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Spiritualism Discipline (Psion)

August 22nd, 2017

Joshua Zaback

Best in Class Archive

Those with powers of the mind also have a claim to powers of the spirit, and we seek to explore this in today’s new Best in Class with an examination of a mental discipline, focusing on the affairs of ghosts and local spirits. Talented in divination, combating the dead, and manipulating the boundaries between life and death, those gifted in this art are formidable indeed. We take a look at this discipline through the eyes of the psion from Dreamscarred Press’s Psionic Handbook.

 

New Psion Discipline
Spiritualism  

Psions who specialize in spiritualism are known as spiritualists, and are dedicated to exerting potent mental forces upon the dead. Able to mentally influence and manipulate ghosts and other spectral creatures, psions gifted in spiritualism are usually very active in dealing with the problems of those who cling to life. Gifted channelers and cunning combatants, spiritualists operate in the shadows. For purposes relating to other psychic class features, the spiritualist is considered to have a generalist discipline.

Discipline Talents (Ps): Choose two of the following psionic powers: ectoplasmic trinket, empathy, mind thrust, and unearthly terror. As long as you maintain psychic focus, you can manifest the selected powers without spending any power points to do so. You cannot further augment the chosen powers, and the damage dealt by mind thrust is reduced to 1d6.

Spiritmancy (Ex): At 2nd level, you learn how to use your mental power to influence the spiritual matter of ghosts and similar creatures. Any mind-affecting power you manifest can affect incorporeal undead and elementals, even if they are immune to mind-affecting effects. Mindless creatures are still immune to your mind-affecting effects. Additionally, whenever you manifest a power against an incorporeal undead, you may spend 2 additional power points; if you do, you increase your manifester level by 2 and the saving throw DC of the power by 1.

Call Spirits (Su): At 8th level, you can call up local spirits in order to ask them questions. You must be within a place that has a strong connection to the spirit you wish to question. The place where the spirit died always counts as one such place, but other places strongly associated with the spirit may also be sufficient, at the GM’s discretion. You must know the name of the spirit you wish to contact. You must also spend a number of power points equal to the Hit Dice the spirit had in life. If instead the spirit has become an incorporeal undead, you must spend a number of power points equal to the CR of that incorporeal undead. Once summoned, the spirit appears before you. If the spirit has become an incorporeal undead, it may act of its own accord; otherwise a wispy form resembling the creature the spirit was in life appears before you and answers your questions.

The summoned spirit can answer questions. Treat this as though a speak with dead spell was cast upon the target. At 12th level, the spirit can also provide limited information from beyond the grave, as though with the spell divination. At 16th level, the spirit can share the full breadth of its knowledge, as with the spell contact other plane.

Warp Spirit (Su): At 14th level, you learn how to use your psionic energies to manipulate the bodies of spirits. Whenever you manifest a psionic power against an incorporeal undead creature, you ignore any immunity that creature has as part of its type or subtype; other immunities and resistances inherent to the creature still apply normally.

Spirit Form (Su): At 20th level, you learn to use the power of your mind in order to transform into a spirit for a short time. As a free action, you can spend 10 power points in order to assume spirit form, becoming incorporeal and gaining a fly speed equal to your land speed, with perfect maneuverability. While in spirit form, you gain a +2 bonus to your manifestation level. For every minute you maintains this form, you lose 1d6 power points. If your power points are ever reduced to 0, this effect ends.

Additionally, if you would die, you immediately return to life as a ghost that rejuvenates at the site of your bones. Destroying your bones prevents rejuvenation.