as though that makes it not a "real" issue is tantamount to undermining the entire concept of the game. It IS a real issue. It's called an RPG for a reason.


I'm Hiding In Your Closet wrote:
chaoseffect wrote:
I'm Hiding In Your Closet wrote:
Think of it as the nasty price that psychics have to pay instead of arcane magic's armor problem or divine magic's dependence-on-a-higher-power problem.
I think I'd call psychic's problem much, much more debilitating considering most arcane users get hours per level armor equivalence as a 1st level spell (or can just buy and enchant a haramaki) and the divine caster's "problem" is pretty much a non-issue beyond RP.
You might have a point about the former, but the latter simply shouldn't be true - or rather, to imply "it's just RP" as though that makes it not a "real" issue is tantamount to undermining the entire concept of the game. It IS a real issue. It's an RPG.

My point is that in terms of game mechanics your spells coming from a divine source is meaningless in most circumstances unless your DM decides that God of Goodness X is pissed that you burned down an orphanage and revoked your powers. It doesn't come up really and if it does it is pretty much DM interpretation that makes it happen and your own RP, not a codified ruling. That is in a different league than the "Arcane casters may lose their spells if they wear armor" and compared to "Anyone can shut off my class features with a successful skill check with a fairly low DC?" Man, that ain't even the same sport.

Dark Archive

At least one of the Psychic options makes it completely immune to fear. They also have a strong Will save and as a full caster, are completely capable of investing heavily in things that boost Will saves (like getting an Int+Wis headband instead of just an Int headband, and the obvious cloak of resistance, plus any other items they can find).

It's not a non-issue, but it's a minor one at best.


Intimidate doesn't use Will saves. It's simply against a straight DC depending on the targets HD and WIS (10+HD+WIS) (which is usually on par or better than Will save).

Scarab Sages

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Doesn't psychic magic function as if it has stilled and silent metamagics on it?

With great power comes great timing to invest in Intimidate ranks and Dazzling Display.

Scarab Sages

@chaoseffect: You're making it sound like that isn't a bedrock element of the game, though, which it is. There's this fallacy epidemic of thinking in terms of a "rules VS roleplay" dichotomy, when in fact they're meant to be integrated - it's a "using-both-halves-of-your-brain" way of thinking that makes D&D/Pathfinder distinctive and valuable even among other RPGs.

Getting back on topic, I will say that the ugliest snag I can see from this is that Psychics whose Phrenic Pool is grounded in Charisma are at a severe disadvantage against those grounded in Wisdom. It would be okay if Charisma-based Disciplines were slightly more powerful overall than the Wisdom-based, but I don't believe that's the case.

It also gets in the way of playing the "Insane/Tormented Psychic" archetype, who'd have a low Wisdom.


I'm Hiding In Your Closet wrote:


I sympathize with the latter bit, but it's the former I take issue with. A Cleric's relationship with their deity IS a rule of the game. Just because it isn't codified in black-and-white text doesn't mean it isn't "real." That's not how this game is meant to work. The fantasy world is REAL when you play the game, and the codified mechanics, while critical, are secondary. The whole "rules-VS-roleplaying" dichotomy isn't supposed to exist; it's meant to be fundamentally integrated, a "both-halves-of-your-brain" way of thinking that's a large part of what makes D&D/Pathfinder distinctive even among tabletop games.

I agree with you that it is part of the game, but as a roleplaying element that means it is open to endless interpretation and table variance to the point that it is pretty much pointless to try to discuss in a rules situation unless you are in the same game. On the other hand, there aren't many hard and fast rules that screw divine casters just for being divine casters, as opposed to the slap on the wrist arcane casters get and the knife in the guy psychics apparently receive. Divine casters only get penalized if the player, the one who personally chose his characters mentality, personality, background, and affiliations, actively goes against all of that by their own choices and/or -insert "I'm the DM, how can I make my friend's PC fall? huehuehue" scenario here- occurs.


chaos effect wrote:
"I'm the DM, how can I make my friend's PC fall? huehuehue" scenario here

This is the sort of behavior that creates the stuck-up hyperlawful not-so-good paladin player.

