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THE COMPLETE GUIDE TO (IN)SANITY

for the Dungeons & Dragons™ Role-playing Game

 

 

TABLE OF CONTENTS

 

Sanity Attribute

Sanity Attribute Check

Insanities

Phobias

So…You’re Insane…

Arcane Spells

Divine Spells

Magic Items

 

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SANITY ATTRIBUTE

 

“Mental Health will drive you mad.”

 

Long has it been that man values nothing more than his health, and the health of no organ is more important than that of the brain.  What lurks in the minds of men and contorts them into what they are?

Concerning the seven common attributes, lower scores inflict hindrances, but a character doesn’t suffer too much and often gets by quite nicely.  With the Sanity attribute, life isn’t so easy.  When the Sanity attribute is low, the character can quite easily become insane…and insanity is awful.

A character’s Sanity is the result of averaging his Intelligence and Wisdom scores together.  A character with INT and WIS both below 3 will result in the character being automatically insane at the point of character generation (and I would say totally unplayable).  For an average score above 26 (truly an epic character!), extrapolate the rest of the table.  The maximum phobia/personalities never falls to zero, meaning the character is always capable of contracting at most one phobia or one alternate personality.

 

Sanity         Base San        Max                Magical        PP Ability

Score          Points             Phob/Pers     Def.  Adj.     Modifier

  3                12                   16                    -4                  -6

  4                16                   14                    -3                  -5

  5                20                   12                    -3                  -4

  6                24                   10                    -2                  -3

  7                28                   8                      -2                  -2

  8                32                   7                      -1                  -1

  9                36                   6                      -1                  0

  10              40                   5                      0                    0

  11              44                   5                      0                    0

  12              48                   4                      +1                 0

  13              52                   4                      +1                 0

  14              56                   3                      +2                 0

  15              60                   3                      +2                 0

  16              64                   2                      +3                 +1

  17              68                   2                      +3                 +2

  18              72                   1                      +4                 +3

  19              76                   1                      +4                 +4

  20              80                   1                      +5                 +5

  21              84                   1                      +5                 +6

  22              88                   1                      +6                 +7

  23              92                   1                      +6                 +8

  24              96                   1                      +7                 +9

  25              100                 1                      +7                 +10

  26              104                 1                      +8                 +11

 

 

 

BASE SANITY POINTS

 

These are the base sanity points the character starts out with.  When the sanity points fall to zero, the character may develop an insanity as described below.  Whenever a character fully recovers from his insanity, this is what his sanity points will revert to.

 

MAXIMUM PHOBIAS / PERSONALITY SPLITS

 

If a character contracts a phobia or certain dissociative disorders (e.g. schizophrenia), this numbers represents the maximum possible number of different phobias or distinct personalities that could be present in the afflicted.  Developing phobias or split personalities just once opens up the character to a higher susceptibility for multiple layers of the insanity.  That is, someone with a phobia must make a sanity check every time he encounters a truly fearsome event (horrifying creature, fear spell or attack, etc) or develop an additional phobia, besides losing sanity points.  Normally, failed sanity checks result in only losing sanity points, not automatically developing additional sanities.

 

MAGICAL DEFENSE ADJUSTMENT

 

This is the modifier that is added to the d20 roll for a sanity check.  The DM may decide to modify the roll further by any number of factors (like INT, WIS, circumstances, current sanity points, etc.).

 

PP ABILITY MODIFIER

 

For a character with psionic power, add this modifier to his base PP score.

 

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SANITY ATTRIBUTE CHECK

 

 

The DM decides which situations require a Sanity check.  The DM should determine if a character would be so mortified by a situation that it tests his sanity.  If so, the player must make a Sanity check, modified as described above.  The DC for this check is 10 for most situations, but simple events like the normal death of a loved one or the first encounter with a troll might be deemed DC 5, while extremely traumatic events like the gruesome death of a loved one or the first encounter with a demon might be deemed DC 15, 20, or higher.

If the character makes the check, then he has survived a sanity-testing experience and adds to his current Sanity Points the difference between his Sanity check and the target DC.  For example, Rock has a Sanity attribute of 15 (+2 to the roll).  The DM requires a Sanity check against DC 10.  The player rolls a 13 (+2 makes it 15), thus making the check.  He adds 5 (the difference) to his current Sanity Points.  Note that, as with any save, rolling a natural 20 is automatic success.

