Target of Psychic Ire
Your magic saturates your surroundings with hateful psychic energy. Use this amp in place of a psi cantrip's normal amp entry. The cantrip must be one that takes 2 or more actions to cast and targets a creature.
Amp Choose one target of the spell. Psychic phenomena turn themselves on the target-typically, objects fling themselves at the creature. At the beginning of each of the target's turns, it takes 1d4 bludgeoning damage for each spell rank of the psi cantrip this amp was added to, with a reflex save. The target remains marked by psychic ire for 3 rounds. The effect persists even if you fall Unconscious or leave the area.
Traits
Amps are special thoughtforms that modify the properties of your psi cantrips. You can apply an amp only to a psi cantrip, spending 1 Focus Point as a free action. If the next action you take is to cast a psi cantrip, you gain its amped effects. If the spell is a reaction or triggered free action, instead spend the Focus Point as part of that action to add the amped effect. The singular focus required to amp a psi cantrip means that unless otherwise noted, you can apply only one amp to a given psi cantrip, and you can't apply both an amp and a spellshape ability to a cantrip at the same time. If both an amp and the amped cantrip deal damage of the same type, combine their damage for the purpose of resistances and weaknesses. Feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps. If an amp has its own effect, its rank is the same as the amped cantrip's.
This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
This indicates abilities from the psychic class.