Madness
Regular; Resisted by Will-2
The subject is driven temporarily insane; this should be roleplayed. The caster selects the severity of madness he wishes to inflict, and the GM decides which madness at that severity is appropriate to the situation (rolling a die is a perfectly acceptable way to make this decision). On a critical success, the caster may select the madness to be inflicted.
Unless noted otherwise, each madness is identical to the disadvantage of the same name. Some madnesses are equivalent to disadvantages that require self-control rolls. The subject always fails his self-control rolls against the magical madness.
Mild (-5):
- Delusions (M), Flashbacks (M), Phantom Voices (M), Phobias (M).
Moderate (-10): - Bestial (M, P), Confused (M), Delusions (M), Flashbacks (M), Paranoia (M), Phantom Voices (M).
Severe (-15): - Berserk (M), Bestial (M, P), Chronic Depression (M), Delusions (M), Hallucinations (as the Hallucinating Incapacitating Condition), Phantom Voices (M).
Extreme (-20): - Catatonia (as the Daze Incapacitating Condition, but the subject cannot snap out of it until the spell ends), Flashbacks (M).
Duration: 1 minute.
Cost: 2 for a Mild madness; 3 for Moderate; 4 for Severe; 6 for Extreme. Half that to maintain.
Time to cast: 2 seconds.
Prerequisite: Forgetfulness or Drunkenness.
Item
- (a) Any item. Always on; the item causes the effects of the Madness spell. When the item is created, the caster can specify whether its effects are gradual or immediate, and (if desired) a specific type of madness.
Energy cost to create: 500. - (b) Staff or wand. Usable only by mages.
Energy cost to create: 1,000.