If the character fails the check, then he comes that much closer to insanity and subtracts from his current Sanity Points the difference between his Sanity check and the target DC.  For example, Rock has a Sanity attribute of 15 (+2 to the roll).  The DM requires a Sanity check against DC 20.  The player rolls a 6 (+2 makes it 8), thus failing the check.  He subtracts 12 (the difference) from his current Sanity Points.  Note that, as with any save, rolling a natural 1 is automatic failure.

Culture and upbringing may determine which scenes can terrify a character into insanity.  For example, an inexperienced character may go crazy on his first encounter with a lich while an experienced undead hunter will not.  Some unnatural, horrific scenes that may do it to a character are a rotting pile of body parts crawling with worms and flies; twisted, perverted creatures such as powerful undead; or terrible evil beings from the Lower Planes.  Dramatic events could also make a character a little crazier.  The death of a comrade or loved-one is definitely dramatic.  Being resurrected is one of the most dramatic experiences a person can go through and the DM should always require a check when this happens.  Whether these scenes are possible insanity-inducing encounters is left up to the DM and the player.

 

Certain situations override the Sanity check and lead to automatic insanities.  The insanity spell, for instance, creates a mental disorder in the target with merely a failed save.  A DM might also rule that rolling a natural 1 on the saving throw for the fear spell results in the creature developing an automatic phobia.  Similar rulings could be made for other spells (like feeblemind, confusion, weird, etc.) or some creatures whose visage or attack forms are indescribably horrible.

 

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INSANITIES

 

 

Whenever a character's Insanity Points equal zero, he goes insane.  When this happens, the player must make a separate Sanity check.  Failure here indicates that the insanity is permanent (until cured by heal or greater spells).  Success indicates that the insanity is temporary, lasting d4 months.  In either case, roll on the Insanity table.

Insanities can add spice and excitement to the game or they can totally throw it out of balance.  The DM should consider the disorder and its effects on the game (not just game continuity or balance, but the player whose character will be affected).

Realize that not all people suffer in the same degree.  For example two people with the exact same phobia will have the phobia to varying degrees, generally defined as “lesser,” “intermediate,” and “debilitating.”  Most insanities require a “trigger” to set them off—the character appears and acts perfectly normal otherwise.  When this occurs, the PC makes a Willpower save DC 10 for lesser, DC 18 for intermediate, and DC 25 for debilitating.  Failure means the insanity manifests, lasting for a time appropriate to the particular mental disorder.

Being insane does not necessarily imply that the character is spitting crazy or non-functional (but he would be if he had mania or catatonia).  For purposes of the game, insanity is purely a mental disorder, one that does not reflect upon or modify the character’s Intelligence or Wisdom, though certain insanities might affect one’s Charisma, but only while the insanity was manifest.  Just because a PC has hallucinatory insanity, for instance, does not mean that he cannot accurately memorize and cast arcane spells, figure out puzzles, gather information, etc.  (But he might cast spells at things that aren’t really there!)  A PC with a phobia will still be able to accurately sense someone’s motive, pray for and cast divine spells, and resist mental influences and illusions, but he’ll always be afraid of spiders, running water, or something.  Except with the truly debilitating mental disorders, insanity should not prevent a PC from continuing his adventures.  Think of “Monk” the TV show.

 

 

TABLE: INSANITY (1d10)

 

01                Anxiety Disorders (1d12)                                    Table A

02                Cognitive-Impairment Disorders (1d10)           Table B

03                Dissociative Disorders (1d6)                               Table C

04                Personality Disorders (1d8)                                 Table D

05                Psychotic Disorders (1d6)                                    Table E

06                Self-Control Disorders (1d10)                            Table F

07                Sexual Disorders (1d20)                                      Table G

08                Sleep Disorders (1d6)                                           Table H

09                Somatoform Disorders (1d4)                              Table I

10                DM’s Choice

 

 

TABLE A: ANXIETY DISORDERS (1d12)

 

01                Anal-Retentive

02                Generalized Anxiety

03                Nervous Breakdown

04                Obsession

05                Panic Disorder

06                Paranoia

07-11          Phobia

12                Post Traumatic Stress

 

 

TABLE B: COGNITIVE-IMPAIRMENT DISORDERS (1d10)

 

