Clairaudience

Clairaudience Apprentice 800 hours Psionic This is the 'still small voice' in the back of your head. Actual sounds overpower clairaudient ones easily, so you need a calm and quiet environment in which to use this skill. Distance is not a factor with clairaudience (sometimes even distances through time), but language and sound quality always are—just because you can hear something doesn't mean you hear it well or understand it. An apprentice hears a random collection of sounds. These could be echoes of events long past, echoes yet to come, people talking halfway around the world, or unseen spirits.

An apprentice doesn't know, she just hears the stuff. Whether or not it is useful is an exorcise for the Game Master. The journeyman has developed and refined this skill to the hear and now, or rather, the 'over there' and now.

A journeyman can listen in on an area that is very familiar or obvious. You can check in on the pub you drink at three nights a week, but not the one your mate just told you about, or even the new one you just went to last night. Obvious areas are just on the other side of a wall, or through a window you can see. A keep just over the horizon—even if you can just make out its general shape through the fog or see its pennants peeking over the hilltop—is not, nor is trying to psychically listen down a darkened hallway. A very specific listening point must be set; if you need a level of granularity of space with this skill, it's the width of your head.

The master has a more refined—but broader and less specific—form of this skill. She can listen for advice. It may not be the advice sought, as voices in your head rarely tell you what it is you want to hear, but will be sound advice nonetheless. Some loremasters believe that the voice heard by master clairaudients is their own, sending this advice echoing back through time. This voice does indeed sound like the psychic's own, at least the way she hears herself speak, but may sometimes also be a trusted mentor or parent's voice.