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PSI CANTRIPS AND AMPS

PSYCHIC CLASS FEATURE 1

The magic of your mind manifests as psi cantrips, which you can modify by spending Focus Points. Like other cantrips, you can cast psi cantrips as often as you like, and they are automatically heightened to half your level rounded up. Your psi cantrips are in addition to the cantrips you choose from the occult list as part of your psychic spellcasting. Generally, only feats can give you more psi cantrips. Unlike other cantrips, you can’t swap out psi cantrips gained from feats at a later level, unless you swap out the specific feat via retraining. At 1st level, you learn three psi cantrips determined by your choice of conscious mind; one is a unique psi cantrip and two are common cantrips, typically from the occult spellcasting tradition, that you always cast as psi cantrips. You automatically gain more psi cantrips as you progress in your career as a psychic.

TABLE: PSYCHIC FOCUS CANTRIPSPSI CANTRIPS
The Distant Grasp Conscious Mind Level Summary
uMage handDA 1 You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet.
uTelekinetic projectileDA 1 You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target.
uTelekinetic rendDA 1 Your mind creates a violent axis of motion in a nearby space.
uVector screenDA 3 You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles.
uDancing bladeDA 5 You telekinetically animate a weapon that’s unattended or on your person.
The Infinite Eye Conscious Mind Level Summary
uDetect magicDA 1 You send out a pulse that registers the presence of magic.
uGlimpse weaknessDA 1 You glimpse a loose scale, a seam in a foe’s armor, or a similar weakness, aiding your allies in landing a precise hit.
uGuidanceDA 1 You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends.
uOmnidirectional scanDA 3 You quickly view your surroundings from a variety of angles, your senses constructing an overall mental picture.
uForesee the pathDA 5 You see just a split second into the future and glean how an enemy will move, making it easier for your allies to strike it mid-action.
The Oscillating Wave Conscious Mind Level Summary
uProduce flameDA 1 A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range.
uRay of frostDA 1 You blast an icy ray.
uThermal stasisDA 1 The same abilities that let you raise or lower thermal energy also let you keep it at a safe medium.
uEntropic wheelDA 3 You stockpile thermal energy in a magical wheel-like construct that lets you burn opponents with cold or freeze their bodies with heat.
uRedistribute potentialDA 5 Energy attempts to balance out, but with your magic, you can shunt all the energy in one area to another.
The Silent Whisper Conscious Mind Level Summary
uDazeDA 1 You cloud the target’s mind and daze it with a mental jolt.
uForbidden thoughtDA 1 You place a psychic lock in a foe’s mind that prevents it from a specific action.
uMessageDA 1 You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target.
uShatter mindDA 3 You telepathically assail the minds of your foes.
uContagious ideaDA 5 Nothing is so contagious as a thought.
The Tangible Dream Conscious Mind Level Summary
uDancing lightsDA 1 You create up to four floating lights, no two of which are more than 10 feet apart.
uImaginary weaponDA 1 You create a simple weapon of force.
uShieldDA 1 You raise a magical shield of force.
uAstral rainDA 3 You fling a mass of furious thoughts into the air, where they expand into numerous blades or other shapes that rain down.
uHologram cageDA 5 You weave light into a cube of vivid and fantastic patterns.
The Unbound Step Archive Conscious Mind Level Summary
uDistortion lensDA 1 You create a magical lens that distorts space as best suits you.
uPhase boltDA 1 You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target.
uWarp stepDA 1 When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer.
uGhostly shiftDA 3 Your body becomes insubstantial as you partially phase out.
uTesseract tunnelDA 5 You race from point to point, tearing open a tunnel in space.

You start with a focus pool of 2 Focus Points. However, unlike other spellcasters, you don’t gain focus spells that cost Focus Points to cast. Instead, you use your Focus Points to boost or modify your psi cantrips by applying amps— specialized thoughtforms that alter the expression of your psychic power. Each of your psi cantrips has a special amp heading. Whenever you cast a psi cantrip, you can amp it by spending 1 Focus Point to add the amp effect. You can also gain additional amps through feats, allowing you to substitute a psi cantrip’s normal amp effect for another one. You choose which amp to use, if you choose to use any, each time you cast a psi cantrip. Unless otherwise noted, you can apply only one amp to a given psi cantrip.

You refill your focus pool during your daily preparations, and you can regain Focus Points by spending 10 minutes using the Refocus activity to explore your mind, whether via meditation, practicing a craft or activity that gives you the mental space to self-reflect, or talking through your thoughts and feelings with yourself or another. If you’ve spent Focus Points only to amp psi cantrips or fuel psychic abilities since the last time you Refocused, you regain 2 Focus Points when you Refocus, up to your maximum of 2. If you’ve spent Focus Points on focus spells or abilities other than those from the psychic class (for instance, to cast a focus spell you gained from an archetype), you regain only 1 Focus Point.