01                Amnesic Disorder

02                Catatonia

03                Delirium

04                Homicidal Mania

05                Lunacy

06                Mania

07                Manic-Depressive Disorder

08                Melancholia

09                Suicidal Mania

10                DM’s Choice

 

 

TABLE C: DISSOCIATIVE DISORDERS (1d6)

 

01                Hebephrenia

02                Psychogenic Amnesia

03                Psychogenic Fugue

04                Schizoid

05                Schizophrenia

06                DM’s Choice

 

 

TABLE D: PERSONALITY DISORDERS (1d8)

 

01                Avoidant Personality Disorder

02                Dementia Praecox

03                Dependent Personality Disorder

04                Histrionic Personality Disorder

05                Obsessive-Compulsive Disorder

06                Paranoid Personality Disorder

07                Passive-Aggressive Personality Disorder

08                DM’s Choice

 

 

TABLE E: PSYCHOTIC DISORDERS (1d6)                                                         Table E1: Delusions

 

01                Alignment Change                                                                                         01                Control

02                Delusion (Roll 1d12 on Table E1)  è                                                       02                Grandeur

03                Induced Psychotic Disorder                                                                        03                Infidelity

04                Hallucinatory Disorder                                                                                 04                Nihilism

05                Megalomania                                                                                                  05                Persecution

06                DM’s Choice                                                                                                  06                Poverty

                                                                                                                                              07                Reference

                                                                                                                                              08                Self-Blame

TABLE F: SELF CONTROL DISORDERS (1d10)                                               09                Somatic

                                                                                                                                              10                Thought Broadcasting

01                Dipsomania                                                                                                     11                Thought Insertion

02                Kleptomania                                                                                                   12                Thought Withdrawal

03                Monomania

04                Pyromania

05                Pathological Gambling

06                Pathological Liar

07                Sado-Masochism

08                Trichotillomania

09                Intermittent Explosive Disorder

10                DM’s Choice

 

 

TABLE G: SEXUAL DISORDER (1d20)

 

01                Bitchamania

02                Exhibitionism

03                Fetishism

04                Foulmouthia

05                Geroniophilla

06                Homosexuality

07                Innecrophilia

08                Masochism

09                Mirusmania

10                Necrophilia

11                Nymphomania

12                Pedophilia

13                Periculuphilia

14                Pigmalionism

15                Sadism

16                Transvestitism

17                Unus-????mania

18                Voyeurism

19                Zoophilia

20                DM’s Choice

 

 

TABLE H: SLEEP DISORDERS (1d8)

 

01                Dream Anxiety Disorder

02                Hypersomnia

03                Insomnia

04                Sleep-Schedule Disorder

05                Sleep Terror Disorder

06                Sleepwalking Disorder

07                Suprasomnia

08                DM’s Choice

 

 

TABLE I: SOMATOFORM DISORDERS (1d4)

 

01                Hysterical Neurosis / Conversion Disorder

02                Body Dysmorphic Disorder

03                Hypochondria

04                DM’s Choice

 

 

ANXIETY DISORDERS

 

Anal-Retentive - The character suffering from this disorder experiences recurrent obsessions and compulsions that a causes distress (anxiety), occupies much of his time that interferes with normal functioning.  A compulsion is a behavior repeated in a ritualistic manner often in response to an obsession.  An obsession is a persistent thought, idea, impulse, or image that causes distress and feels out of the person’s control.  The following is a list of the common compulsions and their related obsessions.  Roll 1d6 to determine which obsession the PC has (a “6” means one additional obsession & roll again.)

1.     Hand washing - The obsession is fear that germs are everywhere.

2.     Checkers - They are obsessed with being sure they did everything necessary before leaving.  A person may be three hours late for an appointment because they checked and rechecked over and over.

3.     Rigid behavior patterns - These people will have such behavior patterns as: always putting the left boot on before the right, or put the shirt on before the pants in order for it to be right.

4.     Counting - These people are obsessed with counting.  Taking the same amount of steps with the left foot as the right foot, counting buttons on people’s shirts, et cetera.

5.     Cleaning - These people feel that “it’s never clean enough.”  They are obsessed with cleaning & straightening.  Things out of place, crooked, non-symmetrical, layered in dust, spills, stains…these (and more) are problems.

