Sunday, January 2, 2011

Campaign Design - Spells: Greater Madness

Greater Madness (from School of Illusion)
Illusion (Phantasm, Terror) [Chaotic, Mind-Affecting]

Level: Bard 6, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

The target experiences a traumatic flash of terrifying mental images that inflicts Wisdom damage and temporarily drives it insane. The spell immediately inflicts 1d3+3 points of temporary Wisdom damage. In addition, the target experiences a form of temporary insanity for a number of days equal to 1d3 + ½ your caster level (maximum 8 days). The form of insanity is determined randomly. Roll 1d20 and then consult the table below.

1d20
Insanity
1 - 2
Insomnia: The target is unable to sleep. After 4d6 hours, he becomes fatigued.
3 - 4
Compulsive Lying: The target is unable to tell the truth.
5 - 7
Phobia (Creature): The target is irrationally afraid of certain creatures. The target suffers a -4 penalty to attack rolls, ability checks, skill checks, and saves in regard to these creatures. In addition, these creatures gain a +2 morale bonus to saves caused by the target. The DM determines the creature type. Typical selections include arachnids, insects, or snakes.
8 - 10
Phobia (Substance): The target is irrationally afraid of a certain substance. The target suffers a -4 penalty to attack rolls, ability checks, skill checks, and saves while in contact with this substance or when dealing with other creatures that are in contact with the substance. In addition, creatures that are in contact with the substance gain a +2 morale bonus to saves caused by the target. The DM determines the substance type. Typical selections include water, particular foods, or mud.
11 - 13
Phobia (Environment): The target is irrationally afraid of a certain type of environment. The target suffers a -4 penalty to attack rolls, ability checks, skill checks, and saves when within this environment. In addition, creatures that are in the environment gain a +2 morale bonus to saves caused by the target. The DM determines the environment type. Typical selections include confined spaces, forests, or urban locales.
14 - 16
Paranoia: The target is irrationally suspect of a particular society, such as a certain race, culture, or organization. When in proximity of an individual or individuals that appear to be members of the suspect society, the target believes that he is in immediate danger. The target must immediately either engage the individual or individuals in combat as if his life were in imminent danger or become panicked. The DM determines the nature of the suspect society.
17 - 18
Self-Mutilation: The target compulsively injures himself. Each hour, the target suffers 1 point of self-induced damage unless he is physically restrained from doing so.
19
Hallucinations: The target suffers hallucinations, and therefore believes that any creature he encounters is an illusion. if the target interacts with a new creature or sees the creature interact with another creature he believes is "real", he may make a Will save (DC 14 + caster's Intelligence modifier) to determine that the new creature is real.
20
Multiple Disorders: The target suffers from more than one form of temporary insanity. Roll again on this table twice. If these results are the same, simply add an additional creature, substance, environment, or society where appropriate. Otherwise, roll again. Ignore further rolls of 20.

The temporary insanity may be removed through magical means such as a remove curse spell. The temporary Wisdom damage remains until it is removed through rest or by other magical means such as lesser restoration.

Home     Three Worlds     Spell List

No comments:

Post a Comment