Ahead of Their Time [Unique]- Level: Philosopher 5
- Expressing Time: 1 free action
- IP Cost: 0
- Duration: Instantaneous
Retire this idea. Choose a 6th-level Philosopher idea not already in your deck composition. Shuffle it into your deck as a bonus card along with a
Blank.
A
Blank is a 1st-level bonus idea. You may have up to 4
Blanks in your deck composition at any given time (this is an exception to the rule that you may only have 2 of any idea in your deck composition; however, you may not add a 3rd
Blank if your deck composition has 26 different ideas including the previous
Blanks). If an effect would add a 5th
Blank or exceed 26 different ideas by adding
Blank, that part of the effect does not occur.
Blanks cannot be expressed, though they can be drawn, discarded, or retired as normal. Whenever a
Blank enters your hand, lose 1 IP (minimum 0).
If adding both the 6th-level idea and the
Blank would cause your deck composition to exceed 26 different ideas, do not include the
Blank. The 6th-level idea alone cannot cause your deck composition to exceed 26 different ideas, since
Ahead of Their Time is unique and removes itself from your deck composition when expressed.
Bring to Mind- Level: Creative 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 0
- Duration: Instantaneous
You may discard your deck. Whether or not you choose to do so, you then choose up to 3 cards from your hand or discard pile (minimum 1 card; cards in front of you, which have already been played this turn, and retired cards, cannot be chosen; cards need not be chosen from the same source). Place those cards on top of your deck in an order of your choice (if your deck is empty, those cards become your deck).
Improvisation- Level: Creative 5
- Expressing Time: 1 free action
- IP Cost: 0
- Duration: Instantaneous
Shuffle your discard pile into your deck, then draw a card. If it has an IP cost of 1 and is normally expressed as a swift action or longer, immediately express it as a free action for 0 IP. In addition, if the card can be augmented, treat it as though you had spent a total amount of additional IP equal to your augment limit (even if the idea would normally ignore the limit, like
Mindcannon).
If the card drawn normally has an IP cost of 0 or a free-action expressing time, discard it instead and repeat this idea's effect (but without shuffling your discard pile into your deck again). If your entire deck is discarded in this way, this idea has no further effect and you may retire it.
In the Zone- Level: Creative 5, Philosopher 5, Strategist 5
- Expressing Time: 1 free action
- IP Cost: 0
- Duration: 2 rounds
Gain +7 IP when you express this idea. For the next 2 rounds, any unspent IP generated in one turn may be used in later turns. For instance, if you play only this card on your turn, then you have 8 IP for that turn. If you do not spend any of that IP, then you begin your next turn with 9 IP (1 for that turn plus the 8 unspent IP from the previous turn). Some or all of those IP could then go on to be used in subsequent turns. Any unspent IP disappear at the end of the third round (where the turn this idea is expressed is considered the first round).
Twin Idea [Meta]- Level: Creative 5, Strategist 5
- Expressing Time: 1 free action
- IP Cost: 0
- Duration: Instantaneous
This idea can only be expressed at the same time as another idea. That idea takes effect twice in sequence, affecting the same targets and area if applicable. You only pay the IP cost to express and augment that idea once; any applicable augment effects apply to both expressions. Unique ideas cannot be Twinned. If an idea discards, retires, or shuffles itself back into the deck after the first expression, the second expression due to Twin Idea has no effect. Unlike most [Meta] ideas,
Quicken Idea and
Twin Idea cannot be used in periods of focused thought.
A House Divided- Level: Philosopher 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Target: Creatures in a 20-ft.-radius spread
- Duration: 1 round
- Spell Resistance: Yes
All affected creatures must make a Will save or spend their next turn attacking their allies, using whichever option at their disposal they believe would harm their own side the most. Though they never attack themselves, they prioritize attacks against the allies that they can hurt the most easily or that are the most crucial to their side's victory. This is a Mind-Affecting effect.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Burnout- Level: Creative 5
- Expressing Time: 1 move action
- IP Cost: 1
- Area: 90-ft. cone
- Duration: Instantaneous
- Spell Resistance: Yes
You exhaust all of your remaining creativity in a single, destructive moment. This deals 11d6 fire damage to all creatures in a 90-foot cone (Reflex half). This idea's damage increases by 1d6 at level 20. When you draw a new hand at the end of your turn, draw 2 fewer ideas than you otherwise would (minimum 0).
