Insanity
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Rarity | 3 |
---|---|
AP | 4 |
Target | Creature |
Distance | Contact |
Lasts | 1 minute per spell rank |
Save | Sanity |
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 cripple their minds. For each level of Intensity, this spell imposes a −2 penalty to any roll which requires concentration or mental clarity: Focus, Healing, Machinery, Discern, Lore, Translate, and Perception. The penalties also apply to casting spells and the use of ranged weaponry. Any conditions noted below are cumulative.
Intensity Effects
- The target takes −2 to the noted actions.
- 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.
- 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.
- 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.
- 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.