Deities: Dark Six (Pantheon) (NE), Erythnul (CE), Mak Thuum Ngatha (CE), Tharizdun (NE), The Cults of the Dragon Below (NE), The Fury (NE), Vecna (NE)
Name: Madness
Granted Power: Your insanity gives you insight. You subtract 1 from all Wisdom-based skill checks and all Will saves. However, once per day, you can see and act with the clarity of true Madness: Add one-half your level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.
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School | Casting Time | Source Book | ||||||||||||
Save - Res | Level | Comps | ||||||||||||
Dur | Range | Recharge | ||||||||||||
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Description | ||||||||||||||
Full Description | ||||||||||||||
Lesser Confusion | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Brd 1, Madness 1, Mental 1 | V, S, DF | ||||||||||||
1 round | Close | General | ||||||||||||
Target: One living creature | ||||||||||||||
One creature is confused for 1 round. |
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This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
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Touch of Madness | ||||||||||||||
Enchantment [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Madness 2 | V, S | ||||||||||||
1 round/level | Touch | General | ||||||||||||
Target: Creature touched | ||||||||||||||
Dazes one creature for 1 round/level. |
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You may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. A dazed creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.
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Rage | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Brd 2, HB 2, Liberation 3, Madness 3, Sin-W 3, Sor/Wiz 3 | V, S | ||||||||||||
Concentration + 1 round/level (D) | Medium | 5 minutes | ||||||||||||
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart | ||||||||||||||
Gives +2 to Str and Con, +1 on Will saves, -2 to AC. |
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Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarians rage except that the subjects aren't fatigued at the end of the rage. |
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Confusion | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Arc 5, Beguiler 4, Brd 3, HB 3, Madness 4, Passion 3, Shu 5, Sor/Wiz 4, Trickery 4, Wuj 4 | V, S, M/DF | ||||||||||||
1 round/level | Medium | General | ||||||||||||
Targets: All creatures in a 15-ft. radius burst | ||||||||||||||
For 1 round/level, subject will attack caster 10%, act normally 10%, babble 30%, flee 20%, attack nearest creature 30%. |
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This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subjects turn each round to see what the subject does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
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Bolts of Bedevilment | ||||||||||||||
Enchantment [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Brd 5, Madness 5 | V, S | ||||||||||||
1 round/level | Medium | General | ||||||||||||
Effect: Ray | ||||||||||||||
This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save. |
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Phantasmal Killer | ||||||||||||||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 4, Duskblade 4, HB 4, Illusion 4, Madness 6, MH 4, Sor/Wiz 4, Wmg 4 | V, S | ||||||||||||
Instant | Medium | General | ||||||||||||
Target: One living creature | ||||||||||||||
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Insanity | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will negates - Yes | Charm 7, Corruption 7, Madness 7, Moon 7, Sor/Wiz 7 | V, S | ||||||||||||
Instant | Medium | General | ||||||||||||
Target: One living creature | ||||||||||||||
Subject suffers continuous confusion. |
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The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. restoration, Greater, heal, limited wish, miracle, or wish can restore the creature. |
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Maddening Scream | ||||||||||||||
Enchantment (Compulsion) [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V | ||||||||||||
1d4+1 rounds | Touch | General | ||||||||||||
Target: Living creature touched | ||||||||||||||
Subject has -4 AC, no shield, Reflex save on 20 only. |
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This spell makes it impossible for the victim to do anything other than race about caterwauling. The creature must move its speed* each turn, unless somehow prevented, and can take no other action. The spell gives the subject a –4 penalty to Armor Class, its Reflex saving throws fail except on a roll of 20, and the subject cannot use a shield. |
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Weird | ||||||||||||||
Illusion (Phantasm) [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||
Will disbelief (if interacted with), then Fortitude partial; see text - Yes | Dream 9, Illusion 9, Madness 9, Mind 9, Sor/Wiz 9, Wmg 9 | V, S | ||||||||||||
Instant | Medium | General | ||||||||||||
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||||||||||||||
As phantasmal killer, but affects all within 30 ft. |
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You create a phantasmal image of the most fearsome creatures imaginable to the subjects simply by forming the fears of the subjects' subconscious mind into something that their conscious minds can visualize: these most horrible beasts. Only the spell's subjects can see the phantasmal killers. You see only vague shapes. The targets first gets a Will save to recognize the images as unreal. If that save fails, the phantasms touch their subject, and the subjects must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subjects takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.
If a subject of a Weird attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |