Madness

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MADNESS

Madness Domain
Granted Power
The character gains an Insanity score equal to half his or her class level. For spell casting the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.

For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.

Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

Level Name Effect
0 Glimpse of sanity You gain an insight bonus equal to 1/2 your caster level rounded up on knowledge checks. This lasts a number of minutes equal to your wisdom modifier.
1 See through the madness You gain an insight bonus to your next attack role, skill check, reflex saving throw or you gain an AC bonus for a single round equal to your wisdom modifier plus 1/2 your caster level rounded up. Casting this spell is a swift action.
2 Touch of madness You gain a touch attack that causes insanity. Whenever you touch a person they are dazed for one round while the madness takes them. The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. After the one round the target becomes enraged and gains +2 strength but has a -2 to their AC. In addition they attack the closest person to them regardless of being friend or foe. This spell lasts a number minutes equal to 1/2 your caster level rounded up. The effects lasts a number of rounds equal to your wisdom modifier. The target of this spell is subject to a will save.
3 Paranoia You bend a persons imagination so they see the thing your target fears the most and becomes panicked and flees. The target must make a Will save each round they see the illusion. On a success, they can act normally. If they fail, they are treated as if they are frightened. If they are already shaken or frightened, they become panicked. If they succeed on further saving throws, they return to their previous state. The spell lasts a number of minutes equal to 1/2 your caster level rounded up and anyone who fails their save is panicked for the duration of the spell.
4 Foresight You gain a powerful sixth sense in relation to yourself. Once foresight is cast, you receive instantaneous warnings of impending danger or harm. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 bonus to AC, attack rolls, skill checks and Reflex saves. This spell lasts a number of minutes equal to 1/2 your caster level rounded up.
5 Insanity You shatter the mind of your target. They are dazed for one round as the madness takes them. The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. After the one round the target of the spell is overwhelmed with madness and had difficulty focusing on any task. Each time they attempt to perform any but the most basic of actions they must make a will save. If they pass the save they can act normally. If they fail the gain a penalty equal to 1/2 your caster level rounded up. The effect of this spell is permanent.
6 Aura of madness You gain an aura which causes those around you to go insane. Anyone effected buy this spell is dazed for one round while the madness engulfs them. The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. After the one round the targets becomes enraged and gains +2 strength but has a -2 to their AC. In addition they attack the closest person to them regardless of being friend or foe. The range on this spell is 20ft. This spell lasts a number minutes equal to 1/2 your caster level rounded up. The effects lasts a number of rounds equal to your wisdom modifier. The targets of this spell is subject to a will save.
7 Speed of madness The next spell you cast is a swift action. This can only be used on a madness spell. Casting this spell is a free action.
8 Feeble mind You erase a persons mind. Their Intelligence and Charisma scores each drop to 2. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. They still knows who its friends are and can follow them and even protect them. They eat, drink and sleep the same way an animal would. The target of this spell is subject to a will save and casting this spell is a swift action. This effect of this spell is permanent and can only be removed by a wish, miracle or heal spell.
9 Shatter mind The next spell you cast does not have a saving throw. This can only be used on a madness spell. Casting this spell is a swift action.

This is a domain of Poseidon.
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Madness

Théophagie saethone saethone