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1d20 + ModifiersCondition & Recovery123456Lingering Effects of Insanity (1d6)
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-6 or lessYou are in a catatonic stupor and will die of dehydration in 2d4 days without basic care.Your mind no longer controls your body. Save vs. Paralyzation to regain control. A new saving throw is allowed every week.Spellcasting pushes you over the edge. Whenever you cast a spell, save vs. Spells or go insane for 1d10 days.The madness overwhelms you. Save vs. Death or you never recover without magical aid.Your mind is lost. You do not recover without magical intervention.The mental strain is too much. Save vs. Death or die immediately, muttering something incomprehensible.In a futile attempt to stave off insanity, your brain shuts down. You die.
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-5 – 0You are in a catatonic stupor and will die of dehydration in 2d4 days without basic care.You are prone to sudden phobias. All saving throws vs. fear are at -2.Subtle doubts slow your reaction time. -1 to initiative rolls.Extreme suspicion and distrust fill your mind, and you can't hide it. -4 to reaction rolls.Your grasp of reality is tenuous at best. You automatically fail all saving throws vs. illusions and disguises.Stressful situations induce a relapse. You suffer momentary insanity at the beginning of any combat. Consult this table for effects, which last only until combat ends.What is real? WIS is reduced by 4.
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1 – 5Time passes in an insensible daze. You are defenseless, incommunicative, and prone to violent fits, doing 1d4 damage to yourself per week if not restrained.The thrill of the fight floods your mind. Whenever you deal damage in combat, you shout, laugh, cheer, and otherwise make loud noises of merriment.You believe you are cursed, suffering a -4 penalty on attacks and saves. Remove Curse has a 50% chance of convincing you the curse is gone.The darkness hides your enemies. Whenever you are in total darkness (not simply blindfolded or under a night sky), you attack the nearest thing you can hear moving.You require pain to focus your thoughts. Each day, all throws and saves have a -4 penalty until you take damage. The damage can be self-inflicted.They're out to get you! Randomly select one monster of any type. You now attack them on sight.You don't stop screaming until the madness ends. Save vs. Paralyzation or lose your voice (cannot speak, cast spells or use magic items involving speech, -4 to reaction rolls).
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6 – 10Spending most of the day in hallucinatory slumber, you require no special care but are defenseless and incommunicative.Your current life is merely a charade; roll on the Reincarnation table to discover your true nature. If you are ever reincarnated, use this result.They could strike any time, anywhere. You suffer a -4 penalty on all proficiency throws if you do not have a weapon upon your person.You believe you can speak a new language, selected randomly. You cannot. -4 to any reaction rolls involving that language due to gibberish.The madness has a certain appeal. Your alignment moves one step closer to Chaotic. If you are already Chaotic, you recover 1d4 weeks sooner.The voice in your head may be an extraplanar entity. One time when you fail a saving throw, you can ask the voice for a favor and reroll. If the new roll is successful, you go insane for 1d10 days from the revelation. The voice then goes away regardless.You don't believe it's real. Save vs. Paralyzation or be stunned for 1d4 rounds any time you are surprised.
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11 – 15Barely aware of your surroundings, you require no special care but are defenseless and incommunicative.You emerge from insanity disturbingly unchanged.You talk constantly, reminding yourself of what's real. Twice a day, you can stop talking for 1 hour on a successful Save vs. Spells (illusion).You no longer understand spoken words. 1d6 weeks of socializing restores your comprehension. Written language is unaffected.You only remember one language, chosen at random. 1d6 weeks of study will restore a known language to normal use.Your writing is very different, and your old writing looks like gibberish. Any old spellbooks will be incomprehensible after 1d4 weeks.Sometimes the voices scream. Roll 1d6 every morning; on a 6, the loud voices distract you for a -2 penalty on all throws the rest of the day.
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16 – 20Your deluded senses allow you to meet your basic needs, but you lash out violently against anyone near you.Conquering inner demons, you recover from your insanity 1d4 weeks sooner.You don't remember ever being insane.You gain the Berserkergang proficiency, but you rage involuntarily on taking any damage in combat.The nightmares never go away. You wake up violently, making one attack on the nearest person within 10'.A crazed intensity comes over you in combat, shutting down normal speech. Spellcasting is unaffected.The shock of violence is too much to bear. You black out for a moment after combat and don't remember the fight.
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21 – 25Your vague awareness of the world is just enough to meet your basic needs and allow you to flee from obvious danger.They can see it in your eyes. +2 to reaction rolls with Chaotic beings from other planes.A calmness settles in your mind. Your insanity only lasts half as long as expected.While you fight insanity, you may communicate lucidly for one hour on a successful save vs. spells (illusion) once per week.You don't remember how things used to be so easy. -10% penalty to XP until you earn your next level of experience.You fear fear itself. Whenever you fall under the influence of a fear effect, roll for a momentary insanity.The twitching is subtle but hard to control. -1 to any throws involving Dexterity (missile attacks, etc.).
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26+The real world is merely a distraction from your mad visions, but you are capable of lucid thought and mild activity for one hour each day.The madness reveals what is real and what is not. You gain the power of True Seeing once per week.You acquire an imaginary familiar, gaining +1 on a randomly determined type of saving throw.Through intense concentration and force of will, you recover from your insanity in mere moments. +1 on all saving throws for the rest of the day from the rush of power.You've forgotten everyone's name, including your own. Reintroductions are in order.You're constantly second-guessing yourself. Initiative rolls are at -1 for 1d6 weeks while you sort yourself out.You gain one rank of Knowledge (Insanity). At three ranks, you are permanently insane - roll 1d20 on this table for your condition.
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Modifiers (1d20):Duration:-1 per week of insanity+1 for lasting insanity of less than one week+2 for momentary insanity
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Willpower:+/- WIS modifier
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Alignment:+2 if Lawful-2 if Chaotic
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Roll 1d20 and 1d6 at the onset of insanity. Lingering effects begin after the insanity passes unless otherwise noted.
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