In an area of psychic resonance, magic imposes strange effects on creatures and objects. These manifestations stem from strong emotions combined with magic use or from the presence of psionic creatures.
Consider rolling on the Psychic Resonance Effects table when the following circumstances occur in the region:
| Psychic Resonance Effects | |
| d100 | Effect |
| 01-06 | One 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. |
| 07-12 | One random creature in the region is affected by the Mind Blank spell for the next 24 hours. |
| 13-18 | For 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. |
| 19-24 | Memories 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. |
| 25-34 | Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom (Perception) checks for 1 hour. |
| 35-40 | Psychic 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. |
| 41-46 | Lurking 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. |
| 47-52 | For 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. |
| 53-58 | One 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. |
| 59-64 | Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence Tests and Constitution Saving Throws to maintain concentration on spells. |
| 65-70 | One 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. |
| 71-76 | One 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. |
| 77-82 | Thoughts 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. |
| 83-88 | For 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. |
| 89-94 | Compassion 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. |
| 95-00 | The 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. |
¶ Awaken Anything
Legends are filled with natural forces and mundane objects that take on humanoid characteristics to guide or confound heroes: statues that sing, animals that whisper secrets, clouds that speak their mind. While monsters like elementals, galeb duhr, and treants represent natural forces brought to life, not every chatty rock or sagacious stream needs a stat block. Perhaps your adventures take a party to a land where plants speak freely or a cursed realm where petrified souls beg for help. Don't feel restricted by the options in the Monster Manual or by the limitations of the Animate Objects spell should you want to breathe extra life into your story. Filling a witch's redoubt with murmuring relics, a fey forest with eavesdropping vegetation, or a sky god's temple with avian choirs makes a place especially memorable. Spells such as Animate Objects, Awaken, Speak With Animals, Speak With Plants, and the like provide guidance on how to bring commonplace creatures and objects to life.