Augment: For each additional IP spent, this idea deals 1d6 additional damage, and the DC of this idea increases by 1.
Collector's Item- Level: Creative 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Close
- Area: 30-ft. radius spread
- Duration: 1 round/level
- Spell Resistance: Yes
You imagine a palm-sized bauble and toss it to a spot within Close range. It has no practical use, but all enemies within 30 feet of it must make a Will save or see it as incredibly valuable and take any action possible to obtain it. This is a mind-affecting compulsion.
If someone holds the object, affected creatures won't hesitate to attack them to get it, even if they were allies a moment before. Once a creature is in possession of the object, it attempts to stay more than 30 feet away from any other creature in order to protect it and attack anyone who tries to take it from them, but they can otherwise act normally. Once the object is taken more than 30 feet away from an affected creature, they are allowed an additional Will save to recover from the compulsion; if they fail, they continue to chase after the object.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Crystal Clarity- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Personal
- Target: You
- Duration: 1 minute/level
- Spell Resistance: No
You gain the ability to see through solid objects within 100 feet of you as though they were glassy and transparent. This allows you to see through every wall, floor, and ceiling within that radius, as well as observing clearly a hemisphere of the ground beneath you.
In addition, you are considered to have line of effect to any creature within this radius, allowing you to target them with ideas even if they are underground or if a wall is between them and you.
Though many Strategists have attempted to use this idea defensively, attacking from underground or from within an unassailable container, for some mysterious reason this does not work. Line of effect remains blocked if the target has no realistic option to be able to harm you in return; options may include simply moving around a wall, teleportation effects, burrowing toward you, or breaking through walls (note that a creature with such an option may be unable to use it for other reasons, such as being paralyzed). You always know (i.e. can ask the DM) which creatures are within your line of effect as long as this idea is active.
Whenever you attack through a solid object using this ability, creatures affected by your attack see a window-like effect as a circular slice of every object between you and them is momentarily made transparent. In this way, they always know where you are attacking from when this idea is in effect.
Dispelling Flame- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Area: 20-ft. cone starting at a point within range
- Duration: Instantaneous
- Spell Resistance: No
Dispelling flame is a secret trick known only to the cleverest of Strategists, a substance that wounds and routs the enemy while neutralizing their magic.
A cone of mysterious violet fire spews forth in a 20-foot cone from the chosen point, setting the ground and all objects and creatures in the area, flammable or not, alight with purple flame. Any creature on fire or standing on a burning square takes 2d6 points of fire damage at the start of their turn. Creatures that enter a burning square must make a Reflex save (DC equals the DC of this idea) or immediately catch on fire; creatures within the area at the time of expressing receive no such save.
A creature may spend a standard action to put itself out, or to put out a 5-ft square of dispelling flame or another object or creature within reach. This requires a Reflex save. If a creature that is not itself on fire attempts to extinguish a burning square, object, or creature, it must make an additional Reflex save in the process or catch fire itself.
Dispelling flame burns itself out 1 round per thinker level after it is first produced.
This substance is notorious for its ability to burn away magic. When this idea is expressed, and again on every round at the start of your turn, the area affected by Dispelling Flame is subject to an area dispel, as
Dispel Magic, but with no maximum thinker level on the dispel check.
Augment: For each 2 additional IP spent, the number of spells dispelled per creature per check increases by 1 (normally, an area dispel only dispels one effect per creature) and the damage dealt each turn by the dispelling flame increases by 1d6.
Enlightened Mind- Level: Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Personal
- Target: You
- Duration: 10 minutes/level
- Spell Resistance: No
You unlock, for a time, the full potential of your mind. For the duration of this idea, you gain a +6 insight bonus to your Wisdom score. This change to your Wisdom score does not affect your number of periods of thought for the day.
