Aspect Codex
Whispering
Whispering is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Whispering defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Vicious Mockery
Whisper an insult, secret, or cutting phrase laced with psychic force at one creature that can hear or understand you within range. The target must make a WIS save, taking 1d6 psychic damage and having disadvantage on the next attack roll it makes before the end of its next turn on a failed save.
Whispered Suggestion
Speak a short, subtle directive to one creature within range that can hear and understand you. The target must make a WIS save or follow a brief non-harmful command on its next turn, such as pause, look away, answer, kneel, approach, or drop a harmless object.
Encode Whisper
Encode a message, memory-fragment, rumor, or short command into a thought strand, folded note, breath mark, or whispered charm you touch. The next creature you designate that touches or hears it receives the message privately and knows whether it was meant for them.
Mind Sliver
Drive a needle-thin whisper into one creature’s thoughts. The target must make an INT save, taking 2d6 psychic damage and subtracting 1d4 from the next saving throw it makes before the end of your next turn on a failed save, or half damage only on a success.
Rumor Echo
When you succeed on a Deception, Persuasion, or Intimidation check using speech, a useful echo lingers. Before the duration ends, add 1d4 to another social check made against a creature that heard or heard about the first exchange.
Soft Voice
Your voice can carry only to chosen listeners. For the duration, you may speak so that only creatures you choose within 60 ft. hear you, and you gain advantage on Stealth checks to communicate without being overheard.
Dissonant Whispers
Whisper a discordant phrase only one creature within range can hear. The target must make a WIS save, taking 3d6 psychic damage and using its reaction, if available, to move as far away from you as it safely can on a failed save, or half damage only on a success.
Gift of Gab
When you speak words you wish you had not said, choose creatures within the emanation that heard you. Each target must make an INT save or forget the last 6 seconds of what you said, remembering instead a harmless sentence you speak now.
Detect Thoughts
Listen for surface thoughts within the emanation. You can detect thinking creatures that know a language or communicate mentally. As an action on later turns, focus on one creature and learn what is most on its mind. If you probe deeper, it makes a WIS save; on a failure, you learn a fear, desire, lie, or looming concern.
Rumor of Calm
Spread a calming whisper through a 20-ft. radius sphere within range. Humanoids of your choice must make a CHA save or have one charmed or frightened effect suppressed, or become indifferent toward creatures of your choice unless harmed.
Suggestion
Suggest a course of activity in 25 words or fewer to one creature that can hear and understand you. The suggestion must sound reasonable and not be obviously self-destructive. The target must make a WIS save or follow the suggestion to the best of its ability until completed or the duration ends.
Sending
Send a whispered message of 25 words or fewer to a creature you know or can clearly identify by description. The target hears you in its mind and may answer immediately with up to 25 words. Across planes, the message may fail at the GM’s discretion.
Unraveling Whisper
Whisper the sentence a creature most fears hearing. The target must make a WIS save, taking 4d8 psychic damage and becoming frightened until the start of your next turn on a failed save, or half damage only on a success. While frightened this way, it has vulnerability to the next weapon damage it takes.
Tongues of the Whisperer
Touch one willing creature. For the duration, it understands spoken, signed, and whispered language it perceives, and creatures that know any language can understand its speech, signs, and intentional whispers.
Psychic Interrogation
Whisper questions into one creature’s mind. The target must make a WIS save. On a failure, you learn its surface thoughts, and as a bonus action on later turns may ask one short mental question. If it knows the answer, it must answer truthfully as a phrase, image, or sensation.
Mass Rumor
Seed a compelling rumor into a 20-ft. radius sphere within range. Creatures of your choice must make a CHA save. On a failure, choose suspicion, calm, fervor, or doubt. The chosen social pressure shapes their reactions, Help actions, hostility, or willingness to listen for the duration.
Implanted Directive
Plant a hidden command in one creature that can hear or understand you. The target must make a WIS save. On a failure, the command waits until a trigger you name occurs, then the creature carries out a brief non-self-destructive activity for up to 1 round.
Distracting Chorus
Create a psychic chorus in a 20-ft. radius sphere. Creatures of your choice must make an INT save. On a failure, they have disadvantage on concentration checks, cannot benefit from advantage on Perception checks, and subtract 1d4 from the first attack roll or ability check they make each turn.
Telepathic Bond
Forge a whisper-link among up to eight willing creatures within range. For the duration, linked creatures can communicate telepathically regardless of language over any distance on the same plane. The link cannot carry damage, commands, or unwilling influence by itself.
Geas
Give a verbal command to one creature that can understand you. The target must make a WIS save or become bound to carry out a service or refrain from a course of action. If it knowingly acts against the command, it takes 5d10 psychic damage once per day. The command cannot require certain death.
Modify Memory
Whisper over one creature’s memory of an event from the last 24 hours that lasted no more than 10 minutes. The target must make a WIS save or become charmed, unaware, and receptive while you describe the altered, erased, sharpened, or replaced memory. The memory takes hold when the effect ends.
Synaptic Static
Detonate a whispered phrase in a 20-ft. radius sphere within range. Creatures of your choice must make an INT save, taking 8d6 psychic damage and subtracting 1d6 from attack rolls, ability checks, and concentration saves for the duration on a failed save, or half damage only on a success. Affected creatures repeat the save at the end of each turn.
Whispering Dominion
Your Whispering powers ignore mundane language barriers if the target has any language, and creatures cannot automatically know you are the source of a whisper unless they can see you speak, read your mind, or beat your power DC with Insight or Arcana.
Thought Lock
Choose one creature within range. It must make an INT save. On a failure, choose one restriction: it cannot speak, cannot take reactions, cannot take bonus actions, or cannot use powers with verbal components. It repeats the save at the end of each turn.
Directive Chorus
Issue a single whispered directive to up to three creatures that can hear or understand you within range. Each target must make a WIS save or follow the non-self-destructive directive on its next turn, such as halt, flee, kneel, drop it, approach, protect them, or stay silent.
Mirrored Agony
When a creature within range damages one of your allies, whisper the pain back into its mind. The triggering creature must make a WIS save, taking psychic damage equal to half the damage it dealt on a failed save, or half as much on a success.
Paranoia Spiral
Choose up to five creatures within range. Each target must make an INT save or treat all other creatures as suspect. While affected, it cannot benefit from Help actions, cannot willingly receive aid from others, and before targeting a creature must roll a d6; on 1–2 it must choose a different valid target if one exists. It repeats the save at the end of each turn.
Command Network
Link up to six willing creatures into a telepathic command web. Linked creatures can communicate on the same plane. When one linked creature takes the Help action, the assisted creature gains a +1d6 bonus to the aided roll instead of advantage. Once per round, one linked creature may move 10 ft. when another linked creature moves.
Sever Thought
Cut one creature away from coherent thought. The target must make an INT save, taking 6d10 psychic damage and becoming unable to take reactions, speak, or use verbal powers on a failed save, or half damage only on a success. It repeats the save at the end of each turn.
Crowd Enthrallment
Choose any number of creatures in a 20-ft. radius sphere within range that can hear or understand you. Each target must make a WIS save or become enthralled. While enthralled, it has disadvantage on Perception checks and cannot willingly move farther away from you if it can perceive your voice.
False Consensus
Project a compelling psychic narrative into a 30-ft. radius sphere. Creatures of your choice must make a WIS save. On a failure, choose one belief: a creature is trustworthy, a creature is dangerous, fleeing is safest, cooperation is necessary, or silence is required. Affected creatures act consistently unless directly harmed or shown overwhelming proof.
Glibness
Your whispers become flawless. For the duration, when you make a Deception, Persuasion, Performance, or Intimidation check using speech, treat a d20 roll of 14 or lower as a 15. Powers that determine whether you are telling the truth read your statements as truthful unless Tier 8 or higher.
Telepathy
Create a telepathic whisper-link between yourself and one willing creature familiar to you on the same plane. You may share words, images, sounds, emotional impressions, and brief sensory messages instantly until the duration ends or either of you leaves the plane.
Power Word Stun
Speak a word that overwhelms one creature you can see within range. If it has 150 hit points or fewer, it is stunned. Otherwise, its speed becomes 0 until the start of your next turn. A stunned target repeats a CON save at the end of each turn, ending the condition on a success.
Sovereign Whisperer
Your Whispering powers ignore mundane distance, crowd noise, and language barriers for creatures with any language. Effects below Tier 9 cannot prove your voice was the source of a mental message, rumor, or implanted suggestion unless you choose.
Psychic Scream
Unleash a whisper that becomes unbearable inside the skulls of up to ten creatures you can see. Each target must make an INT save, taking 14d6 psychic damage and becoming stunned on a failed save, or half damage only on a success. A stunned target repeats the save at the end of each turn.
Collective Memory Rewrite
Choose up to six creatures within range. Each target must make a WIS save or become charmed, incapacitated, and receptive to your whispered revision of one event from the last 24 hours that lasted no more than 10 minutes. The change takes hold when the effect ends unless the target is harmed before then.
Overmind
Bind up to ten willing creatures into a superior whisper-network. Linked creatures communicate telepathically on the same plane, share sensory impressions, cannot be surprised while one remains conscious, and once per round one linked creature may use another linked creature’s successful INT, WIS, or CHA roll result.
Sovereign Voice
Your voice becomes law within the emanation. Chosen creatures that can hear or understand you must make a WIS save. On a failure, during their next turn you choose their movement, action, bonus action, and targets. On a success, a creature is immune to this power for 24 hours.
Power Word Kill
Speak a killing word to one creature you can see within range. If the target has 100 hit points or fewer, it dies. Otherwise, it takes 12d12 psychic damage. Divine, artifact-grade, or story-protected creatures may instead suffer a GM-defined wound or condition.
Narrative Control
Choose any number of creatures in a 60-ft. radius sphere within range. Each target must make a WIS save. On a failure, choose one narrative: you are rightful authority, a creature is an existential threat, escape is rational, unity is necessary, or silence is safety. Affected creatures act consistently unless directly harmed or confronted with overwhelming contradiction.
The Last Rumor
Declare a mythic whisper tied to a secret, kingdom, prophecy, god-name, conspiracy, memory, war, trial, or forbidden truth. Define its principle with the GM: the rumor everyone believes, the secret no one can keep, the command that ends a war, the lie that protects a city, or the word that awakens a sleeping power. It can be opposed only by Tier 10 mental magic, divine intervention, absolute silence, or a story condition set when declared.
Characters With This Aspect
Maine
M.A.I.N.E.
Hexelf/forged survivor of the M.A.I. experiments whose Whispering, warlock path, and detective instincts make them both investigator and living evidence.
Dementia
Nirea Grymmeye
Imported character from the Character Data sheet.
Draven Nocturne
Draven Nocturne
Draven Nocturne is a vampire of the Nocturne family, alive in the shadows of Jericha with a reputation built more on implication than public record. His Witchborn whispering grants mental manipulation, letting him press thoughts, bend moods, and turn doubt into obedience before victims realize they have been handled. Neutral evil by nature and careful by habit, Draven does not need armies or spectacle when a suggestion can open the right door. In noble circles, criminal halls, or candlelit rooms where secrets pass too freely, his presence is dangerous because it feels like your own idea.
Influence
Juanita Escobar
Juanita Escobar, known as Influence, operates inside the Lawful under the alias Monica Berth, a name built to sound official, forgettable, and safe. Behind that cover, she is tied to FLESH as a co-founder, orator, and ideological weapon, turning Stormcall’s fear into obedience. Her Witchborn command suggestion lets brief spoken orders override free will, making every speech a potential act of control. As a Lawful agent, Juanita understands procedure well enough to bend it, hide behind it, and aim it at enemies. Her greatest danger is not that people listen to her. It is that some never realize they were commanded.
Kindred
Baron von Queef
Baron von Queef, known as Kindred, is the resurrected dhampir headmaster of Von Queef University and heir to two dangerous bloodlines. Revived by his mother, Nora Rabe von Queef, he returned with telepathic power, theatrical charisma, and a renewed appetite for influence. After Centrum’s collapse, Baron reopened VQU and helped establish QUEST as a response to Jericha’s growing threats. Equal parts noble, performer, and political architect, he knows every room is a stage.
Maine
M.A.I.N.E.
M.A.I.N.E., known simply as Maine, is a Hexelf and forged construct survivor of the M.A.I. experiments, rebuilt by void science into something part sorcerer, part warlock, part detective, and part warning. Their steel, circuits, and scars are obvious; their real weapon is Whispering, a mental manipulation gift that plants doubt, paranoia, confidence, or questions where certainty used to be. With My Alchemical Romance and the MKN Detective Agency, Maine turns trauma into tactics while searching for the other M.A.I. subjects and the truth of their own making. Power made them dangerous, but their chosen bonds may decide what they become.
Secret Coin
Belial
Secret Coin is a bronze dragonborn broker and primary negotiator for the Black Company, polished enough to seem diplomatic and dangerous enough to make diplomacy feel like a trap. Once a smuggler, he rose through the underworld by treating secrecy as currency and memory as collateral. His whispering lets him bind agreements into recollection, alter what clients believe they remember, and ensure contracts cannot be casually escaped. Belial keeps his origins obscured while speaking for Ignotus’s interests.
Silkfang
Lonnie Adams
Imported character from the Character Data sheet.
Silvertongue
Judah
Judah, known as Silvertongue, is a human preacher and ideologue of the Black Ward whose voice turns rejection into doctrine. Once denied entry to Von Queef University, he recast academic exclusion as proof that Jericha’s institutions feared the truth of the Void. His Witchborn whispering sharpens rhetoric into mental pressure, inspiring zealotry, obedience, and coordinated action among cultists and voidbearers. Neutral Evil and civil by design, Judah elevates Albert and Alfred Rallus as prophetic symbols while positioning himself as interpreter of their meaning. He does not need to command loudly. He only needs the crowd to believe the thought was theirs.