
Ray of Madness
Necromancy
Level: Sor/Wiz 8
Components:
V, S, M
Casting Time: 1 action
Range: Close (25 ft +
5ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Will
negates
Spell Resistance: Yes
When cast, the spell causes a cone
of invisible, silent, force springs from your hand. You must succeed
in a ranged touch attack to strike a target. The spell summons the
essence of the Old Ones and channels it into the mind of the victim.
The sudden influx of alien knowledge and secrets men were not meant to
know drives the victim insane. If the victim successfully saves, he
gains a +10 enhancement bonus to Knowledge (Arcana) skills, and, if
untrained, is considered to be trained.:
d100 Roll1
Result
01–15 Delirium
16–20 Disorientation
21–24 Attraction
25–37 Phobia
38–40 Paranoia
41–46 Alienation
47–53 Amnesia
54–61 Hallucinatory
insanity
62–64 Melancholia
65–69 Dementia
praecox
70–74 Monomania
75–79 Mania
80–81
Manic-depressive
82–89 Hebephrenia
90–95
Catatonia
96–103 Delusional insanity
104–114
Schizophrenia
115–119 Homicidal mania
120–124 Psychic
translocation
125+ Pursuit
Phobias
d10
Phobia
1 Acrophobia (heights)
2 Agoraphobia (open spaces)
3
Astraphobia (storms)
4 Claustrophobia (small spaces)
5 Demophobia
(crowds)
6 Entomophobia (insects)
7 Monophobia (being alone)
8
Necrophobia (dead things)
9 Pyrophobia (fire)
10 Scotophobia
(darkness)
Delirium: The character lapses into a state of delirium
lasting for 3d4 days during which he wanders aimlessly and mumbles to
himself or rants and raves. He does not recognize friends and is incapable
of any rational action; he is easily frightened and flees most encounters.
The character cannot cast spells, and if he is restrained or threatened by
combat, he becomes catatonic for 1 to 6 hours. After the delirium passes,
the character returns to normal.
Disorientation: The victim’s
surroundings make no sense to him, and he is temporarily unable to
recognize places, people, or even his own possessions. Unlike amnesia, the
character retains command of his normal skills and abilities, although he
fights with a –2 penalty to his attack rolls and has a 20% chance of
miscasting spells. However, he has a difficult time initiating or
following through on actions; if told to stay put, he may wander off, or
if his comrades flee from a monster, he might remain behind, unaware of
his danger. The character has a 5% chance per day, cumulative, of
recovering from his state.
Attraction: The character develops an
unhealthy obsession with a particular place, thing, or type of item. This
manifests as an uncontrollable desire to be close to the subject of the
attraction. Good examples might be a particular star in the sky, a
mountain, a special site, the sea, an artifact or item, and so on. This
desire drives the character to drop everything he’s doing and travel to
the site (or in its direction, in the case of a celestial object). If the
wizard’s friends stop him, he’ll become disoriented for 1d6 hours, and
then bend all his efforts towards resuming his trek by whatever means are
necessary. There is a cumulative 5% chance of recovery per
day.
Phobia: Exposure to some terrifying stimulus leaves a lasting
mark in the character’s psyche and makes him mortally afraid of some
condition or creature. A character confronted with the subject of his
phobia automatically flees the scene with all possible speed for at least
1d3 full turns. If the character cannot escape the condition, he lapses
into a catatonic state that lasts for 1d6 days. The DM can assign an
appropriate phobia, or roll on Phobia table given above..
A
character does not normally recover from a phobia, but certain spells or
psionic effects may desensitize him to his fear or repair his
mind.
Paranoia: A victim afflicted with this form of insanity
becomes convinced that the agents of the Outer Powers are abroad in his
world, his homeland, and even in his home town. They could be anywhere. At
first, he is merely suspicious of strangers, but as the condition
progresses, his suspicion spreads to those nearest him—his friends and
family—and grows in strength, so that he begins taking precautions to
guarantee his own safety. These precautions eventually include lethal
attacks and plots against his former allies and friends.
The
paranoid’s condition only grows worse as time passes; without magical
healing or psychic surgery, he will not recover. Generally, a paranoid PC
becomes a NPC under the DM’s control after 1d6 months have passed, or
whenever the DM feels that the player isn’t role-playing his character
effectively anymore.