Fear and Trembling- Level: Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Area: Medium
- Duration: 1 round/level
- Spell Resistance: Yes
You create an apparition that looks like a vague shadow to you and your allies, but each enemy creature sees it as an amalgamation of its worst fears. The apparition appears within range and can move up to 30 feet per round (you can direct it as a free action once per round). It takes up a 5-ft. square, but it cannot be interacted with. It is a (Shadow) effect, so
True Seeing reveals it to be illusory but does not allow its effect to be ignored.
When the apparition appears, and once per subsequent round on your turn (after you direct it for the round), all enemies within 30 feet of it must make a Will save or immediately become panicked and attempt to flee for 1d4 rounds. When fleeing, they must take a route that never moves them closer to the apparition; if no such route exists, they instead cower in place for 1d4 rounds. Creatures that successfully save can act normally and are immune to future saves due to the apparition.
The apparition is a mind-affecting fear effect. It can be dispelled as normal. It disappears if you begin a new period of focused thought or end a period of fluid thought.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Final Cut- Level: Creative 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Close
- Area: 5-ft. line with no width
- Duration: Instantaneous
- Spell Resistance: Yes
A plane thinner than the width of a hair slices along a 5-foot line within range. All objects in its path, other than those made of pure force, are cleanly cut, coming apart into two pieces on either side of the line. The plane extends 20 feet vertically above and 20 feet vertically below, leaving a permanent, straight cut in the ground that can only be noticed with a DC 30 Search or Spot check.
Creatures in the path of the cutting plane must make a Reflex save or permanently lose a limb, taking 6d6 damage. Roll randomly to determine which limb is lost. For example, a humanoid would roll a 1d4 to determine whether their right leg, left leg, right arm, or left arm is lost. Creatures with long necks treat their heads as additional limbs for this purpose. Tails, tentacles, wings, fins, and similar appendages may also be considered limbs if their length is comparable to an arm or leg.
A creature that loses an arm also drops whatever that arm was holding, as well as any effects associated with that arm, such as the effects of magic rings (if it was not already established which arm was carrying or wearing an item, roll randomly to determine whether it was in fact the severed arm).
A creature that loses a leg, wing, or fin, but has at least 2 of that appendage remaining, loses the ability to run, charge, or take 5-ft. steps, and takes a -20-ft. penalty on movement. In most cases, a creature that loses at least half of its movement appendages falls prone and is unable to move using its remaining appendages at all. A bipedal creature that loses a leg must immediately make a DC 10 Balance check or fall. Before every move, standard, or full-round action the creature takes while standing, it must make another DC 10 Balance check or fall and lose that action. If it succeeds on the Balance check, it can move with a -20-ft. penalty, but cannot run, charge, or take 5-ft. steps. Getting up from prone is a full-round action for such a creature.
Augment: For every 2 additional IP spent, you may increase the length of the line by an additional 5 feet. The DC of this idea also increases by 1 per additional IP spent.
Force Queen- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Close
- Effect: Summoned chess piece
- Duration: 1 round/level
- Spell Resistance: No
You create a force queen, a medium-sized chess piece made of translucent force, in an empty square within range. Up to twice per round, you can command it as a free action to move it up to 40 feet in any lateral or diagonal direction. The queen can hover in midair and move in 3 dimensions, so all 26 lateral and diagonal directions are available to it (8 horizontal, 2 vertical, and 8 each up and down at a 45-degree angle).
The queen can enter the same space as another creature, becoming insubstantial as long as it and the creature remain in that space. When this occurs, the creature takes 9d4 force damage. This idea's damage increases by 1d4 at level 20. The queen can end its movement in that space or continue, potentially damaging multiple creatures in a line. No creature can be damaged by the queen more than once per round.
Other than when the queen enters an occupied square, it is impassible. The queen cannot be harmed in any way except by the spell
Disintegrate or a dispel effect. It is possible, however, to push the queen with some effort. It resists movement with a +16 modifier on its bull rush check.
