The Secrets of Psychic Magic in Pathfinder 2e

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Psychic spells in Pathfinder 2e are a unique and intriguing aspect of the game. Unlike traditional spellcasters who rely on spell slots and memorizing spells, psychic spellcasters tap into their inner minds to shape reality. **The main idea behind psychic spells is that they are cast using a character's psychic energy instead of relying on external magical sources.** This means that psychic spells aren't affected by things like spell resistance or counterspell, making them a potent force on the battlefield. One of the defining features of psychic spells is that they don't require verbal, somatic, or material components. Instead, psychic spellcasters use their mental focus to unleash powerful magic.


Thrawn was a warehouse labourer who discovered his psychic powers when working late one evening. Burglars broke into the warehouse, and in his alarm, Thrawn telekinetically hurled a crate at them.

Worried that his powers might be a danger to people other than burglars, Thrawn took to the roads, learning to live in the wild and also developing his psychic strength and control. 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.

Pathfinder 2e psychic spells

Instead, psychic spellcasters use their mental focus to unleash powerful magic. This means they can cast spells even when their hands are tied or they are rendered mute, making them versatile in a variety of situations. **The main idea here is that psychic spells grant more flexibility and freedom to spellcasting characters.

Pathfinder 2e Character Building Tomfoolery (1 Viewer)

For the uninitiated, in the DOS games, the "barrelmancer" isn't really a character build, it's more like a cheesy method of combat. Get a character with maxed out Telekinesis skill, who drops a container (often chest or barrel) containing a crap-ton of objects on enemies. Since damage is based on the weight of the object, it will often lead to hilarious and cheesy kills even against multi-thousand HP bosses especially since Telekinesis is not bound by weight, only by distance.

At its most basic, the "hit 'em with objects" schtick can be ticked off in PF2 with the Telekinetic Projectile cantrip. This technically only uses objects of Bulk 1 or less, but the damage scales with level and as a GM I would have no issue with the player describing that as using large objects, on the understanding that there was no actual correlation between object size and damage. (In fact, I actually prefer that there be no correlation between object size and damage, because if there were, then telekinetic projectile could be nerfed by simply not having large objects around).

But PF2 also has a specifically TK-focused Psychic type - "the distant grasp", so let me introduce you to:

Thrawn Bokks, barrelmancer

Pathbuilder 2e

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Thrawn was a warehouse labourer who discovered his psychic powers when working late one evening. Burglars broke into the warehouse, and in his alarm, Thrawn telekinetically hurled a crate at them.

Worried that his powers might be a danger to people other than burglars, Thrawn took to the roads, learning to live in the wild and also developing his psychic strength and control.

I've tried to only pick spells for Thrawn that can be explained as telekinetic in nature; shield to telekinetically deflect blows, true strike to telekinetically guide them, magic missile is pure telekinetic force, blink is him telekinetically 'bouncing' himself around, his black tentacles are made of telekinetic force, and his shadow blast is him telekinetically drawing heat, cold or electrical energy, etc.

Thrawn Bokks, Psychic 10

Medium Human Half-Orc Humanoid
Perception +14; Low-Light Vision Darkvision
Languages None selected
Skills Acrobatics +14, Athletics +19, Crafting +17, Intimidation +12, Lore: Labor +17, Medicine +14, Nature +14, Occultism +21, Society +17, Stealth +16, Survival +14, Thievery +14
Str +3, Dex +2, Con +4, Int +5, Wis +2, Cha +0
Items +1 Resilient Shadow (Greater) Hide
AC 28; Fort +19, Ref +17, Will +17
HP 127
Armored Rebuff


Speed 30 feet
Melee +1 Striking Thundering Longspear +16 (Reach, Evocation, Magical, Sonic), Damage 2d8+3 P +1d6Sonic
Psi Burst


Violent Unleash
Unleash Psyche
Calculate Threats
Hunt Prey

Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 2 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 3 or less. Your mage hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd level or higher, its maximum Bulk is 2. If the spell is heightened to 7th level or higher, its maximum Bulk is 3. It also gains the following amp. Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again. Amp Heightened (4th) You can attempt to Disarm the creature instead of attempting to Shove it. If you knock an item out of the creature's grasp in this way, the mage hand immediately grabs it. Any effect of the mage hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped mage hand.
Telekinetic Projectile (Amped)

Range 30 feet; Targets 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Heightened (+1) The damage increases by 1d6. Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet. It also gains the following amp. Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage. Amp Heightened (+1) The damage increases by 2d6 instead of by 1d6.
Telekinetic Rend

Range 60 feet Area 2 non-overlapping 5-foot bursts Saving Throw basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. Heightened (+2) The damage increases by 1d6. Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1. Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.
Gravity Weapon

Duration 1 minute You build up gravitational force (telekinetic, for Thrawn) and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
Vector Screen

