Magic Madness Condition in Enchanted Swords | World Anvil
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Magic Madness

Let the mania begin!

"The condition clouds the mind until even the most stalwart Individuals becomes totally uncontrolled. When this occurs little can be done, save death, for this Person. They are simply too dangerous." -On the Effects of Magic on the Body and the Mind, by Khalorus Korlan
Magic Madness is a phenomena where by too much magical energy is store in a creature at any given time. Creatures effected by this disease begin to show signs of delirium, mania, and psychosis. Any and all creatures may be effected by magic madness although it usually only manifests in Sentient Creatures and other creatures with a particular magical disposition, i.e. dragons and giant eagles.

Causes

Magic madness is caused by an excess amount of magical energy being stored in a creature's body. The amount required to cause this disease depends on a multitude of factors including the size of the creature as well as its natural ability to use magic. Larger creatures have greater volume and as such can distribute more magic throughout their bodies, although they have more surface area to draw in magic. Creatures that are more disposed to use and draw magic into themselves; i.e. Sentients, are more likely to develop magic madness as they will naturally be in contact with magic more often. Other factors can include training and location.

Symptoms

The first signs of magic madness are similar to the sensory dulling effects of alcohol. The creature will suffer from balance issues as well as double vision. Depending on the creature, this may go completely unnoticed. Bouts of anti-social behavior tend to follow next and again, depending on the creature, this may go unnoticed. The more serious symptoms begin to emerge after this stage. Delirium usually comes next followed by psychosis. At this stage, if the disease is not treated, mania will begin to develop and the creature behaves in a way that is almost completely different from their normal disposition.

Treatment

If caught early, magic can be drained from the sufferer through the use of magic. Once it is out of their system, the symptoms will dissipate and the creature will return to normalcy. If the disease reaches its later stages, it becomes increasingly difficult to cure as the afflicted may attempt to draw more magic into themselves. Once it reaches the later stages however, it is virtually incurable. At this point, it is extremely dangerous to keep the creature alive. A full recovery is unlikely and the danger they pose on others makes it more pragmatic to kill them although this will be difficult given the magical fury the creature will fight with.

Prevention

Release of Magic

Magic madness is best prevented in the same way it is treated, by using magic and thereby releasing it from one's system. Magic academies are known for the jets for fire that shoot into the sky from their towers as Mages release their built up magical energy. Many Mages will go to hospitals set up near academies to remove Their excess magic in more productive ways.

Magic Storing Devices

If a lot of magic needs to be used in a short period of time (in combat or in post-battle triage), magical storing devices are used. These can be as simple and rudimentary as ancient Dwarven rune stones or as complex and beautiful as a refined gemstone. In general, it is best to not have more magic than needed in one's body.

History

Magic madness has been known about since before civilization. Its causes were also known to ancient Peoples causing considerable fear of magic in ancient times. This fear was a contributing factor to the Dwarven hegemony of the 3rd Age (AoD). However, study of magic and by extension magic madness lead to an understanding of the natural phenomena as well as preventative measures for the disease. As such, it is incredibly rare for anyone in a populated area to develop magic madness.

Magic madness has been known in places outside of Kharelica were magic is most intense. The Vincarian Empire know the disease as Sailor's Madness as only Sailors that travel to the Sunwind Isles develop the disease. When the Sailors return, their madness eventually dissipates leading Vincarians to believe that it is the sea that cause this madness.
Type
Mental
Origin
Magical
Cycle
Short-term
Rarity
Rare

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