Seventh-Level Spells

Descent into Madness

(Enchantment/Charm, Mentalism)

Range: 10 yds./level

Components: V, S, M

Duration: Permanent

Casting Time: 7

Area of Effect: 1 creature

Saving Throw: Negates

Subtlety: +5

Knockdown: None

Sensory: Moderate visual

Critical: None

More insidious and powerful than the feeblemind spell, descent into madness afflicts one creature with a random form of insanity. The spell can affect any creature with an Intelligence of low (5) or higher; however, a character or creature protected by a mind blank is immune to this spell. Creatures are entitled to a normal saving throw vs. spell to withstand the spell. The form of insanity caused by the spell is determined by a roll on the chart:

d%

Insanity Type

01–15

Delirium

16–22

Disorientation

23–34

Phobia

35–40

Paranoia

41–44

Alienation

45–54

Amnesia

55–64

Hallucinatory insanity

65–69

Melancholia

70–74

Dementia praecox

75–83

Mania

84–89

Hebephrenia

90–95

Catatonia

96–00

Homicidal mania

The various types of insanity and their game effects are described under the Alienist in Chapter 6. The caster has no idea what kind of madness the spell inflicts on its victim, although he may be able to form an educated guess after observing the victim for a few rounds. Descent into madness accelerates the process of insanity radically, producing an advanced condition almost immediately; for example, a character rendered paranoid by this spell skips past suspicion and instantly regards his friends and allies as enemies of the worst sort. The victim has a small chance of recovering with the passage of time (as described under each type of insanity) but other than that the only ways to repair the effects of this spell are restoration, wish, or use of the psionic power psychic surgery.

The material component is a special cube of gold wire worth at least 500 gold pieces shaped to represent a tesseract, or four-dimensional figure.

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