Depression, avoidance behavior, and substance abuse are sometimes seen in these people…for obvious reasons.  This disorder is often found among people in the upper socio-economic status.  It differs from the personality disorder of the same name because in the personality disorder you do not find the ritualistic behavior or the anxiety and distress that people with the anxiety disorder experience (cf. Obsessive-Compulsive Personality Disorder).

 

Generalized Anxiety - The character with this disorder worries about minor problems, tends to magnify the extent of problems, and is often pessimistic in his outlook on life.

 

Nervous Breakdown - The character has a nervous breakdown.  He is not “dangerous”; he just needs a nice quiet place to spend some time.  For humans the time needed to recuperate is typically a few months.  For long-lived races like elves and dwarves the time needed to recuperate is typically a few years.  The DM decides the time period need for recuperation.

 

Obsession - The character becomes obsessed to a person, place or thing.  The obsession becomes his life and it totally consumes him to the point where he ostracizes his friends and family, spends all his wealth on his obsession, etc.

 

Panic Disorder -The characteristic most prominent of this disorder is a panic attack.  A panic attack includes intense fear and physical discomfort, fearful thoughts, many bodily sensations, and a fear of losing control.  Another characteristic of this disorder is anticipatory anxiety (fear of panicking), that is, they engage in avoidance behavior because they are not sure when they’ll have their next panic attack.  With its onset and for its duration, the character is considered “panicked.”

 

Paranoia - The character becomes convinced that “they” are plotting against him, spying, listening, and always nearby.  As the affliction develops over several days, the character will become convinced that everybody around is part of the plot.  Conversations are about him, laughter is directed at him, and every action of former friends is aimed at deluding him so as to fulfill the “plot.”  The character will be principally concerned about position or goods first, but as the insanity advances, he will realize that the plotters are actually after his life.  The paranoid will evidence signs of increasing suspicion and take elaborate precautions with security.  In the later stages of the insanity, he will have highly irrational behavior, hire assassins to do away with “plotters,” and even become homicidal in order to “protect” his life.  The character will trust no one when the affliction has advanced, regarding his former close comrades and friends as his worst enemies.  This regression usually takes several years and/or character levels.

 

Phobia - Many a time will a character come upon something so strange or gruesome that it will shock the mind itself.  A phobia is an intense, abnormal, or illogical fear of something.  See the Phobia section to determine what phobia the character gains.  An example of how a phobia can severely disrupt a person’s life; a person has a phobia of snakes.  He will not walk by bushes for fear that snake is hiding inside, he will not walk under trees because snakes have been known to live in trees, he will not sit down to go to the bathroom (who knows what kind of serpent is down in that hole), etc.

 

Post Traumatic Stress - This is generally defined as a reaction and re-experiencing of a traumatic event with symptoms of anxiety and depression.  A traumatic event is one that would evoke significant symptoms of distress in almost everyone, usually outside the range of normal experience (although most of an adventurer’s life fits into this category).  There are four symptoms that point to this insanity:

1.     Traumatic event outside range of normal experience (rape, floods, combat).

2.     Traumatic event persistently re-experienced in any of the following ways: distressing recollections of event; recurrent distressing dreams; feeling that event is happening again (flashback); intense distress at exposure to events that resemble some aspect of the trauma.

3.     Persistent avoidance of stimuli associated with the trauma or “numbing” of general responsiveness.  Avoiding thoughts and feelings about the event, or avoiding things that would remind the victim of the trauma.  For example, if Rock’s friends were decimated in a dragon fight and he barely escaped with his life, Rock may be apprehensive about petting his pet lizard (he might kill the poor beast as a result of the trauma).  “Numbing” refers to the inability to recall some aspect of the trauma, restricted range of emotional expression.  Perhaps Rock can’t quite remember how one of his arms got ripped off, he just knows that one minute he had it, and the next thing he knew it was gone.

4.     Increased arousal/activity.  Things such as insomnia, difficulty concentrating, being easily startled, and increased aggressiveness or irritability.

 

 

COGNITIVE-IMPAIRMENT DISORDERS

 

Amnesic Disorder - Psychogenic amnesia is caused by psychological reasons.  Amnesic disorder is caused by a biological reason.  There are two forms of this disorder: retrograde amnesia (characterized by memory loss of events prior to the problem that caused the amnesia), and anterograde amnesia (characterized by inability to learn or remember events taking place after the event).  The problem is chronic and the person is unlikely ever to recover.