Alienation: The character experiences an acute
sense of dislocation or wrongness in his surroundings. He is certain that
he belongs somewhere else, although he cannot say where that might be.
While the paranoid experiences alienation towards people, an alienated
character regards everything in his surroundings—people, places, and
things— as unnatural and threatening. As the condition progresses, the
character loses his ability to function in society and gradually sinks
into dementia praecox or catatonia over the course of 1d6
months.
Amnesia: Unable to absorb the secrets revealed to him, the
instead instead purges his mind of anything that reminds him of the
horrors he has explored. Only his language skills remain; everything
else—his class skills, his proficiencies, knowledge of people and
places—vanishes. He retains his hit point total and original saving throw
values, but for all other purposes he is now a 1st-level character with no
proficiencies. The amnesiac has a noncumulative 10% chance of recovery
each month. During his amnesia, the character may actually begin his
adventuring career all over again, possibly even changing class and
alignment.
Hallucinatory insanity: The character’s insights into
the true nature of things leave him with the ability to perceive sights,
sounds, or sensations from the awful, alien dimensions that parallel our
own. To other characters, the victim appears to be hearing things, seeing
things, or experiencing things that don’t exist. Unfortunately, these
hallucinations have a very tangible reality for the character himself, and
for any given action he undertakes—casting a spell, making an attack, even
trying to walk across a room or study his spells—there is a 33% chance (2
in 6) that one of his hallucinations distracts him, preventing him from
completing the action. Each month, there is a 10% chance that the
character learns how to ignore these frightful apparitions and regains
control of his perceptions.
Melancholia: The insignificance of
humanity in the face of the Outer Powers is a terrifying concept, and a
victim afflicted with melancholia suffers endless fits of brooding and
depression as this knowledge sinks into his mind. Each day, there is a 5%
cumulative chance that the character experiences an acute episode that
completely disables him for 1d3 days. The melancholic will have no
volition to travel, fight, cast spells, or even look after his own
survival, although his friends may be able to lead him along on a journey
or keep him out of the way on an adventure. Melancholia persists until
magically or psionically treated.
Dementia praecox: This condition
is similar to melancholia, but consists of a hopelessness or loss of
volition. The character just can’t bring himself to care about what is
going on around him, even ignoring direct attacks or immediate threats to
his life. Each time the character attempts an action, such as undertaking
a journey, participating in a fight, or casting a spell, there is a 50%
chance (3 in 6) that his dementia overwhelms him and he instead does
nothing. If the character loses his will to fight, he will not even defend
himself, losing any Dexterity adjustments to AC and suffering other
penalties as the DM deems appropriate. Dementia praecox persists until
magically or psionically treated.
Monomania: The victim becomes
obsessed with a single goal and works ceaselessly until his goal is
achieved. Depending on the alienist’s origin, it might be the summoning of
one of the Outer Powers, the secret of the next spell level, or the
destruction of a particular cult or occult tome. As long as the victim can
pursue his goal, he can undertake any actions that further his purpose,
but if he is somehow blocked or prevented from acting, he is likely to
lapse into catatonia or become manic. Note that the victim’s single-minded
devotion to his cause is not healthy; he ignores sleep, goes without food,
and otherwise neglects both himself and others. Monomania persists through
1d4 linked, long-term goals; when the victim accomplishes them, he more or
less returns to normal.
Mania: Terror of unimaginable depth turns
the victim into a stark, raving madman. Every day, there is a 25%
cumulative chance that he will suffer a manic episode lasting 1d6 hours,
during which he attempts to attack or destroy anything around him. The
maniac’s Strength is incredible; a character’s Strength increases by 6
points (count each percentile category of 18 as one point), to a maximum
of 19. While the maniac is raging, he can easily turn on and kill people
close to him, but he’s just as likely to run off or try to gnaw the bark
off a tree. Even if the victim is temporarily in control of his senses, he
cannot cast spells or embark on long or complicated tasks; the struggle to
retain control consumes too much of his attention. The alienist has a 5%
chance per month of recovering his stability.
