Psychic Reformation School: transmutation [telepathy, mind-affecting] Level: psion 4 Display: auditory, mental, and visual Casting Time: 10 minutes Range: close 25 ft.. + 5 ft./2 le
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As the arcane mark sorcerer spell, except as noted here
(see the Pathfinder Roleplaying Game Core Rulebook)
Psychic mark must be cast on an object by a psion, prior
to casting instant summons on the same object
Psychic Reformation
School: transmutation [telepathy, mind-affecting]
Level: psion 4
Display: auditory, mental, and visual
Casting Time: 10 minutes
Range: close (25 ft + 5 ft./2 levels)
Target: one creature
Duration: instantaneous
Saving Throw: none; Spell Resistance: no
When this spell is cast, the subject can choose to spend
its most recently gained skill points differently (picking
new skills and abandoning old ones if it chooses) and to
choose a different feat from the one it selected when
advancing from its previous level to its current level
The subject can also choose to forget spells it
acquired when advancing to its current level, replacing
them with new ones
The subject can undo decisions of these sorts that
were made at lower levels, if both the subject and the
caster agree to pay the necessary XP before this spell is
cast (see below) The subject must abide by the standard
rules for selecting skills and feats, and so it cannot take
feats for which it doesn‘t qualify or take crossclass skills as
class skills
Ki Cost: you must spend 2 ki points to reformat choices
made when the character reached her current level For
each additional previous level into which the revision
reached, the spell costs an additional 2 ki points
Psychic Turmoil
School: abjuration [metacreativity]
Level: shaper 5, cleric 5, sorcerer/wizard 5
Display: mental and visual; Components: V, S, M
Casting Time: 1 standard action
Range: close (25 ft + 5 ft./2 levels)
Area: 40-ft.-radius emanation centered on a point in
space
Duration: 1 round/level
Saving Throw: Will partial; see text; Spell Resistance:
yes
With this spell, you create an invisible field that leeches
away the ki points of psionic characters standing within
the emanation (including you if you are in the area)
Nonpsionic characters are unaffected
When the spell is cast and at the beginning of each
of your subsequent turns, psionic creatures within the
area of the psychic turmoil lose 1 ki point per two psionic
levels (levels in classes that grant a ki pool) they have
Characters that succeed on a Will save when they first
encounter the emanation lose only half as many ki points
(round down) each round Characters get only one save attempt against any particular psychic turmoil effect, even
if they leave the spell‘s area and later return
Material Component: Five playing cards, which are torn in half when the spell is cast
Psychic Turmoil, Greater School: abjuration [metacreativity]
Level: shaper 7, cleric 7, sorcerer/wizard 7 Duration: 1 round/level
As psychic turmoil, except you gain 1 temporary hit point for each ki point the spell takes from a psionic creature The temporary hit points last for 1 hour
Psychic Vampire School: transmutation [psychometabolism]
Level: egoist 4, psyker 4 Display: mental Casting Time: 1 standard action Range: touch
Target: creature touched Duration: instantaneous Saving Throw: Fortitude negates; Spell Resistance: yes
This spell shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent‘s spell
If you cast this spell to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 ki points per power level from your foe The drained points simply dissipate Your touch attack, charged with psionic energy, is treated as an armed attack
If you cast this spell to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the spell‘s benefit
Against a spontaneous spellcaster that does not have
a ki pool, 2 levels of spell slots are drained away per power level
All other creatures are stunned for 1d4 rounds
Psychofeedback School: transmutation [psychometabolism]
Level: egoist 5, psyker 5 Display: visual
Casting Time: 1 standard action Range: personal
Target: you Duration: 1 round/level (D)
You can readjust your body to boost one physical ability score at the expense of one or more other scores Select one ability score you would like to boost, and increase it
by the same amount that you decrease one or more other scores All score decreases are treated as ability damage You can boost your Strength, Dexterity, or Constitution score by up to 4 points