It is up to the individual DM to dictate if any experience levels are lost due to retrograde amnesia.  Some players may find this hard to take, so DMs should be very careful in implementing level loss.  If the DM does so, it is suggested that the character lose one level and no more than half his current levels.  An unfortunate problem with anterograde amnesia is that the afflicted character cannot advance in level or learn new skills.

 

Catatonia - The character completely withdraws from reality.  He will sit staring and unmoving, will not react to any outside stimuli, and will eventually die of dehydration if left alone.  The catatonic character can be moved, led around, fed, and so forth; but he will do nothing personally.  If continually provoked and irritated in order to get a response, there is a 1% cumulative chance per round that the character will react with homicidal mania (see this insanity).  Once provocation ceases, the catatonia returns.  This disorder can only be classified as “debilitating.”

 

Delirium - This disorder involves a temporary state in which a person’s thoughts, level of consciousness, speech, memory, orientation, perceptions, and motor patterns are very confused, unstable, or otherwise grossly disturbed.  The person may also experience delusions and/or hallucinations, as well as emotional disturbances (anxiety, euphoria, etc.).  Delirium is caused by a change in brain metabolism.  This can be caused by brain damage from head injury, drugs, fever, and others.  It has a quick onset and a brief duration, usually and it rarely lasts longer than a month because the person either naturally recovers, or dies from the underlying physical condition.  DMs should be very careful in killing off a character with this insanity.  This disorder can only be classified as “debilitating.”

 

Homicidal Mania - The character appears absolutely normal.  He will behave with what seems to be complete rationality, and nothing unusual will be noted regarding the individual - except he will occasionally manifest an unique interest in weapons, poisons, or other lethal devices (but for adventurers this may seem normal).  The insanity causes the character to be obsessed with the desire to kill.  The desire must be fulfilled periodically.  Once a week the character must make a successful Insanity check or go kill.  If prevented from killing, the frustrated individual will become uncontrollably maniacal and attack the first person he encounters, wildly seeking to slay.  After a kill, the character will fall into a fit of melancholia (see this insanity) for 1d6 days before returning to a homicidal state once again.

 

Lunacy - The violent and often homicidal state occurs whenever the three days of a full moon (day before, day of, and day after).  The DM may allow the character to make a Sanity check on full moon nights to keep from flipping out.  The character will generally behave as one in a maniacal state, with paranoid, hallucinatory, or homicidal tendencies.  When the moon is absent or in its first or last quarters, the character will be melancholic.  At other times, he will be relatively normal - perhaps a bit suspicious and irascible.  The person with this insanity is –4 to saves versus lycanthropy.

 

Mania - The character must make a Sanity check every day.  If he fails, he freaks for 2d6 minutes.  The character (roll 1d6) will become hysterical (1-2), enraged (3-4) or completely maniacal (5-6).  The character will shriek, rave, and behave in a violent manner.  His strength will increase by 2d4, dexterity by 1d4, and constitution by 1d4.  The maniac is unreasoning when spoken to, but he possesses great cunning.  The afflicted will desire to avoid entirely or to do something according, but not necessarily appropriate, to the situation at hand.  When the maniacal state passes, the afflicted will not remember his insane actions and will not believe that he is insane.

 

Manic-Depressive Disorder - This alternating insanity form causes the afflicted to swing from one state to the other 1d4 day intervals.  When excited, the character must make a Sanity check.  If he fails, he becomes maniacal (see mania insanity).  When disappointed or frustrated the character must make a Sanity check.  If he fails, he becomes melancholic (see melancholia insanity).  Thus, in addition to the usually 1-4 day cycle of manic-depression, he can jump from one state to the other depending on outside stimuli.

 

Melancholia - Similar to dementia praecox, this malady makes the afflicted given to black moods, fits of brooding, and feelings of hopelessness.  Every time a situation presents itself, the character must make a Sanity check or have a fit of melancholia.

 

Suicidal Mania - The character has overwhelming urges to destroy himself whenever means are presented - a perilous situation, a weapon, or anything else.  The more dangerous the situation or item, the more likely the individual is to react self-destructively.  Use a scale of 10% to 80% probability, and if the afflicted does not react suicidally, then he will become melancholic for 1d6 days.  If he is frustrated in suicidal attempts, then the character will become maniacal for 2d4 turns, and then fall into melancholy for 2d6 days.

