![]() ![]() The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy Effect of the Antipathy/Sympathy spell. The character has disadvantage on Wisdom and Charisma checks. The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. The character does whatever anyone tells him or her to do that isn’t obviously self- destructive. The character experiences vivid hallucinations and has disadvantage on Ability Checks. The character must use his or her Action each round to Attack the nearest creature. The character begins babbling and is incapable of normal Speech or Spellcasting. The character becomes Frightened and must use his or her Action and Movement each round to flee from the source of the fear. The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping. The Effect ends if the character takes any damage. The character retreats into his or her mind and becomes Paralyzed. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.Ī character afflicted with short-term madness is subjected to an Effect from the Short-Term Madness table for 1d10 minutes.Ī character afflicted with long-term madness is subjected to an Effect from the Long-Term Madness table for 1d10 × 10 hours.Ī character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness table that lasts until cured. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. Madness EffectsMadness can be short-term, long-term, or indefinite. Resisting a madness-inducing Effect usually requires a Wisdom or Charisma saving throw. Some Artifacts can also break the psyche of a character who uses or becomes attuned to them. Diseases, Poisons, and planar Effects such as Psychic Wind or the howling winds of Pandemonium can all inflict madness. Certain Spells, such as Contact Other Plane and Symbol, can cause insanity, and you can use the madness rules here instead of the spell Effects of those Spells. Going MadVarious magical Effects can inflict madness on an otherwise stable mind. If your campaign has a strong Horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific Nature of the threats the Adventurers face. In a typical campaign, Characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the Stress of being an adventurer can be too much to bear. ![]()
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