This idea ends immediately if you begin a new period of focused thinking, or if you end a period of fluid thinking, while it is active.
Augment: For each additional IP spent, increase the damage the queen deals by 1d4.
Form of Dreams- Level: Creative 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Personal
- Target: You
- Duration: 1 round/level
- Spell Resistance: No
Your body takes on a dreamlike quality, neither fully real nor illusionary, swirling with magic and imagination. As long as this idea is active, you may change your appearance up to once per round as a free action, allowing you to resemble any creature within one size category of you. This is an Illusion (Glamer) effect (Will disbelief if interacted with). In addition, as a standard action usable any number of times during this idea's duration, you may create a figment within Medium range, as
Major Image, except that each lasts until the end of this idea's duration, requiring no concentration to maintain, and they use this idea's save DC. You must still concentrate on one of the figments to cause it to move.
If this idea is expressed while another expression of it is in effect, you become incorporeal until the end of your next turn. At that point, both expressions of
Form of Dreams affecting you end immediately. You may not be affected by more than two expressions of this idea at once.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Inspiring Speech- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Long
- Target: All allies within range
- Duration: 5 rounds
- Spell Resistance: No
For the next 5 rounds, all allies within range that can hear you and share a language with you gain a +3 morale bonus on attack rolls, saves, and checks.
In addition, your words are so inspiring that you provide yourself with insight. For the duration of this idea, if you are in a period of fluid thinking, the IP cost of all your ideas becomes 0. You must still spend IP if you wish to augment your ideas.
Instant Barricade- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Duration: 1 round/level
- Spell Resistance: No
You create a vertical wall of force within Medium range, as the spell
Wall of Force. The wall’s area is up to one 10-foot square per thinker level.
You can suppress the wall as a standard action. If you do so, the wall vanishes, then reappears at the end of your turn. You may not ready an action to suppress the wall when it is not your turn; however, allies (and enemies) may ready actions to attack through the suppressed wall during your turn.
Leviathan [Versatile]- Level: Philosopher 5
- Expressing Time: 1 full-round action
- IP Cost: 1
- Range: Close
- Duration: 1 round/level
- Spell Resistance: No
You summon a huge aquatic beast that’s a metaphor for the government or something. It has the properties and general appearance of an
Elasmosaurus. However, its reach is 15 feet rather than 10 feet. In addition, it has the Improved Grab and Swallow Whole abilities of a
Dire Shark. If any creatures are inside the stomach of the leviathan when the duration of this idea expires, they fall to the ground prone where the leviathan vanished (without provoking attacks of opportunity).
This idea ends immediately if you begin a new period of focused thinking, or end a period of fluid thinking, while it is active.
Man a Machine- Level: Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Touch
- Target: Creature touched
- Duration: 1 round/level
- Spell Resistance: No
The touched creature becomes mechanical, their joints transforming into hinges and locked pistons, their skin turning metallic. They gain a fortification of 50%: critical hits and sneak attacks have a 50% chance of failure against them.
In addition, they gain several immunities common to constructs: poison, sleep effects, paralysis, stunning, being sickened or nauseated, disease, fatigue, and exhaustion. A creature targeted by this idea which was already affected by one or more of these effects is not cured, but rather the effect is suppressed until this idea's duration ends. If the remaining duration of the effect is shorter than the duration of this idea, it does not reappear when this idea's duration expires.
Unlike a true construct, the target is not conferred an immunity to mind-affecting effects, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects requiring Fortitude saves.
Augment: If you spend 2 additional IP when expressing this idea, its duration becomes 10 minutes/level.
Meaning of Life- Level: Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Spell Resistance: No
The touched dead creature immediately returns to life (with no loss of level). Their HP becomes -1 and is stable. This idea only works on a creature which died no more than 1 round ago. It does not affect creatures that are currently undead, nor does it affect creatures which cannot normally be raised, such as outsiders.