 

 

DISSOCIATIVE DISORDERS

 

Hebephrenia - The character will withdraw from the real world.  He will wander aimlessly, talk to himself, giggle and mutter, and act childishly - sometimes even reverting to such a state as to desire to play childish games with others.  This insanity is constant, but if sufficiently irritated by somebody nearby, the character is 75% likely to become enraged and maniacal, attacking the offender fiercely.  If the character does not become so enraged, he will become catatonic for 1d6 hours and then revert to hebephrenic behavior once again.

 

Psychogenic Amnesia - The individual is unable to remember important facts of personal importance (details and experiences).  There are three types of psychogenic amnesia:

1.     Localized amnesia (the most common) - The individual forgets all events during a specified time interval.  This period usually follows a distressing event.

2.     Selective amnesia - A survivor of a flood may remember going to the hospital but not how he got there.

3.     Continuous amnesia - The person can't remember anything from a certain date to the present.  For example, a war veteran may remember his childhood up to the point of going into the service, but has forgotten everything that has taken place after that.

 

Psychogenic Fugue - The person becomes confused about personal identity, and suddenly and unexpectedly travels to another place.  The person may assume another identity.  Once the fugue has passed the person can’t recall what happened during the fugue.  This is rare and often passes quickly.

A variation could be that the character never recovers from the fugue and travels to a far off land only to join a certain party of characters.  This could easily explain why the oriental is traveling with the Westerners.

 

Schizoid - This insanity manifests its effects in a personality loss.  The afflicted has no personality of his own, so he will select a role model and make every attempt possible to become like that character.  Selection will be based upon as different a person as possible with regard to the insane character.  Thus an insane mage will begin to follow the habits of a fighter, for example, dressing and speaking like that character and seeking to be like him in all ways.

 

Schizophrenia - Having multiple personalities is considered to be a mental illness which shows itself with the different attitudes of the person.  This is especially dangerous to the balance of a game.  Careful consideration is required on the DM’s part.  This insanity often manifests itself in wizards and psionicists, in whom mental strain is part of everyday life.

This sanity also manifests in a person who experiences severe and protracted trauma.  During the experience the person dissociates during the trauma (like self-hypnosis, escape mentally if you can’t escape physically).  During this period of dissociation an “alter” steps in and develops a memory and personality.  For example, if Rock was captured during a raid and was tortured daily, when the torturer walks into to give Rock his daily beating, Rock disassociates and an alter steps in.  It must also be noted that people with this illness can function perfectly normal in society or it can totally hinder their ability to function properly at all.

“Host” or “core” refers to the real person; there is only one host personality.  “Alter” refers to all other personalities present.  There are two common personality types: the victim (the personalities of an abused person), the protector (the personalities keep the host from acting on self-damaging behavior).

The number of personalities the character depends of on the severity of what causes the insanity to manifest itself.  If the cause was relatively mild, the character only gets one or two additional personalities.  For very harsh, traumatic experiences, the character gains multiple personalities.  The total number of personalities that may develop are limited by the Sanity table.

A personality takes complete control over the person’s behavior.  Therefore, only one personality can be in control at one time.  Switching personalities can happen at completely random intervals.  However, being in tense situations (like combat) can trigger a change to another personality.  When a DM deems that the character is in such a situation, the character must make a Sanity check or switch to another personality.

The transition from personality to personality is subtle and quick.  Physical clues of transition are fluttering eyelids, eyes roll up in head, and/or a small head jerk (like a flinch when startled or suddenly coming out of a doze).

A new personality can actually be of a different class and have different ability scores.  For example, an insane fighter can enter combat, switch personalities, and begin casting spells because he now is a mage.  On the same token, he could believe he is just a 10-year-old girl (with an Intelligence to match).

Another personality that may develop is one that already exists.  That is, a personality of somebody else such as an adventuring comrade, a high official, etc.

The DM should develop tables for a player to roll on to find out which personality is currently active.  The DM may want to make certain personalities more popular than others.

Co-consciousness is the phenomenon that allows the personalities to talk to each other.  However not all personalities may be known of, this explains some of the bouts of amnesia that people with this insanity often report.  After every personality switch, the character has a percentage chance equal to his Intelligence of becoming aware of one of the other personalities.  When personalities meet (i.e. in the mind), the character becomes paralyzed for 1d6 hours, while both sides are trying to take control of his mind.

