Alternatively, you can assign the insanity to match the cause.Does anyone know if something like this exists, whether some form of official mechanic or otherwise a common houserule variant. When a creature goes insane, roll on the following table to determine what form of insanity strikes. Greater restoration, heal, limited wish, miracle, or wish immediately cures a target of all insanity. Lesser restoration has no effect on insanity, but restoration reduces the current DC of one insanity currently affecting a target by an amount equal to the caster’s level.
You continue to suffer the full effects of the insanity until its DC is reduced to 0, at which point you are cured and the insanity vanishes completely. If you succeed on this save, the insanity’s DC is reduced by a number of points equal to your Charisma bonus (minimum of 1). Recovering from an insanity naturally is a lengthy process-once per week, you make a Will save against the insanity’s current DC. An insanity’s DC indicates the Will save you need to roll in order to resist contracting the insanity when you are initially exposed to it, but also the DC you need to make to recover. Curing InsanityĪll insanities have a DC that represents the insanity’s strength. If you become afflicted with a form of insanity you are already suffering from, the current DC of that insanity increases by +5. It’s possible to suffer from multiple forms of insanity. Bestow curse can also inflict a single insanity on a foe, although in this case the insanity is also a curse. Consider allowing the spell insanity to merely inflict 1 randomly determined insanity per 5 caster levels on its victim rather than causing permanent confusion. Insanity can also be inflicted via magic.
The causes of such insanities are left to you as the GM to determine. And a poor soul whose mind is possessed by a powerful demon might have to make a save upon being exorcized to keep from becoming psychotic. Someone repeatedly betrayed by allies might have to make a save against developing paranoia. A character suffering from long imprisonment might have to make a save against developing agoraphobia or claustrophobia. These effects should play out naturally- some insanities (like phobias) take days or even months to trigger or have effects, while others (such as paranoia) are immediately obvious.Īt your option, a creature can run the risk of going insane under extremely unusual situations, even when his mental ability scores are unharmed. You should make the victim’s saving throw in secret-he should not know the result, nor the type of insanity that might afflict him. ( Note: Wisdom damage is particularly likely to cause insanity, since a 0 Wisdom score imparts a –5 penalty on all Will saves.) Either roll on the table on this page or select an insanity appropriate to the cause of what reduced the victim’s score to 0. Every time a creature is reduced to a score of 0 in one of these scores, here’s a chance he goes insane. In-game, a person has a chance of going insane every time he suffers a tremendous shock to one of his mental ability scores- Intelligence, Wisdom, or Charisma. Insanity can also be caused by exposure to particularly potent sources of unhinging horror, madness, or alien natures, such that the mind simply cannot withstand them. Insanity is an affliction inflicted upon those who suffer from extraordinary physical, mental, or spiritual anguishes and trials.