Augment: For each additional IP spent, the creature you revive may have been dead for 1 additional round. For instance, by spending 3 additional IP, you may revive a creature which has been dead for up to 4 rounds.
Mindscythe- Level: Creative 5, Philosopher 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Close
- Target: One creature
- Duration: Instantaneous
- Spell Resistance: Yes
Retire an unexpressed idea from your hand and select a creature in range. The target immediately takes 2d12 damage per level of the retired idea (Will half).
Augment: For each additional IP spent, the DC of this idea increases by 1.
Photo Negative- Level: Creative 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Close
- Target: One creature within range
- Duration: One action
- Spell Resistance: See Text
You briefly bring into existence a distorted copy of the target, its coloration inverted and its personality twisted by hatred. It appears anywhere in range that you designate and immediately attacks the target. Its combat statistics, abilities, and equipment are all identical to the target, except that its caster level and primary casting modifier for all of its spells, spell-like abilities, and supernatural abilities cannot be greater than your thinker level and primary casting modifier, respectively (it uses the minimum of yours and the target's).
The double may make one move, standard, or full-round action, which it uses to inflict as much harm as it is capable of against the target (the DM chooses the action and makes checks for the double). It cannot break the full-round action into a standard and move if it chooses that option. Effects such as
Extend Idea cannot cause it to spend more actions.
Spell resistance applies if the double uses an attack which may be blocked by SR. It doesn't care at all about collateral damage, and may thus harm your side or the enemy's in the process. After its attack, the double vanishes along with its equipment (even if the action is interrupted or the equipment is separated from the double).
Prescience- Level: Philosopher 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Personal and 30 feet; see text
- Target: Creatures within 30 feet of you; see text
- Duration: 1 minute/level
- Spell Resistance: No
Your mental abilities stretch until you become able to predict outcomes with unerring precision. Choose a type of check: attack rolls, saving throws, or skill checks. Then roll 3d20 and record the results of the 3 dice in order. The next 3 times a creature within 30 feet of you (including you) attempts the chosen type of check during this idea's duration, they use the 3 results in place of rolling 1d20. Once all 3 results have been used, this idea ends. In this way, you know the results of the next 3 attempts near you, but not necessarily who will make them or when.
You may only have one expression of this idea active at a time. If you express this idea while you already have another expression active, the previous expression ends. This can be used as an indirect means of using your knowledge of the future to change your fate, such as by rerolling the next few saving throws if they are unfavorable. This idea cannot be maximized or empowered.
Augment: For every 2 additional IP spent, roll an additional die. Thus, if you spend 2 additional IP, you roll 4 dice, which determine the next 4 rolls of the chosen type near you.
Refreshing Outlook- Level: Creative 5, Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Close
- Target: One creature
- Duration: Instantaneous
- Spell Resistance: No
You channel an uplifting attitude into a thought so bold that it can cure nearly any malady. This idea removes the following conditions: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. In addition, you are aware of any harmful spells or spell-like effects affecting the target which may be cured by
Break Enchantment, and may make a dispel check to remove any or all of them (unlike
Break Enchantment, there is no maximum bonus on the dispel check).
Finally, if the target is a spellcaster, they may regain a single prepared spell or spell slot of their choice that they had expended since they last rested to recover their spells. Once a spellcaster has regained a spell or spell slot in this way, they may not do so again due to any other expressions of this idea until the next time they rest to recover spells.
Reposition, Greater- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Target: All creatures within range whose position you know
- Duration: Instantaneous
- Spell Resistance: Yes
You rearrange the battlefield as though you were setting up a chessboard. This idea immediately moves every creature within range to anywhere else within range that you wish, provided that you know their initial position and that there exists a path for each creature to move between their initial and final locations without sustaining harm. This movement occurs too quickly to allow for attacks of opportunity. It cannot be used to escape from such effects as a net or a grapple, though it may move multiple grappling creatures together. Multiple creatures cannot end up in the same square (unless they were initially in the same square). Unwilling creatures can make a Will save to avoid being moved.
