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Madness is a part of every day life in all worlds, not least of
all the unlikely environments of fantasy role-playing. The D&D
game has no mechanics for measuring the madness of a character,
and on the whole this is a good thing. If a games system measures
a character's sanity, then a mechanic must also exist for losing
sanity. There are so many insanity inducing sights and experiences
to be had in D&D that all adventurers would inevitably spiral
into madness. Very soon the game would be about their insanities,
which is alright in Call of Cthulhu, but not really in keeping
with the larger-than-life heroism of Dungeons and Dragons.
Becoming Insane
The third edition game equates madness with the confusion condition.
Several spells in the game, such as lesser confusion, confusion
and insanity impose this condition onto a target. The 3.5
rules define "confusion" as follows:
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Confusion: A
confused character's actions are determined by rolling d%
at the beginning of his turn: 01-10, attack caster with mêlée
or ranged weapons (or close with caster if attacking is not
possible); 11-20, act normally; 21-50, do nothing but babble
incoherently; 51-70, flee away from caster at top possible
speed; 71-100, attack nearest creature (for this purpose,
a familiar counts as part of the subject's self ). A confused
character who can't carry out the indicated action does nothing
but babble incoherently. Attackers are not at any special
advantage when attacking a confused character. Any confused
character who is attacked automatically attacks its attackers
on its next turn, as long as it is still confused when its
turn comes. A confused character does not make attacks of
opportunity against any creature that it is not already devoted
to attacking (either because of its most recent action or
because it has just been attacked).
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On the whole, the game assumes that a character can go through
his adventuring career and see any number of mind-shredding sights
without going mad. He can be feeble-minded by magic (as above) but
D&D is not a game about characters going mad, and so this element
is quietly glossed over. This suits my purposes perfectly. Certainly,
there will be times where a GM will want to say that an event terribly
shook a character, or that an encounter was so horrible that the
character has developed some sort of phobia. These occassions should
be few and far between, should call for a Will saving throw and,
above all else, should be at the discretion of the GM. There does
not need to be a mechanic.
Because of the ad hoc method I intend to impose on madness,
I am free to interpret a character's insanities in much more specific
terms than a perpetually active confusion effect. Any number of
the various insanities listed in Call of Cthlhu or Ravenloft
sourcebooks could be imposed upon luckless characters, but I would
only do so with the cooperation of the player. It's no fun playing
an insane character if you don't want to play an insane character.
Curing Insanity
D&D is replete with the magical means to cure insanity. The
spells Heal, Greater Restoration, Miracle and
Wish are all capable removing magical confusion and forms
of mental illness from the subject. In my Iourn setting these spells
are few and far between, but they do exist, and offer the only real
hope of removing mental afflictions.
The fact of the matter is that Dungeons and Dragons settings (including
Iourn) are more often than not set in a fantasy version of mediaeval
Europe. Mental illness was not properly understood at this time,
and individuals with curable insanities and neuroses and most likely
locked away, burned or left to live in the gutter. Mental illness
was often synonymous with demonic possession and, although in D&D
characters can be possessed by demons, this could hardly be the
case with every madman. In short if a character is insane then no
mundane knowledge will be able to cure them. Magical spells can
cure insanity, but even the casters of those spells may not truly
understand what they are curing.
However, there may be some enlightened socities where individuals
understand more about the workings of the mind. Perhaps it is a
society where psionics are in abundance rather than wizardry or
clerical magic. Or maybe it is a technologically advanced society
with a true understanding of medicine and mental illness. Individuals
in these societies can select the skill Knowledge (The Mind), although
it may go by other names such as Knowledge (Psychiatry). Please
note that this skill is only available with the approval of the
GM.
Knowledge (The Mind) works much like a mental version of the Heal
skill. The character with the skill can attempt to cure an insane
individual but this is a slow process and can take a considerable
amount of time. The different forms of madness will have a DC rating
in the same way that different forms of poison will have a DC rating.
Some insanities are more difficult to cure than others.
To effect a cure, the patient must be under the care of the healer
for at least one week. At the end of the week the healer makes a
Knowledge (The Mind) check at the DC indicated by the madness the
patient suffers. If the patient is of the same racial Type but a
different race, the healer has a -2 penalty on that check. If the
patient is of a different racial type then the penalty is anything
from -5 to -10 at the GM's discretion. Note that a patient must
have a mind. A healer could not cure a mad dog.
If the Knowledge (The Mind) check is successful then the patient
may be cured. However, many insanities will require multiple successful
skill checks. If this is the case then the patient remains in the
healer's care and another check is made the following week. If multiple
successful checks are required then these successful checks must
be consecutive. If a mental disease required three successful skill
checks at DC 20 then the healer must make three successful checks
in a row, one at the end of each week of care. If any one of those
checks fails then the process must begin again.
The major benefit of this type of cure over magic is that those
patients that are cured become more resilient to this particular
madness than they were before. Such characters receive a +4 bonus
on their Will saving throw to avoid this specific mental malady
in the future.
Secrets Man was Not Meant to Know
In my modification to the way sorcerers case spells I introduced
the concept that if sorcerers know too many spells they can go mad.
Although the use of the word "Madness" is colloquially
apt, it isn't entirely accurate from the point of view of game mechanics.
The horrors that await a sorcerer whose total of known spells exceeds
their 'Maxmimum Spell Levels' is quite different from conventional
madness and cannot be cured by magic or by an application of the
Knowledge (The Mind) skill. Follow this
link to discover more about this affliction.
See Also
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