Madness, Insanity and Corruption
Charging headlong into terrifying situations is the stock in trade for adventurers. Even the hardiest adventurers can find themselves worn down over time, their performance suffering as they struggle to cope. Witnessing something horrific or terrifying as well as various magical effects can inflict madness on an otherwise stable mind. Certain spells can cause insanity and these rules will be used instead of the spell effects listed.
The rules and madness tables included here are meant to add a sense of realism to the game.
Diseases, poisons and planar effects can all inflict madness. Extended exposure to the presence of a source of strong, unholy evil or deeply corrupt magic, can slowly twist and infect the physical forms of even the most holy of creatures. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw but we will be making a Sanity saving throw instead.
Note: The terms insanity and madness are used interchangably throughout this article.
d8 Mild Corruption Moderate Corruption Severe Corruption
1 Hallucinations Seeping Sores Warped Spine
2 Hoarder Moral Decay Murderous
3 Compulsive Distracted Withered Flesh
4 Cough Jittery Paranoid
5 Trusting Rotten Joints Mark of t he Cursed
6 Reckless Body Parasites Broken Will
7 Scent of Decay Chronic Fatigue Eyes of Shadow
8 Mildly Phobic Moderately Phobic Severely Phobic
Sanity (New Ability Score)
Sanity is an optional rule from the DMG that I am thinking about adding to this campaign. Sanity functions as an additional ability score that calls for its own checks and saving throws. It is supported in Foundry VTT but I don't think DnDBeyond does it yet. I may just use something based on Intelligence/Wisdom instead to avoid adding another ability score. Sanity saving throws are made when experiencing something so horrific that it breaks a creatures understanding of existence, dignity and hope, but a Sanity saving throw can also replace the default saving throw of certain spells that affects the psyche (such as Dissonant Whispers). Situations that might trigger this are:- when a character interacts with text or other media that disturbs the mind
- to overcome effects of madness conditions
- to understand something alien or horrific in nature.
- when confronted with a terrifying visage
- taking psychic damage
- Witnessing the death of a loved one
- A nightmare or darkest fear made real
- Shattering the character’s fundamental understanding of reality
- Witnessing a person transform into a horrid or unnatural creature
- When a character makes an attack roll, an ability check, or a saving throw, they must apply their current Stress Score as a penalty to the roll.
Madness Chance
Any effect, including spells, that calls for a Sanity saving throw carries a chance of inflicting madness. If a creature fails their Sanity saving throw by 5 or more, they suffer from a madness effect either determined by the DM as apprpriate for the situation, or rolled randomly.Madness Effects
Madness can be short-term, long-term, indefinite or permanent. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes to a few hours. More horrific effects or cumulative effects can result in long-term or indefinite madness.- A character afflicted with short-term madness is subjected to an effect for ldlO minutes.
- A character afflicted with long-term madness is subjected to an effect for ldl0 x 10 hours.
- A character afflicted with indefinite madness gains a new character flaw that lasts until cured.
- A character afflicted with permanent madness can only be cured by a casting Wish or Miracle to remove it.
Natural Recovery
Natural recovery is greatly influenced by the cause of the condition.Exposure
Usually this can be cured naturally by resting away from any source.Instant Contact or Direct Magic
Short or long term madness will alleviate itself given time. There is no natural recovery from indefinate or permanent insnaity.Removing Insanity with Magic
The spells that can potentially remove insanity are discussed below.Calm Emotions
This spell cannot directly remove an insanity, but it can temporarily mitigate the effects of temporary or indefinite insanity. While the spell is in effect, the targets act calmly and ignore behavior changes caused by temporary or indefinite insanity. This spell has no effect on those suffering from permanent insanity.Dispel Evil
Depending on the source of the madness, may remove all short-term and long-term insanities, one indefinite insanity, or permanent insanity.Heal
In addition to its normal effects, heal removes all forms of temporary insanity. You may choose to allow this spell to remove one indefinite insanity per casting, in addition to its other effects. This also applies to the mass heal spell.Mind Blank
While the spell is in effect, the subject automatically succeeds at all saving throws against madness.Miracle
This spell can remove all insanities. Miracle even heals permanent insanity. This effect should be viable even in a campaign where magic does not normally affect insanities.Remove Curse
Depending on the source of the madness, may remove all short-term and long-term insanities, one indefinite insanity, or permanent insanity.Restoration, Lesser
If the caster chooses, lesser restoration can remove all-short term insanity or a long-term insanity instead of its normal effects.Restoration, Greater
If the caster chooses, greater restoration can remove all short-term and long-term insanities, one indefinite insanity, or permanent insanity, rather than the normal effects of the spell.Wish
see Miracle.Medicinal Treatments
As long as a character can afford the correct herbs and alchemical substances and is able to ingest them, the symptoms of long-term or indefinite insanity can be ignored. Ingesting these substances and drugs does not make a character immune or even particularly resistant to future insanity. Long-term alchemical treatment can remove indefinite insanities, just as the use of the Medicine skill can. Each day that the medication is taken is treated as a day of downtime towards removing the insanity.