The following list of symptoms are often found with this insanity: depression, substance abuse, sleep disturbances, somatoform disorders, severe headaches, suicide/self-mutilation, anxiety, intrusive images/flashbacks, amnesia/blank spells, auditory hallucinations.

 

 

PERSONALITY DISORDERS

 

Avoidant Personality Disorder - The character with avoidant personality disorder refrains almost entirely from social encounters.  He feels if he goes out he’ll cause some catastrophic situation.  He desires no relationships.  He likes to be alone.

 

Dementia Praecox - The afflicted character will be quite uninterested in any undertaking when suffering from this form of madness.  Nothing will seem worthwhile, and the individual will be continually filled with lassitude and a tremendous feeling of ennui.  No matter how important the situation if the character fails a Sanity check, he is will choose to ignore it as meaningless to him.

 

Dependent Personality Disorder - The character is strongly attracted to others.  He feels like he can’t make the simplest decisions without others help.  For example, Rock doesn’t believe he can pick his clothes for the day without his mother’s opinion.

 

Histrionic Personality Disorder - The character shows extreme emotions for the sole purpose of the effects it has on others and not the expression of his actual feelings.  He also expects others to fulfill his expectations, but he has no concern for others.  He resents people who are more beautiful, successful, etc.  The term comes from the Greek legend of Narcissus, who fell in love with his own reflection in the pond.

 

Obsessive-Compulsive Disorder - The character is not like the anal-retentive anxiety disorder; this character is a perfectionist.  He concerns himself with schedules and is very methodical.  For example, Rock will refuse to start a meeting until the exact second it was scheduled to meet.

 

Paranoid Personality Disorder - The character with this insanity is extremely suspicious and is always on guard against danger.  It is impossible for him to trust others, and he always projects blame on others.

 

Passive-Aggressive Personality Disorder - The character cannot express his anger appropriately.  He is either conniving or very outward.  Either way he expresses his anger in very spiteful ways.

 

 

PSYCHOTIC DISORDERS

 

Alignment Change - The character suffers a major alignment change.  The DM can decide what the character’s alignment becomes.  Chaotic Neutral is typical of an insane person however a DM may wish the alignment to be completely opposite of the character’s original alignment.

 

Delusion Control - The character has the feeling that he is being controlled by others, or even by machines or appliances.

 

Delusion Grandeur - The character has grossly exaggerated conception of the individual’s importance.  He is convinced that he is a famous figure such as a monarch, deity, or similar personage.  Those who “fail” to recognize the afflicted as such will incur great hostility.  In normal affairs, the character will seem quite sane, but he will act appropriate to a station which he does not actually have and tend to order around actual and imaginary creatures, draw upon monies and items which do not exist, and so on.

 

Delusion Infidelity - The character has a false belief usually associated with pathological jealousy.  He believes that a spouse or lover (or even close friend or comrade) is unfaithful (or disloyal) with no reason or evidence.

 

Delusion Nihilism - The character has the feeling that he, others, or the world is nonexistent.  He commonly has feelings of unreality or the feeling that he is in a dream.

 

Delusion Persecution - The character has the belief that another person or persons are trying to inflict harm on him or his family and friends.

 

Delusion Poverty - The character has the belief that the he has no material possessions of value.  When confronted with the real value of his items, he may say that they’re not his or insist on their worthlessness.

 

Delusion Reference - The character has the belief that the actions of others are somehow personal references to him.  For example, the nobleman goes to opera and believes the opera is telling the story of his life.

 

Delusion Self-Blame - The character has the feelings of remorse without justification.  For example, a man may feel responsible for a famine because of some sin he committed.

 

Delusion Somatic - These delusions are much more psychotic than the somatoforms to be discussed.  The afflicted has inappropriate concerns about his body, typically relating to some disease.  Without justification a person may feel his liver is missing, or ants have invaded his brain.

 

Delusion Thought Broadcasting - The character has the ideas that his thoughts are being broadcast to others.  For example, a man believes everyone in the room can hear what he’s thinking.

 

Delusion Thought Insertion - The character has the belief that someone else’s thoughts are being inserted into his mind by outside forces.

 

Delusion Thought Withdrawal - The character has the belief that thoughts are being extracted from his mind.

