Deities:
Name: Madness
Granted Power: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others. Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
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Full Description | ||||||||||||||||||||||
Lesser Confusion | ||||||||||||||||||||||
Enchantment
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Compulsion) [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 1, Madness 1 | V, S, DF | ||||||||||||||||||||
1 round | Close | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
One creature is confused for 1 round. |
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This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). This spell causes a single creature to become confused for 1 round. |
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Touch of Idiocy | ||||||||||||||||||||||
Enchantment
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Compulsion) [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Madness 2, Sor/Wiz 2 | V, S | ||||||||||||||||||||
10 min./level | Touch | General | ||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||
Subject takes 1d6 penalty to Int, Wis, and Cha. |
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With a touch, you reduce the target's mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. This penalty can't reduce any of these scores below 1. This spell's effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. |
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Rage | ||||||||||||||||||||||
Enchantment
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Compulsion) [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Brd 2, Destruction 3, Madness 3, Sor/Wiz 3 | V, S | ||||||||||||||||||||
Concentration + 1 round/level (D) | Medium | 5 minutes | ||||||||||||||||||||
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart | ||||||||||||||||||||||
Gives +2 to Str and Con, +1 on Will saves, –2 to AC. |
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Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. |
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Confusion | ||||||||||||||||||||||
Enchantment
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Compulsion) [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Brd 3, Madness 4, Sor/Wiz 4, Trickery 4 | V, S, M/DF | ||||||||||||||||||||
1 round/level | Medium | General | ||||||||||||||||||||
Targets: All creatures in a 15-ft.-radius burst | ||||||||||||||||||||||
Subjects behave oddly for 1 round/level. |
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This spell causes confusion in the targets, making them unable to determine their actions. Roll on the following table at the start of each subject's turn each round to see what it does in that round.
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
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Nightmare | ||||||||||||||||||||||
Illusion
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Phantasm) [Mind-affecting] [Evil] |
10 minutes | PRPG-O | ||||||||||||||||||||
Will negates; see text - Yes | Brd 5, Madness 5, Sor/Wiz 5 | V, S | ||||||||||||||||||||
Instant | Unlimited | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Sends vision dealing 1d10 damage, fatigue. |
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You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil . If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance. You are defenseless, both physically and mentally, while in the trance. (You always fail Reflex and Will saving throws, for example.) Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell. |
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Phantasmal Killer | ||||||||||||||||||||||
Illusion
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Phantasm) [Fear] [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
Will disbelief, then Fortitude partial; see text - Yes | Madness 6, Sor/Wiz 4 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Fearsome illusion kills subject or deals 3d6 damage. |
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You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer . You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and possesses telepathy or is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. |
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Insanity | ||||||||||||||||||||||
Enchantment
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Compulsion) [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
Will negates - Yes | Charm 7, Madness 7, Sor/Wiz 7 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||
Subject suffers continuous confusion. |
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The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not removeinsanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. |
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Scintillating Pattern | ||||||||||||||||||||||
Illusion
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Pattern) [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
None - Yes | Madness 8, Sor/Wiz 8 | V, S, M | ||||||||||||||||||||
Concentration + 2 rounds | Close | General | ||||||||||||||||||||
Effect: Colorful lights in a 20-ft.-radius spread | ||||||||||||||||||||||
Twisting colors confuse, stun, or render unconscious. |
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A twisting pattern of coruscating colors weaves through the air, affecting creatures within. The spell affects a total number of HD of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first, and among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. The spell affects each subject according to its HD. 6 or less : Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confusedfor 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12 : Stunned for 1d4 rounds, then confusedfor an additional 1d4 rounds. 13 or more :Confusedfor 1d4 rounds. Sightless creatures are not affected by scintillating pattern . |
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Weird | ||||||||||||||||||||||
Illusion
Warning: Undefined array key "SCHOOL2" in /home/imarvintpa/prpg.imarvintpa.com/DND_DnD_SP.php on line 467 (Phantasm) [Fear] [Mind-affecting] |
1 standard action | PRPG-O | ||||||||||||||||||||
Will disbelief, then Fortitude partial; see text - Yes | Madness 9, Sor/Wiz 9 | V, S | ||||||||||||||||||||
Instant | Medium | General | ||||||||||||||||||||
Targets: Any number of creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||
As phantasmal killer, but affects all within 30 ft. |
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This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject's Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of Strength damage. |