Difference between revisions of "Insanity"

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(relocating intensity)
 
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{{tweaking}}
 
 
{{spell
 
{{spell
 
|essence=compulsory
 
|essence=compulsory
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|target=Creature
 
|target=Creature
 
|distance=Contact
 
|distance=Contact
|time=1 minute per spell rank
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|time=1 minute per rank
 
|save=[[Sanity]]
 
|save=[[Sanity]]
|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. At increasing intensities of the spell, creatures will find functioning effectively to be impossible. Intensity effects are cumulative.
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|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.
|level1=''Hazy Mind''. "Suddenly, nothing makes sense and you can't remember why you're here." A creature receives a −4 penalty to perform any action which requires concentration or mental capacity. Ask your GM, but some examples could include spellcasting, speaking a foreign language, using ranged weaponry, the use of some Special Powers, and all skills used with Intellect and Insight.  
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|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.
|level2=''Dumbstruck''. "Your wits have abandoned ship and the world seems a bizarre place." A creature becomes unable to perform complex mental tasks. Its only available actions include defending itself, running away, and attacking its aggressors in melée. The target of this spell is no longer able to communicate with other creatures, and may begin mumbling incomprehensibly. If the creature had friends, they are forgotten, but they are not yet enemies.
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|level1=The target takes −2 to the noted actions.
|level3=''Hallucinations''. "You perceive horrible sounds and sights which cripple your mind." A creature begins to see and hear things that aren't there: bloody walls, horrible creatures, and vile disembodied speech. The target has a 50% chance it will attack an aggressor that doesn't exist. The target will begin shouting at thin air. Cue random sobbing and laughing.
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|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.
|level4=''Turncoat''. "Amidst this sea of horror, one fact is clear: everyone here wants to kill you." The target perceives every nearby creature as a threat (including the imaginary ones). Perhaps he believes his former allies are possessed or were transformed into monsters.
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|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.
|level5=''Catatonic''. "None of this is real." 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. Its ability to perceive reality has been obscured entirely by dark magic. The target is considered helpless, prone, and wide-eyed.
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|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.
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|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.
 
}}
 
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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.