Unlike the lesser version of this idea, you may cause creatures to move vertically as well as horizontally. However, unwilling creatures without a flight speed automatically succeed on their saving throw against this idea if their movement would cause them to lose contact with the ground.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Slings and Arrows of Outrageous Fortune- Level: Creative 5, Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Area: 90-ft line, 15 ft. wide
- Duration: Instantaneous
- Spell Resistance: No
A barrage of sling bullets, arrows, and miscellaneous projectiles flies through the air, dealing 10d6 weapon damage (no save; determine the damage type randomly for each enemy). This idea's damage increases by 1d6 at level 20.
Each creature in the area subtracts half its AC (rounded down) from the damage dealt (minimum 0 remaining damage). If it has damage reduction, regardless of the type (/slashing, /-, /magic, etc.), it applies to this idea's damage once per expression.
Augment: For every additional IP spent, the amount of bludgeoning, piercing, or slashing damage dealt increases by 1d6.
So Crazy It Just Might Work- Level: Creative 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Target: One Creature
- Duration: 1 minute/level
- Spell Resistance: Yes
You attempt an absurd plan that, if it works, will put you at a sure advantage, discreetly swapping places and identities with an enemy creature. The target creature must immediately make three independent Will saves:
- If it fails the first save, a teleportation effect causes it to swap positions with you. If, due to differences in anatomy or size, there is not enough space to swap positions, this aspect fails.
- If it fails the second save, you swap appearances with the target. This is an illusion effect that causes you to look, sound, and smell like the target and vice versa. Equipment and items worn or held by both creatures are disguised as their counterparts worn or held by the other creature; if there's no counterpart, the object will seem to vanish from its true wielder and appear on the other creature's person. For example, if the target wields a sword and you do not, then if the target fails this save, its sword would become invisible and an identical, illusory sword would appear in your hand. Effects such as See Invisibility can deduce the presence of the glamered object, and True Seeing sees through the illusion altogether. Creatures that interact with you and the target are allowed a Will save (same DC as this idea) to disbelieve the illusion.
- If it fails the third save, the target becomes bound by a compulsion not to attempt to communicate with its allies in any way. This is especially useful if it fails the other saves, since it prevents the target from immediately alerting its allies to the deception.
This idea is designed to be subtle, and if the first two saves are both failed, the switch is seamless. You and the target appear to have the same appearances and positions, when in fact you now occupy the target’s position and appearance and vice versa. This ruse may not last long if the target succeeds on its third save, however, since it may be able to convince its previous allies that the swap had occurred (this usually requires a rushed Diplomacy check opposed by Sense Motive, or a demonstration of an ability that you do not possess). However, if all three saves are failed, then assuming you do not immediately take actions that the target would have been incapable of, the deception can be very difficult to uncover.
If the second save is failed but not the first, it will appear as though you and the target switched places (since you switched appearances but not positions). This looks identical to the case where the first save is failed but not the second. Treat the three saves of this idea as three independent spell effects for the purpose of Spell Resistance. The first is a conjuration (teleportation) effect, the second is an illusion (glamer), and the third is a mind-affecting compulsion effect.
You may, at the time this idea is expressed, choose for one or more of the 3 effects not to occur. This could be useful if, for instance, you wish to use this ability to swap positions and appearances with an ally but don't want to risk that ally becoming unable to communicate. Any of this idea's saves may be failed voluntarily, even if a creature would otherwise be immune to them.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Still Life- Level: Creative 5
- Expressing Time: 1 move action
- IP Cost: 1
- Area: 30-ft. cone
- Duration: 1d4+1 rounds
- Spell Resistance: Yes
All creatures in the area freeze in place, unable to move or act, unless they succeed on a Fortitude save. Fire, wind, liquids, moving objects, and spell effects also stop moving (the duration of this idea does not count against the durations of affected spells). Any creature, object, or effect affected by this spell is invulnerable, both to helpful and harmful effects.
