Shatter Psyche

Telepathy

Manifestation Time: 1 action

Range: 60 feet

Maintenance: Concentration, up to 1 minute

Detection: Psychic, Gesture, Visual (glow)

Ripping apart the fabric of the mind, you drive a creature you can see within range insane. The target must succeed on an Intelligence saving throw or be affected by the power as long as it is in effect. The power has no effect against a celestial, construct, fiend, ooze, plant, or undead.

You can only augment the power to include one insanity effect, which replaces the base effect. The calm emotions spell or telempathic projection power can suppress the power’s effect. The dispel evil and good spell ends it while it is being maintained.

The target becomes paranoid of everything and anyone. While the power is in effect, the target can’t be charmed, any attempt to deceive or negotiate with it fails, and it has disadvantage on Charisma checks. The target is neutral toward friendly acquaintances and hostile toward all other parties.


1 [Insanity]. The target suffers from mad cackles and will laugh at inappropriate times. Any time it is under stress, such as in combat, it must make a Wisdom saving throw at the start of each of its turns. On a failed save, the creature becomes incapacitated, laughing until the start of its next turn. On a successful save, the creature doesn’t make a new save until it is under new stress or 1 minute has passed.

In all other situations, roll a d10 each minute. On a roll of 1−7, nothing happens; on 8−10, the target laughs for 1d4 rounds or until the power ends.


2. For each round you maintain the power on a target, its effect will linger for 1 minute after you stop maintaining it.

The target makes a new Intelligence saving throw after the linger interval (1 minute, 10 minutes, or 1 hour). On a success, the creature suppresses the insanity until the same interval passes. After succeeding on three such saving throws, the power ends for it. If the creature is afflicted by the power for at least 3 hours without interruption, the insanity becomes permanent; only a greater restoration spell or Psychic Chirurgery can end the insanity.

Empower. When you spend 4 power points (6), the effect lingers for 10 minutes for each round you maintain the power on a target. If you spend 4 more power points (10), the effect lingers for 1 hour for each round you maintain it on a target.


5 [Insanity]. The target sees phantom foes and believes them to be the most present threat. At the start of each of its turns, it must make a Wisdom saving throw. On a failed save, it will attack these phantom foes using its most powerful abilities. On a successful save, the creature doesn’t need to make a new save until it rolls initiative or 1 minute has passed.


7 [Insanity]. Induced with berserk rage, the target is violent toward everyone around it. At the start of each of its turns when the target can see another creature, it must make a Wisdom saving throw. On a failed save, the target will immediately attack the nearest creature using its full combat ability with the intent to kill the other creature.

If the target reduces a creature to 0 hit points, it attacks the next closest creature. If it sees no other creatures, it attacks the body of the last creature it attacked, even if that creature is dead.


9 [Insanity]. The target is overcome with indescribable terror, hallucinating fiends and horrors in every shadow or crack and waiting behind every corner. On its turn, the creature will attempt to irrationally flee from any creature within 15 feet of it in the most direct path without regard for its own safety, willing to run off a cliff or into a raging river. It can only take the Dash and Hide actions until it is at least 100 feet away from any creature it can see. When its flight could cause it harm, it must succeed on a Wisdom saving throw to avoid harming itself.

The target will cower in fear and hide when it senses it is alone. Every 10 minutes it cowers while the power is in effect, it must succeed on a Wisdom saving throw or it hallucinates of a foe nearby and runs away from this phantom foe.

If the target is unable to run, it will attempt to escape (in this case, it may use its action to attempt escape). If it can’t escape, it takes 3d10 psychic damage. If this damage reduces the creature to 0 hit points, it dies of fright.


11 [Insanity]. You afflict the target with a long-term madness while the power is in effect. You may choose from or roll randomly on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide.