User:Spazalicious Chaos/Visionary Derpism (3.5e Trait)

Visionary Derpism
Summary::You see what cannot be seen, including what isn't there.

Benefit: Choose from the following: Detect Magic, Detect Poison, Detect Undead. You have the chosen ability as a continuous effect on at all times.

Drawback: You percieve a number of hallucinations equal to your Intelligence score when ever you percieve something that can be detected by your chosen ability. These hallucinations are impossible to differenciate from things that you percieve through your ability or any other ability you produce, and are always logical to your character and often apply to existing objects or people. For example, unless your character has already had the suspicion he will never detect an ally as undead.

Special: The GM before every encounter or scene should roll to see how many hallucinations the character perciveves, check to see if anything is actually there, and write down all information onto a note that is passed to the character after describing what everyone else sees. Remember, the player cannot tell hallucination from reality, so none of these descriptions should contain any notation to indicate a real thing from a derp thing.

If these hallucinations are greater than 30, 30 hallucinations are used to create an effect identical to a Hallucinatory Terrain effect. 50 or more merge to create a Mirage Arcana effect.

Roleplaying Ideas: The dumber you are, the less this trait hurts, thus the creatures that are handling their visions well do not have nerves of steel, but rather brains of Jell-O. Most other, intelligent creatures with this traits are lunatics.