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As already established in the section on Madness,
D&D has no generic sanity system such as the one to be found
in games like Call of Cthulhu. To introduce such a system
is to have that system dominate the game. However, I employ rules
for madness in three very specific cases. These cases are completely
divorced from the 'general madness' that might be encountered in
the course of a campaign, and only affect the characters in question.
These two special circumstances are:
- A sorcerer whose levels of known spells has exceeded his Maximum
Spell Levels.
- An epic level spell-casters who casts more epic level spells
per day than he is safely able.
- An individual who has directly experienced the Far Realm.
Character who fall into the above categories gain a Madness Rating.
This rating has very specific game related effects that are documented
below. Remember individuals can become mad by other means - be they
events or spells - but they do not have a Madness Rating and do
not use this system. Why then have this system at all?
Well, partially because I need it. I need something to keep the
number of spells a sorcerer knows in check, and this seems quite
a colourful way of doing that. My rational behind this system is
that there are some secrets Man was not meant to know. There are
forces out there in the cosmos that are so alien that exposing the
mortal mind to them immediately sets the character on the road to
Madness. The sorcerer is one of the few classes who truly understands
magic and this knowledge is dangerous to him. The Far Realm is a
place filled with pseudonatural creatures that are profoundly different
to anything else that exists in reality. Is there a link between
the Far Realm and magic? Is this the reason the same mechanic is
used for both? That is something that would need to be addressed
by each indivdual campaign setting.
I should also point out that the Madness that comes out of having
a Madness Rating is not like other insanities. It may have the same
symptoms initially, but eventually it manifests itself in a very
physical change in the character. This is enough to set it aside
from the common maladies of the mind. In fact you might say it is
more marasmus than madness. But enough of the explanations - on
with the show:
The Madness Rating
The following system was largely take from the text on p210 of
The Wheel of Time Roleplaying Game with a few minor modifications.
This is a good and solid system that I think will work extremely
well, although I do confess to never having playtested it. This
system won't dominate the game, but it will give sorcerers something
to think about.
The Madness Rating of a sorcerer equals the difference between
the total levels of spells he knows, and his Maxmimum Spell Levels
total for his class level. If this figure is positive then the sorcerer
is in trouble. Exposure to the Far Realm (or the nastiest creatures
of the Far Realm) will also add some points to your Madness Rating.
Exactly how many points is at the discretion of the GM.
The size of your Madness Rating imposes a trigger condition on
the character. When a trigger condition is met, the character must
make a Check for Madness. The Madness Rating and corresponsing trigger
conditions are:
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Madness Rating
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Trigger Condition
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0-15
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None
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16-30
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Injury
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31-40
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Will Save
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41-50
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Casting a spell or using a magical item
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51-60
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Threat
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61+
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Constant
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At each threshold point a new trigger condition is added to those
already in effect. For example, a sorcerer with a Madness Rating
of 38 would have to Check for Madness whenever he suffers an injury
or whenever a Will save is required. Defintions of the trigger conditions
are as follows:
Injury: Whenever the character takes damage in combat (through
a weapon or a spell), or is in a dangerous noncombat situation,
such as a fall or the effect of disease or poison, he must Check
for Madness.
Will Save: Whenever the character is required to make a
Will save he must Check for Madness, regardless of whether he passed
or failed the saving through. The effects of a failed madness check
take predence over a spell if there is a conflict.
Casting a spell or using a magical item: Merely touching
the Weave to draw the energy for a spell is enough to trigger a
Check for Madness. Equally, using magical items that employ spell
triggers (wands, rods) or spell completion (scrolls) will also call
for a Check for Madness.
Threat: Any stressful situation, whether real or imagined,
might dive a character to insane behaviour. He must immediately
make a Check for Madness.
Constant: By this point, madness is so far gone in the character
that it is a permanent condition. The duration of a symptom is considered
permanent, although it may change if the sorcerer experiences a
trigger condition.
Check for Madness
When a triggering condition occurs, the character must make a check
for madness. This is a Will saving throw against a DC equal to his
Madness Rating. If the same succeeds the character suffers no ill
effects. If the save fails, roll 1d20, subtract the result from
the caster's Madness Rating and consult the table below. The result
indicates which symptom of madness the character suffers at this
time. A symptom of madness remains with the character for the duration
given on the table.
| Madness Rating - 1d20 |
Symptoms |
Duration |
| 05 or lower |
Delusion |
2d6 minutes |
| 06-15 |
Suspicion |
2d6 hours |
| 16-25 |
Panic |
2d6 rounds |
| 26-35 |
Withdrawal |
2d6 hours |
| 36-45 |
Fury |
2d6 rounds |
| 46-55 |
Disease |
See text |
| 56+ |
Dementia |
See text |
Delusion: The character suffers from hallucinations - auditory,
visual or both. It is extremely difficult to convince him that these
delusions are not real.
Suspicion: The character has a deep distrust of everyone,
even friends, and suspects them of secretly plotting against him,
causing him harm, and even being allied with forces of darkness.
Panic: The character is convinced that he is in mortal danger
and and does his best to flee the threatening situation. If he cannot
flee then he attacks desperately.
Withdrawal: The character becomes depressed, argumentative,
stubborn and unwilling to interact with the world.
Fury: The character flies into an insane fit of temper.
He lashes out at the nearest available target if in combat, or goes
on a violent rampage in other situations. Thereafter, he over-reacts
dangerously to events to events that would make others irritated,
frightened or otherwise stressed.
Disease: When madness has progressed this far, the character
falls prey to a horrible rotting illness (Fortitude save DC 20).
His very body decays around hm, and the stress of this situation
is often enough to propel him to final destruction. The disease
incubates for one week and causes 1d3 points of temporary Constitution
damage each day thereafter. Unlike normal diseases, this rotting
affliction continues until the victim reachs 0 Constitution and
dies. It cannot be halted by any force short of divine intervention
as long as the sorcerer has a positive Madness Rating.
Dementia: A character's personality has been lost entirely
to madness. A sorcerer becomes an NPC and is forever beyond saving,
Death usualy comes not long after this point.
Reducing the Madness Rating
The only way for a sorcerer to reduce his madness rating is to
gain an experience level. His Maximum Spell Levels figure will increase,
and will hopefully overtake the number of spell levels that he knows.
There is no other way, short of divine intervention, to affect the
Madness Rating. A Madness Rating gained by exposure to the Far Realm
is permanent, and no known magic can reverse it.
Madness Rating and Taint
Although it seems quite similar in some respects the Madness Rating
imposed upon sorcerers has nothing to do with Taint. Taint is evil,
while the madness engendered by knowing too much magic is simply
a case of cause and effect. Magic itself isn't evil, the Far Realm
isn't evil - it is just too alien for the human mind to comprehend.
To take an example from the Iourn roleplaying campaign, when Ravenna
cast a spell from the tainted Weave in the Great Dark she gained
Taint. This affected physical changes upon her and turned her into
even more of a raving maniac than she was before. This was nothing
to do with her Madness Rating which was not high enough to be triggered
at that time.
Of course it is possible for an evil sorcerer to be tainted and
have a high Madness Rating. Such characters would certainly be a
challenge to play.....
See Also:
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