Scarab Sages

chaoseffect wrote:

I agree with you that it is part of the game, but as a roleplaying element that means it is open to endless interpretation and table variance to the point that it is pretty much pointless to try to discuss in a rules situation unless you are in the same game.

Not entirely true, but partly true; however, my reaction to that would be to not talk about it in any context where you couldn't coherently discuss a bedrock element of the game's function, rather than start drawing conclusions en masse that only make sense if you leave that part out - a very concerning danger that the mostly-wonderful Internet poses to gaming and other quirky and esoteric pursuits.


I'm Hiding In Your Closet wrote:
Not entirely true, but partly true; however, my reaction to that would be to not talk about it in any context where you couldn't coherently discuss a bedrock element of the game's function, rather than start drawing conclusions en masse that only make sense if you leave that part out - a very concerning danger that the mostly-wonderful Internet poses to gaming and other quirky and esoteric pursuits.

I'm sorry but I'm not quite understanding you here. Could you rephrase if possible?


Here's a new question: It says non-harmless effects. What counts as harmless?


forger03 wrote:

Here's a new question: It says non-harmless effects. What counts as harmless?

Spells with the harmless tag, i.e. effects that are buffs. Good Hope is an example of a harmless spell with the emotion descriptor.

Scarab Sages

forger03 wrote:

Here's a new question: It says non-harmless effects. What counts as harmless?

If the spell says [harmless] next to the save. For example, good hope.

Edit: psychic ninja'd!


Man, and Intimidate DCs are almost impossible to fail.

Er, wait, aren't descriptors only for spells?


I think I've got what I needed. The following is quoted from Core Rulebook.

[Descriptor]
Appearing on the same line as the school and
subschool, when applicable, is a descriptor that
further categorizes the spell in some way. Some spells
have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness,
death, earth, electricity, evil, fear, fire, force, good,
language-dependent, lawful, light, mind-affecting,
sonic, and water.
Most of these descriptors have no game effect by
themselves, but they govern how the spell interacts
with other spells, with special abilities, with unusual
creatures,
with alignment, and so on.
A language-dependent spell uses intelligible language
as a medium for communication. If the target cannot
understand or cannot hear what the caster of a language-dependent
spell says, the spell fails.
A mind-affecting spell works only against creatures
with an Intelligence score of 1 or higher.

Here is the full quote of relevant lines for this topic:
"It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptor. (The emotion descriptor was originally introduced in Pathfinder RPG Ultimate Magic.)" Quoted from page 144 of Occult Adventures. Descriptor is bolded for emphasis by me.

The Emotion descriptor was introduced in Chapter 2 of that book. Specifically, the section on designing new spells.

The Fear and Emotion Descriptors are thus something that comes attached to spells. As Intimidate is not a spell, Shaken does not have the Fear Descriptor, which is separate (as in not the same) from a fear effect. Therefore only SPELLS or Spell-like abilities (the only things possessing the fear and emotion descriptors) can impede Psychic Spells with an emotion Component.

I apologize profusely for not doing proper research myself. I am deeply sorry.


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"Fear effects include spells with the fear descriptor, anything explicitly called out as a fear effect, anything that causes the shaken, frightened, or panicked condition, and all uses of the Intimidate skill. Intimidate, in particular, is a mind-affecting fear effect, so fearless and mindless creatures are immune to all uses of Intimidate." - a recent FAQ

Intimidate is undoubtedly a fear effect, but I suppose strictly one could argue it still lacks the fear descriptor, thus is doesn't qualify for the issue at hand, but that seems a bit disingenuous.


forger03 wrote:


The Fear and Emotion Descriptors are thus something that comes attached to spells. As Intimidate is not a spell, Shaken does not have the Fear Descriptor, which is separate (as in not the same) from a fear effect. Therefore only SPELLS or Spell-like abilities (the only things possessing the fear and emotion descriptors) can impede Psychic Spells with an emotion Component.

I apologize profusely for not doing proper research myself. I am deeply sorry.

Because casters can't have drawbacks.


