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There is a Legacy version here.

PFS StandardRemove Presence Feat 8

Amp Illusion Mental Occult Psychic 
Source Dark Archives (Remastered) pg. 27


Your spell reaches into the mind of a creature and removes you from it. The amped cantrip must be one that has one or more targets and must either require a spell attack roll or have a saving throw. Use this amp in place of the psi cantrip's normal amp entry.
Amp Choose one target of the spell or one creature in its area. If that enemy fails its save or the spell hits it, you become undetected by that creature, disappearing from its senses for 1 minute or until you use a hostile action. This is similar to being invisible, but effects like see the unseen don't reveal you—you're affecting the target's mind, not its vision. Truesight can still see through this illusion if the counteract check succeeds.

Traits

Amp:

An amp is a special thoughtform that modifies the properties of your psi cantrips. Psi cantrips each have their own amp, and feats with the amp trait provide different amps you can apply to psi cantrips in place of their normal amps.

Illusion:

Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save).

If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.

Mental:

A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Occult:

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.

Psychic:

This indicates abilities from the psychic class.