Range 60 feet; Area one 5-foot square Duration until the start of your next turn You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks - such as arrows, bolts, sling bullets, and other objects of similar size - is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty. Heightened (5th) The screen is 10 feet wide. Heightened (6th) The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area. Amp Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.
Dancing Blade

Range 30 feet; Targets 1 creature Duration sustained up to 1 minute You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist. When you first Cast the Spell, the weapon automatically flies to the target and Strikes. It moves along with its target, always remaining within reach. Each time you Sustain the Spell, the weapon either Changes Partners or Strikes. The weapon's attacks use and contribute to your multiple attack penalty. • Change Partners Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target. • Strike (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to 2d6 plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack). Heightened (+2) The damage increases by 1d6. Amp The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones. • Guard Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first. • Push (attack) The weapon attempts to Push its target, using your spell attack roll instead of an Athletics check to determine the results of the Push
Additional Feats Assured Identification, Athletic Might, Consult the Spirits, Fleet, Gravity Weapon, Half-Orc, Hefty Hauler, Inertial Barrier, Intimidating Glare, Iron Fists, Orc Sight, Quick Jump, Ranger Dedication, Ranger Resiliency, Sentinel Dedication, Signature Spell Expansion, Steel Skin, Toughness, Warp Space
Additional Specials Clarity of Focus, Conscious Mind (The Distant Grasp), Consult the Spirits (Occultism), Great Fortitude, Precognitive Reflexes, Psi Cantrips And Amps, Psychic Spellcasting, Signature Spells, Subconscious Mind (Precise Discipline)

Pathfinder 2e psychic spells

** Psychic spells also have a unique mechanic called the "spell repertoire." Instead of memorizing specific spells, psychic spellcasters have a repertoire of psychic energy that they can shape into different spells on the fly. **The main idea here is that psychic spellcasters have access to a wide variety of spells and can choose which ones to use depending on the situation.** This adds a layer of strategic decision-making to the game, as players must carefully consider which spells to prepare in order to be effective in different encounters. Furthermore, psychic spells can be augmented with additional effects called "metamagic." These metamagic options allow spellcasters to manipulate the psychic energy of their spells, enhancing their power or granting them additional abilities. **The main idea here is that psychic spellcasters can customize their spells to suit their playstyle or adapt to specific challenges.** This adds another level of complexity and depth to spellcasting characters. Finally, psychic spells have their own unique spell list, distinct from other spellcasting classes. This means that psychic spellcasters have access to spells that are not available to other classes, making them a unique and valuable addition to any adventuring party. **The main idea here is that psychic spells offer a fresh and exciting approach to spellcasting in Pathfinder 2e.** In conclusion, psychic spells in Pathfinder 2e offer a unique and dynamic approach to spellcasting. By tapping into their inner minds, psychic spellcasters unleash powerful magic that is not bound by traditional limitations. With their spell repertoire and the ability to augment spells with metamagic, psychic spellcasters bring versatility and customization to the table. Their distinct spell list sets them apart from other classes, making them an intriguing choice for players looking to explore new realms of magic in the Pathfinder 2e universe..

Reviews for "Expanding the Spellcaster's Arsenal: Psychic Spells in Pathfinder 2e"

1. Samantha - 2 stars - I was really excited to try out the psychic spells in Pathfinder 2e, but I was sorely disappointed. The mechanics seemed convoluted and confusing, and the spells themselves lacked the creativity and impact that I was hoping for. I also found it difficult to balance psychic magic with other types of magic in my character build, which was frustrating. Overall, I felt like the psychic spells were a missed opportunity in Pathfinder 2e.
2. John - 1 star - As someone who enjoys playing spellcasters, I was eager to try out the psychic spells in Pathfinder 2e. However, after using them for some time, I can confidently say that they are not my cup of tea. The spells lack versatility and options, and the limited spell list leaves much to be desired. I also found the implementation of psychic spells to be clunky and unintuitive, making it difficult to fully utilize their potential. Overall, I was left disappointed and would not recommend the psychic spells in Pathfinder 2e.
3. Emily - 3 stars - While I appreciated the attempt to introduce psychic spells in Pathfinder 2e, I found them to be underwhelming compared to other spellcasting options. The limited spell selection and lack of variety made playing as a psychic spellcaster feel repetitive and stale. Additionally, the mechanics behind psychic spells were not intuitive and required significant rulebook referencing, which disrupted the flow of gameplay. While the psychic spells had potential, I believe they need further refinement to be truly enjoyable in Pathfinder 2e.
4. Michael - 2 stars - I had high hopes for the psychic spells in Pathfinder 2e, but unfortunately, they fell short of my expectations. The spells felt unbalanced and lacked the impact that I was looking for in a spellcasting class. I also found the psychic magic system to be overly complicated, requiring constant reference to the rulebook. Overall, I felt that the psychic spells in Pathfinder 2e were not worth the effort and would have preferred to stick with more traditional spellcasting options.

Unlocking the Mind's Potential: Psychic Spells in Pathfinder 2e

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