4th-Level Spells
Cause Insanity (Necromancy) Reversible
Sphere: Necromantic, Thought
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: Neg.
This spell drives a victim insane. The DM may consult the madness table in
Chapter Three or choose a form of insanity to suit the wicked caster. A death
priest, for instance, might inflict a victim with an exaggerated fear of dying
(requiring the character to make a saving throw vs. paralyzation to avoid the
effects of a fear spell whenever he or she encounters a cadaver, human bones, a graveyard, or
even an open coffin). Alternatively, the victim might become convinced that all
corpses were undead, waiting to rip him or her to shreds. In a combat
situation, a death priest will probably choose to quickly neutralize an opponent with an
incapacitating form of insanity, such as confusion or feeblemindedness. The insanity is permanent and cannot be dispelled except by casting cure insanity (the reverse), heal, restoration, or wish.
The reverse of this spell immediately cures insanity due to most causes (no
saving throw). The spell must be administered while the patient is exhibiting
insane symptoms. Cure insanity can heal a conscious victim of the effects of hallucinatory spores and repair
psychic trauma (resulting from a mindwipe or other psionic assault). The spell
also diminishes psychic exhaustion (restoring 5–40 PSPs). It cures madness
resulting from spells (such as confusion, chaos, contact other plane, feeblemind, symbol of insanity, and prismatic spray, wall, or sphere) and also heals the insanity caused by certain magical items (such as an
elixir of madness or a scarab of insanity). However, the spell will not control
aberrant behaviors caused by lycanthropy, undeath, or powerful curses (such as a geas or quest). Finally, at the DM’s discretion, cure insanity may temporarily calm the demented behavior of certain extraplanar creatures
(such as slaad).
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