
HumbleGamer |
Energy can't be created or destroyed, only transferred or changed. Whenever you use your magic to add or remove energy, you must then balance it with the opposing force.
The first time in an encounter that you cast a granted spell or a standard psi cantrip from your conscious mind, decide whether you're adding energy or removing it. Once you add energy, you must remove energy the next time you cast one of these spells. When you Refocus, you restore yourself to a neutral state, allowing you to once again freely choose whether you add or remove energy on your next spell.
Adding Energy: The ability gains the fire trait, any damage it deals is fire damage, and any resistance it grants is to cold damage. It loses any traits matching damage types it no longer deals.
Removing Energy: The ability gains the cold trait, any damage it deals is cold
damage, and any resistance it grants is to fire damage. It loses any traits matching damage types it no longer deals. Fiery body grants ray of frost instead of produce flame when cast this way.
Mindshift: When you use an action that has the mindshift trait, you can choose to add or remove energy to it instead of making it mental. Alter it as normal for adding or removing energy and change any save it requires to a Reflex save.
Just wanted to know if I got all of this right.
1) I Can use any spell, focus spell ( amped cantrip ) or cantrip from my conscious mind repertoire.
2) On my first spell, After I cast it( untill I refocus or rest ), I can decide whether to add or remove energy.
3) If I add energy, the spell gains the fire trait, deals deal fire damage and loses any trait damage related. If I add energy, the spell gains the cold trait, deals deal cold damage and loses any trait damage related.
4) If I cast another spell ( point 1 rules apply here too ) I have to shift from fire to cold, or from cold to fire.
So, to sum up:
- I am not tied to fire/cold spells. I can use anything from my conscious mind repertoire, like tenekinetic projectile and similar.
- All the damage will become fire or cold damage. This means that if I cast Ice Storm ( I know it's not available. I am just using it to make an example ) adding energy it will deal 2d8 fire + 2d8 fire.
- Everything else spell related remains the same. For example a ray of frost dealing fire damage will still grant temporary HP, while a produce flame dealing frost damage would still add persistant cold damage on a critical hit.
Bonus:
Strain Mind
You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell level of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.
How does this spell interact with temporary hp?
Is there any difference in 2e in terms of loosing hp or take damage?Thank you.

Baarogue |
The first time in an encounter that you cast a granted spell or a standard psi cantrip from your conscious mind
Granted Spells 1st: burning hands; 2nd: heat metal; 3rd: fireball; 4th: fire shield; 5th: cone of cold; 6th: flame vortex; 7th: fiery body; 8th: polar ray; 9th: meteor swarm
Standard Psi Cantrips produce flame and ray of frost
Unique Psi Cantrips surface: thermal stasis; deeper: entropic wheel; deepest: redistribute potential
The Oscillating Wave entry on AoN leaves out the "Granted Spells" part from the list I quoted above so that might not be clear if that's the resource you're using. I added it to my quote because that's how it's listed in the book. So no, not just any spells in your repertoire. Not TK Projectile nor Ice Storm since neither of those are granted spells nor standard psi cantrips from your conscious mind
Other than that detail, yes the listed spells do work how you describe, including (amped) Ray of Frost's temp HPs, etc.
Bonus: That depends on which temp HP camp you're in, I suppose. I would rule that since temp HPs are HPs they're valid for losing to Strain Mind. Others might argue that nothing temporary can be used to pay a cost, so they wouldn't qualify

breithauptclan |
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Strain Mind
Quote:You strain your body beyond its limits to use an amp even when your mental power is depleted. You add an amp that costs 1 Focus Point to the spell. Instead of paying the normal Focus Point cost, you lose Hit Points equal to four times the spell level of the amped psi cantrip as you bleed from your nose or suffer some other visible sign of strain.How does this spell interact with temporary hp?
Is there any difference in 2e in terms of loosing hp or take damage?
There are some spells and effects that specifically say that they bypass Temporary HP. This one doesn't.
So whether or not you think that Temporary HP are identical to regular HP or not, the rules for Temp HP say that Temp HP are lost first. The ability would need to override that general rule if it isn't supposed to work that way.

YuriP |

About Oscillating Wave it isn't too complicated it's just over-explained.
In practice is when you are casting a Granted Spell or a Standard Psi Cantrips (but not the Unique Psi Cantrips) granted by Oscillating Wave subclass you first choose fire or cold and any than ignore any fire/cold dmg type from the spell because it will be your choose damage type. And starting from here any other Granted Spell or a Standard Psi Cantrips will have to alternate from fire/cold until you refocus.
About Temp HP for Strain Mind I agree with breithauptclan. Temp HP still a HP and by default is used first. If nothing stats that you cannot use temp of HP so you use normally.