The subjects of this idea cannot be affected by another expression of this idea for 10 minutes after its effect ends.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Thorny Subject- Level: Creative 5, Philosopher 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Effect: One 10x10 column of thorny brush, up to 5 ft. per level high
- Duration: 10 minutes/level
- Spell Resistance: No
A column of thorny brambles erupts from the ground, filling a 10-by-10-foot square in range and growing instantly up to a height of your choice (max. 5 feet per thinker level). Its properties are identical to the plants created by
Wall of Thorns, damaging creatures that make contact with it and trapping them inside.
If you have the 0th-level idea
Seeds of a Plan in your hand, you gain much more control over the shape the brambles take. You can arrange the 10-foot cubes that compose the column (1 per 2 levels, rounded down, in total) into any contiguous shape within range, provided none of the cubes are unsupported in midair without another cube (or the ground) beneath them.
Augment: For each additional IP spent, the maximum height of the column increases by 5 feet. If you have
Seeds of a Plan in your hand, this idea creates another 10-ft. cube of brambles per 2 additional IP spent.
Totality and Infinity- Level: Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Target: One creature
- Duration: Instantaneous
- Spell Resistance: Yes
You make a choice between the reliable but finite and the chaotic and potentially infinite. Choose one of the following effects (Fortitude half):
- The target takes 36 untyped damage.
- Roll 1d8 repeatedly until you roll an 8. Add all the rolls (including the final roll of 8). The target takes this much untyped damage. The expectation value of this attack is 36 damage, but it has a wide variance, with a range between 8 and infinity.
This idea cannot be affected by abilities which alter variable, numeric effects, such as
Maximize Idea. The exception to this is
Empower Idea, which increases the damage by 50% regardless of which option is chosen.
Augment: For each additional IP spent, the DC of this idea increases by 1 and you may target one additional creature with this effect, no two of which may be more than 30 feet apart.
Vitriol- Level: Creative 5, Philosopher 5, Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Area: 20-ft.-radius burst
- Duration: Instantaneous
- Spell Resistance: No
Your most acrid thoughts manifest in a globe of deadly acid. This idea deals 9d6 acid damage (Reflex half). This damage increases by 1d6 at level 20. Creatures that fail the save are additionally nauseated for 1 round. Creatures that succeed on the save are instead sickened for 1 round.
Augment: For each additional IP spent, this idea’s damage increases by 1d6 and its DC increases by 1.
Warp Traps- Level: Strategist 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Medium
- Area: One 5-ft. square, plus an additional square per 5 thinker levels
- Duration: 1 round/level
- Spell Resistance: Yes
You conceal a number of 5-by-5-ft. traps equal to 1 + 1/5 your thinker level (rounded down, maximum 5 traps at level 20) slightly below the ground. The traps are not visible to most creatures, though creatures with
Detect Magic,
Arcane Sight, or a similar effect can see them through the thin layer of earth or flooring; those with tremorsense will notice a sudden change in an affected square if it is in range of their sense when this idea is expressed. The trapped squares need not be contiguous, but multiple traps cannot be made to overlap, nor can a trap be placed under a currently-occupied square.
The trap triggers when any creature passes over it, as long as they are within 100 ft. + 10 ft. per thinker level of the ground. They take 9d6 untyped damage (Reflex half) as their body is ripped apart by a spacial distortion that extends above the trap. On a failed save, they are additionally teleported to another location (chosen at the time of expressing) within 1000 feet of the trap. If the affected creature cannot fit in the destination space, the teleportation effect fails (the creature still takes damage). Whether or not they succeed on the save, their movement ends in the trapped square and the trap disappears.
Augment: For each additional IP spent, the DC of this idea increases by 1.
Worldview [Versatile]- Level: Philosopher 5
- Expressing Time: 1 move action
- IP Cost: 1
- Range: Personal
- Target: You
- Duration: Instantaneous
- Spell Resistance: No
You instantly grasp the big picture of the world around you. This idea acts as
Commune with Nature, except that its expressing time is only a single move action, and it only allows you to learn one fact (rather than three).
Augment: For each additional IP spent, you can learn one additional fact from the list given in the spell description.