The emotion component is specific. It states that only effects with the fear descriptor impeded spells with the emotion component. Since intimidate lacks this descriptor, which is a specific and seperate object relating to spells, intimidate does not impede the casting of spells with the emotion descriptor, except perhaps for concentration checks.


The way it is worded, intimidate doesn't stop a psychic from casting spells with emotion component, because intimidate doesn't have the fear descriptor, although it is a fear effect.

So, if you want to inconvenience a psychic spellcaster...

Intimidate => fear effect, but no fear descriptor, this doesn't work
Fear spell => fear descriptor (this is also a fear effect but it doesn't matter), this does work
Good hope => emotion descriptor but harmless, this doesn't work
Calm emotion => emotion descriptor, this does work
Ancient red dragon's frightful presence => fear effect, but no fear descriptor, this doesn't work

A 3rd level paladin is immune to fear, not just effects with the fear descriptor, so in the examples above he would be immune to the intimidate skill, the fear spell and the dragon's frightful presence.


forger03 wrote:

The emotion component for Psychic Spells explains that whenever a caster is under the effects of a non-harmless effect with the emotion or fear Descriptor they can't provide the emotion component.

A friend has suggested that this means Intimidate, which causes the shaken condition, can shut down psychic spellcasting.

Is this true? My understanding is that the shaken condition itself lacks an actual "Fear Descriptor" and does not actually invoke this clause in the Emotion Component.

Yep, it's true. And it's probably one of the easiest ways to shut them down.

Oh, wait, they get in-class immunity to fear effects through at least two ways.

Meanwhile the Kineticist is sitting around looking at the Monk and being envious that it gets fun things.

Scarab Sages

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Goblinsaurus wrote:


Meanwhile the Kineticist is sitting around looking at the Monk and being envious that it gets fun things.

Yeah, because at will flight at 6th level or line-of-sight teleportation aren't any good, you have to be jealous of slow fall. Right...


Imbicatus wrote:
Goblinsaurus wrote:


Meanwhile the Kineticist is sitting around looking at the Monk and being envious that it gets fun things.
Yeah, because at will flight at 6th level or line-of-sight teleportation aren't any good, you have to be jealous of slow fall. Right...

Yeah, because "At-Will" is really that big of a bonus when a caster of equivalent level is getting the same abilities earlier than you and for longer than they'll need them to, on top of getting a massive selection of spells to emulate every class feature you have considerably better than you in every single conceivable way.

Wait, that's wrong. If the ability is awful, it doesn't matter if you can use it all the time, because it's still useless. Go look at any of the Kineticist builds popping up, and you'll see a remarkable trend that they ALL make use of Conductive Weapons to use the blast, because nothing else lets them stay even remotely competitive at all.

Scarab Sages

I could solo bonekeep with a 7th level aerokineticist without using a conductive weapon. At will flight with an extreme range weapon is is very very good.


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Imbicatus wrote:
I could solo bonekeep with a 7th level aerokineticist without using a conductive weapon. At will flight with an extreme range weapon is is very very good.

And that's relevant to how it does in any other situation at all... how? Giving an extreme corner-case example where it's possible to do passably doesn't make the class less s~~! overall.


So, Ectoplasmic residue (OA p.251): I know the DC is rather low.

It's a mind-affecting fear effect, but lacks the [fear]-descriptor. Does it shut down psychic casting with the E?


It's not "an effect with the [fear] descriptor", it's just a "fear effect", so no it doesn't shut down emotion spellcasting

EDIT
Wait, I just checked the playtest to see if anything changed in the wording and it didn't.

Quote:
It is impossible to cast a spell with an emotion component while the spellcaster is under the inf luence of a non-harmless effect with the emotion or fear descriptors.

And here is the word from Mark Seifter about emotion spells.

Quote:
If you're shaken, you're not casting an E spell (without the metamagic feat to remove the E anyway). Think of it in some ways as the martial's response to psychics (since tying them up or gagging them won't work)

http://paizo.com/threads/rzs2rn8x?General-Discussion-Spells-and-Magic# 34

Shadow Lodge

Well, they wouldn't want even pseudo non-magical options (despite them actually being magic) to be percieved as being equal to ACTUAL magic.

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