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1 | 1d20 + Modifiers | Condition & Recovery | 1 | 2 | 3 | 4 | 5 | 6 | Lingering Effects of Insanity (1d6) | |||||||||||
2 | -6 or less | You 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. | ||||||||||||
3 | -5 – 0 | You 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. | ||||||||||||
4 | 1 – 5 | Time 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). | ||||||||||||
5 | 6 – 10 | Spending 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. | ||||||||||||
6 | 11 – 15 | Barely 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. | ||||||||||||
7 | 16 – 20 | Your 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. | ||||||||||||
8 | 21 – 25 | Your 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.). | ||||||||||||
9 | 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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11 | Modifiers (1d20): | Duration: | -1 per week of insanity | +1 for lasting insanity of less than one week | +2 for momentary insanity | |||||||||||||||
12 | Willpower: | +/- WIS modifier | ||||||||||||||||||
13 | Alignment: | +2 if Lawful | -2 if Chaotic | |||||||||||||||||
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15 | Roll 1d20 and 1d6 at the onset of insanity. Lingering effects begin after the insanity passes unless otherwise noted. | |||||||||||||||||||
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