Manic-depressive:
This condition combines the worst features of mania and melancholia. Every
1d4 days, the character’s mood swings from the one condition to the other.
A manic-depressive’s condition lasts until magically or psionically
treated.
Hebephrenia: Some horrors can forever destroy the mind
unfortunate enough to perceive them; a character suffering from
hebephrenia withdraws from reality into a childlike state, wandering
aimlessly, ignoring most external stimuli and babbling or mumbling to
himself constantly. This condition is completely debilitating. The
character is effectively feebleminded, unable to participate in normal
society or survive without constant care. The alienist may never recover
from such a profound shock and has only a 5% chance (noncumulative!) per
month to regain his sanity.
Catatonia: The catatonic completely
withdraws from reality, ignoring all forms of external stimulus. He cannot
move, speak, or act in any way, and may even ignore food placed in his
mouth or painful injuries. There is only a 5% chance per month
(noncumulative) that the catatonic will recover from his state, although
it is possible to provoke a catatonic into a temporary rage lasting 1d6
rounds by continuously annoying or pestering the poor
fellow.
Delusional insanity: The victim believes that he is
something other than himself. In many cases, he believes that his mind or
persona has been placed into the wrong body, believing that he is actually
a creature or entity of some distant dimension trapped in human form. The
steps he takes to rectify this could range from attempts at suicide to
complex summonings designed to open the “right” dimension to him. The
character may refuse to recognize his former friends and companions, or
seek new allies more appropriate to his “true” self, but he generally
retains all his skills and abilities. There is a 5% chance per month that
the delusion may end of its own accord; otherwise, only magical or psionic
treatment can help the character.
Schizophrenia: A victim’s
encounter with schizophrenia is an extraordinarily dangerous event. An
entity or power from the outer reaches of the cosmos invades the
alienist’s body, forming a second personality that has its own goals and
skills distinct from the victim’s normal personality. This second persona
may wish to do nothing more than observe the host’s world, or it may plot
to open a dimensional gateway to the plane of its origin and bring others
like itself to the mundane world.
Each day, there is a 25% chance
that the second personality takes over, retaining control for 1d4 days
while it pursues its own purposes, whatever they may be. During this time,
the wizard is an NPC under the DM’s control. This condition occasionally
corrects itself after a time (if the invasive personality finishes
whatever it was doing and leaves voluntarily), but most of the time the
wizard will need magical or psionic help in order to exorcise the
spirit.
Homicidal mania: This resembles schizophrenia , as
described above, but it’s much worse. The invasive persona is a creature
that delights in mayhem and murder, and wants nothing more than to kill
until it is sated. When the victim loses control of his mind, the entity
begins stalking and killing its chosen victims (often those closest to the
host), often employing bizarre or disgusting methods to further its
enjoyment. As described above, there is a slight chance (5% per month)
that the entity leaves voluntarily.
Psychic translocation: Perhaps
the most jarring event that could occur to a victim, psychic translocation
exchanges the victim’s mind and persona with that of some inhuman entity
from beyond the stars. The effects are somewhat similar to that of a magic
jar spell in that the wizard finds himself trapped in another’s body while
some alien intelligence animates his own form. The invasive intelligence
may simply be curious about the victim’s home, it might have forced the
switch in order to escape from a precarious predicament in its own
dimension, or it might have waited for eons for a chance to project its
mind to the victim’s world, with some dire purpose or summoning in mind.
There is a chance that the intelligence will leave of its own accord, or
that the victim may find a means to reverse the situation and reclaim his
own body. The DM is encouraged to be creative and
malevolent.
Pursuit: There are entities in the dimensions beyond
our own that are so inimical and insatiable that even speaking their names
or catching a glimpse of their existence courts disaster of the worst
kind. A victim who blunders across something of this nature accidentally
attracts the notice of a monstrous alien intelligence, which then follows
the wizard back to his home. The pursuing entity may be a powerful monster
that desires to devour or possess the mortal that roused it, or it could
be a forgotten abomination of formless intelligence that desires to devour
or possess the alienist’s entire world. Again, the DM is encouraged to be
creative and somewhat malevolent; mortals who tamper with powers of this
magnitude risk catastrophes of cosmic significance.
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