Difference between revisions of "Insanity"

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(relocating intensity)
 
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{{spell
 
{{spell
|xp=2
+
|essence=compulsory
 +
|school=dark
 +
|xp=3
 +
|target=Creature
 
|distance=Contact
 
|distance=Contact
|target=Creature
+
|time=1 minute per rank
|ability=[[Persuasion|PSN]]
+
|save=[[Sanity]]
|save=[[Psyche|PSY]]+[[Focus]]
+
|description=The mage barrages an unwitting target's mind with vile magic, causing the victim to go temporarily insane.  Instead of imposing a medically-recognized mental disorder, this spell throws a dark veil between a creature's mind and the real world; it corrupts and twists a creature's perceptions. Their wits will abandon ship and the world will seem a bizarre place; they will perceive horrible sounds and sights that enfeeble their minds.
|description=The Dark Mage barrages an unwitting target’s mind with horrid visions, causing the victim to go temporarily insane.   
+
|intensity=For each level of Intensity, this spell imposes a −2 penalty to any roll which requires concentration or mental clarity: [[Healing]], [[Machinery]], [[Discern]], [[Lore]], [[Craft]], [[Translate]], and [[Perception]]. The penalties also apply to casting spells and the use of ranged weaponry. Any conditions noted below are cumulative.
|level1=Target reverts to child self
+
|level1=The target takes −2 to the noted actions.
|level2=Target believes he/she is a barnyard animal/famous person
+
|level2=The target takes a total of −4 to the noted actions and is also considered Muted. It is no longer able to communicate with other creatures, and may begin mumbling incomprehensibly.
|level3=Target laughs hysterically and cries unexpectedly, non-stop
+
|level3=The target takes a total of −6 to the noted actions and is also considered Confused with the following adjustment. If it attacks, the target should roll d100. On 1–33, it attacks an ally, on 34–66, it attacks an opponent, on 67–100, it attacks a target that isn't there. Cue random sobbing and laughing.
|level4=Target attacks everything in sight, all while wearing a big smile
+
|level4=The target takes a total of −8 to the noted actions and is also considered Prone. The target collapses to the ground and crawls to the nearest solid object (e.g. wall, furniture, corpse) so it can cling to it and babble, cry, laugh, and shake uncontrollably.
|level5=Target receives permanent mental illness, and rambles endlessly about things other people can’t see, and “The Master”
+
|level5=The target takes a total of −10 to the noted actions and is also considered Paralyzed. Its ability to perceive reality has been obscured entirely by dark magic and it sits muttering to itself, ignorant of the events around it.
 
}}
 
}}
 
2 points more than DL – one round
 
4 points more than DL – five rounds
 
6 points more than DL – ten rounds
 
8 points more than DL – one hour
 
10 points more than DL – one day
 
12 points more than DL – permanent until countercurse can be performed
 
 
[[Category:Spells]]
 
[[Category:Charm Spells]]
 
[[Category:Needs Tweaking]]
 

Latest revision as of 01:09, 5 April 2022

This spell has a compulsory essence
This is a dark spell
Rarity 3
AP 4
Target Creature
Distance Contact
Lasts 1 minute per rank
SaveSanity

The mage barrages an unwitting target's mind with vile magic, causing the victim to go temporarily insane. Instead of imposing a medically-recognized mental disorder, this spell throws a dark veil between a creature's mind and the real world; it corrupts and twists a creature's perceptions. Their wits will abandon ship and the world will seem a bizarre place; they will perceive horrible sounds and sights that enfeeble their minds.

Intensity Effects

For each level of Intensity, this spell imposes a −2 penalty to any roll which requires concentration or mental clarity: Healing, Machinery, Discern, Lore, Craft, Translate, and Perception. The penalties also apply to casting spells and the use of ranged weaponry. Any conditions noted below are cumulative.

  1. The target takes −2 to the noted actions.
  2. The target takes a total of −4 to the noted actions and is also considered Muted. It is no longer able to communicate with other creatures, and may begin mumbling incomprehensibly.
  3. The target takes a total of −6 to the noted actions and is also considered Confused with the following adjustment. If it attacks, the target should roll d100. On 1–33, it attacks an ally, on 34–66, it attacks an opponent, on 67–100, it attacks a target that isn't there. Cue random sobbing and laughing.
  4. The target takes a total of −8 to the noted actions and is also considered Prone. The target collapses to the ground and crawls to the nearest solid object (e.g. wall, furniture, corpse) so it can cling to it and babble, cry, laugh, and shake uncontrollably.
  5. The target takes a total of −10 to the noted actions and is also considered Paralyzed. Its ability to perceive reality has been obscured entirely by dark magic and it sits muttering to itself, ignorant of the events around it.