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aliases:

  • Psychic Resonance Effects
    created: 2026-03-09T12:15:34.391-04:00
    modified: 2026-03-09T12:15:34.391-04:00
    published: 2026-03-09T12:15:34.391-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/tce
    cssclasses:
  • json5e-note
    obsidianUIMode: preview

Psychic Resonance Effects

Source: Tasha’s Cauldron of Everything p. 160

Psychic Resonance Effects

dice: d100Effect
01–06One random creature in the region gains the ability to cast the detect thoughts spell (save DC 13) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell.
07–12One random creature in the region is affected by the mind blank spell for the next 24 hours.
13–18For 1 minute on initiative count 20 (losing all ties), Tiny and Small objects in the region that aren’t being worn or carried are flung by an unseen force. One random creature in the region must succeed on a DC 15 Dexterity saving throw or take 2d4 bludgeoning damage from the flung objects.
19–24Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to Intelligence checks made to recall information.
25–34Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom (Perception) checks for 1 hour.
35–40Psychic power builds in the mind of one random creature in the region. Once within the next minute, the creature can use a bonus action to magically assault the mind of another creature it can see. The target must succeed on a DC 14 Intelligence saving throw or take 4d10 psychic damage.
41–46Lurking fears become nightmares. Any creature that finishes a short or long rest in the region must succeed on a DC 10 Wisdom saving throw or gain no benefit for finishing the rest.
47–52For 1 hour, each creature in the region gains the ability to communicate telepathically with any creature it can see within 60 feet. If the target understands any languages, it can respond telepathically.
53–58One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on Wisdom (Perception) checks made to locate other creatures within 120 feet of it, even creatures behind total cover.
59–64Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence checks and Constitution saving throws to maintain concentration on spells.
65–70One random creature in the region hears strange whispers in its mind. The whispers are fragments of thoughts from other creatures nearby. The creature has advantage on Wisdom (Insight) checks for 1 hour.
71–76One random creature in the region gains the ability to cast the telekinesis spell (save DC 15) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell.
77–82Thoughts in the region attract ambient psychic energy, forming protective fields around creatures’ minds. Creatures in the region gain resistance to psychic damage for the next hour.
83–88For 1 minute on initiative count 20 (losing all ties), one random creature in the region must succeed on a DC 15 Intelligence saving throw or take 2d6 psychic damage.
89–94Compassion and joy fill the mind of one random creature in the region for 1 minute. For the duration, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws, and disadvantage on attack rolls.
95–00The mind of every beast in the region is flooded with psychic energy. This energy causes each beast’s Intelligence score to become 10, if it wasn’t already higher, and the beast gains the ability to speak Common and Sylvan fluently. These changes are permanent.
^psychic-resonance-effects