Each Damage Roll Gets the Bonus
Unleash Psyche gives damaging spells a status bonus to damage equal to double the spell's level, while an amped produce flame from a pyschic of The Oscillating Wave conscious mind changes the initial damage:
Amp You project pure heat that causes a target to combust. The initial damage changes to 1d10 fire damage (not adding your ability modifier) plus 1 fire splash damage...
Amp Heightened (+1) Instead of using produce flame's normal heightened entry, the initial damage increases by 1d10 (1d12 for melee) and the splash damage increases by 1. The persistent fire damage on a critical hit increases by 1d4.
Bonus to Damage
As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type.
Status bonuses don't stack, but the bonus here is instead applying to three different damage rolls. If some other effect was granting a status bonus to damage like the goblin feat Burn It! then only the largest bonus would apply.
When making a damage roll, you take the following steps, explained in detail below.
- Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.
- Determine the damage type.
- Apply the target’s immunities, weaknesses, and resistances to the damage.
- If any damage remains, reduce the target’s Hit Points by that amount.
Each damage type has its own damage roll, and because Unleash Psyche doesn't give a bonus to any particular type of damage, all damage types of the spell would gain the status bonus, including the fire damage, splash fire damage, and persistent fire damage.
Add splash damage together with the initial damage against the target before applying the target's resistance or weakness.
Splash damage has an exception to be added to the initial damage before applying resistances and weaknesses of the target in step 3 of dealing damage, but this happens after both damage rolls have have already been made in their respective step 1s and the damage types have been determined in their step 2s.
As each damage roll being independently calculated, the status bonus from Unleash Psyche still applies to each damage type without being limited to one bonus for the amount dealt to the target.
Critical Hits
Splash damage isn't modified by critical hits, but it does apply to the target and any adjacent creatures even on a failure.
Benefits you gain specifically from a critical hit, like the flaming weapon rune’s persistent fire damage or the extra damage die from the fatal weapon trait, aren’t doubled.
Persistent damage normally doubles on a critical hit as damage (clarified in later printings of the Core Rulebook), but damage doesn't double if it's only dealt on a critical hit. For produce flame, this means the persistent damage isn't doubled.
Damage
For an amped 1st level produce flame:
- Failure: 3 fire splash damage
- Success: 1d10 + 2 fire damage plus 3 fire splash damage
- Critical Success: 2 * (1d10 + 2) fire damage plus 3 fire splash damage plus 1d4 + 2 persistent fire damage
Or more generally with LV = spell level:
- Failure: LV + LV * 2 fire splash damage
- Success: LVd10 + LV * 2 fire damage plus LV + LV * 2 fire splash damage
- Critical Success: 2 * (LVd10 + LV * 2) fire damage plus LV + LV * 2 fire splash damage plus LVd4 + LV * 2 persistent fire damage