A DC 20 Herbalism check
Primary component: Juniper or Fleshwort
Secondary component: Angel Skin or Darkberry or Vampire Dust
Primary component: Juniper or Fleshwort
Secondary component: Angel Skin or Darkberry or Vampire Dust
Potions
Blood of the Mountain King
Potion, very high strength ★ ★ ★ ★ Alchemical base: rectified spirit Reagents: 1+4+5+6 Drinking this crimson ichor removes any exhaustion you are suffering and cures any disease or poison affecting you. In addition, for the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. A non-dwarf creature that benefits from this potion can’t do so again until it finishes an extended rest. This removes all insanities and prevents new ones for 24 hours.Elixir of Good Health
Potion, high strength ★ ★ ★ Alchemical base: aqua vitae Reagents: 1+2+6 When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid contains small bubbles of light. Can remove all short-term and long-term insanities, one indefinite insanity or permanent insanity.Hexbreaker
Potion, high strength ★ ★ ★ Alchemical base: aqua vitae Reagents: 2+3+5 Drinking this plum-colored potion causes all curses affecting you to end on you. If a curse removed in this way is caused by a cursed magic item, its curse remains, but the potion breaks your attunement to the object so it can be removed or discarded. Can remove all short-term and long-term insanities, one indefinite insanity or permanent insanity.Herbal Treatments
Kava Root Tea
it can temporarily mitigate the effects of temporary or indefinite insanity for 4 hours.Feverbalm Tea
1d10 hours after the tonic is consumed, a creature removes one level of Madness.Lavender Oil
Adding Lavender to teas can temporarily mitigate the effects of temporary or indefinite insanity for 4 hours.Tahlia’s Respite
This balm cannot directly remove an insanity, but it can temporarily mitigate the effects of temporary or indefinite insanity for 8 hours.Willem’s Cure-all
In addition to its normal effects, balm removes all forms of temporary insanity.Witch Ward
Can remove all short-term and long-term insanities, one indefinite insanity or permanent insanity. See also: Mental DisordersCorruption
Sometimes exposure can lead to a corruption of the individual rather than madness. If a character completes a long rest near a source of strong, unholy evil or deeply corrupt magic, they must roll a Wisdom saving throw. The DC of the saving throw is outlined below, and is dependent on the character's current Corruption level and proximity to the source of evil. On a failure, the character suffers 1 point of Corruption. When a new tier of corruption is achieved (Mild to Moderate, Moderate to Severe), roll a d8 on the Corruption Effects Table below to determine the effect of that character's corruption. Corruption effects a re cumulative with previous e ffects as higher t iers are achieved. Effects fade when enough corruption points have been cured to lower the character's tier of corruption (Moderate to Mild, Mild to None). If a character reaches 12 or more Corruption points, the OM decides whether or not the character dies instantly, or goes insane and becomes an NPC under their control. A character with 12 or more corruption points cannot be brought back to life or restored to player control until they are brought below 12 corruption points. Corruption can be cured naturally by resting away from any source of corruption, at a rate of 1 corruption point per week of rest. Otherwise, a Lesser Restoration spell can cure 1 corruption point, and a Greater Restoration spell can cure ld4 corruption points.Corruption Tiers Table
Distance | No Corruption (0 Points) | Mild Corruption (1-2 Points) | Moderate Corruption (3-8 Points) | Severe Corruption (9- 11 Points) | Dead/Insane (12+ Points) |
---|---|---|---|---|---|
within 5 miles | 10 | 12 | 14 | 18 | - |
within 1 mile | 12 | 14 | 18 | 22 | - |
within 500 feet | 14 | 18 | 22 | 25 | - |
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