 

Hallucinatory Disorder - The character sees, hears, and otherwise senses things that do not exist.  The more exciting or stressful the situation, the more likely the individual is to hallucinate.  When in such a situation, the character must make a successful Sanity check or hallucinate.  Common hallucinations are: ordinary objects which do not exist, people nearby or passing when there are none, voices giving the character information or instructions, abilities or form which the character does not really have (strength, sex, wings, etc.), threatening creatures appearing from nowhere, etc.  Unless stimulated or under stress, the character acts normal.  Hallucinations will then commence and continue for 2d10 minutes after the excitement/stress passes.

This malady is often confused as a supernatural ability to see into the ethereal plane.

 

Induced Psychotic Disorder - A person develops the disorder by being in close relationship to a psychotic person.  That means if the character knows someone who is psychotic, chances are he’ll develop that same psychosis.

 

Megalomania - With this insanity, the insane character will be absolutely convinced that he is the best at everything: the smartest, wisest, strongest, fastest, handsomest, and most powerful character of his profession.  The character will take immediate umbrage at any suggestion to the contrary, and he will demand the right to lead, perform any important act, make all decisions, etc.

 

 

SELF CONTROL DISORDERS

 

Dipsomania - This mild insanity form manifests itself periodically.  About once per week, or whenever near large quantities of alcoholic beverages, the afflicted will begin drinking excessive quantities of ale, beer, wine, or like spirituous liquors.  Roll CON checks DC 12 to hold your liquor, failure indicating drunkenness.  Then roll d6 for the specific effect it has on you: 1) you get silly, loud & raucous, 2) you become loose-tongued, telling all you know, whether prudent or not, 3) you become violent, 4) you get horny and flirtatious, 5) you fade into depression, & 6) you pass out.  Repeat the d6 roll for each drink (only intensifying the original result, not altering your condition) until a six is rolled.  Such drinking will continue until the character passes out.  It is 50% likely that the dipsomania will continue when he/she awakens if anywhere near alcohol, 10% likely otherwise (in which case the individual will seek to find drink and become violent if denied).

 

Kleptomania - This mild insanity manifests itself in an ardent desire to steal any small objects available.  You will furtively pocket small items regardless of their intrinsic value whenever the opportunity presents itself, and you will usually seek out such opportunities.  Kleptomaniacs steal things not on a whim or out of economic need, but from persistent urges to steal.  The targets can be the market, work, or people.  It is not the value of the object that matters.  There is usually a lack of interest in the stolen item after it’s stolen.  Once a day, the character must make a Sanity check.  If he fails, he must steal something.  There is a 90% probability of being caught stealing if the character is being observed, 50% likely to be caught when others are merely in the vicinity, and 25% likely to leave evidence behind of your misdeed in any case.  Some DMs may require the character to become a rogue and stop progress in his current class.  Kleptomaniacs incur a –2 inherent penalty to Sleight of Hand checks due to the overpowering urge to immediately steal an item.

 

Monomania - The character will seem absolutely normal until presented with an idea, goal, or similar project that seems promising or purposeful to him.  As of then, the character will become obsessed with the accomplishment of the purpose.  He will think of nothing else, talk of nothing else, plan and act to accomplish nothing save the fixed end.  The character will brook no swerving from any friend or associate, and he will insist that such individuals serve the “cause” with the same devotion that the afflicted shows.  Hostility and violence could result, but certainly a measure of suspicion and mistrust if cooperation is not inherent.  Once the desired end has been accomplished, the insane character will manifest symptoms of dementia praecox for d4 weeks, thereafter seeming normal again.

 

Pyromania - Fire fascinates many people, but it fascinates no one more than a pyromaniac.  He has a compulsive urge to set fires deliberately.  He often enjoys watching his fires, too.  Motivation is not criminal or financial.  Once a day, the character must make a Sanity check.  If he fails, he must set fire to something.  The bigger the fire, the better he feels.

 

Pathological Gambling - A person with this disorder may lie, cheat, steal in order to fuel his habit.  The person is driven to the big win and believes he can make up the losses easily.  Whenever a character is near a gambling situation or can make such a situation, he must make a Sanity check.  If he fails, he must gamble.

 

Pathological Liar - A person with this insanity makes outrageous statements regarding his abilities, possessions, experiences, or events.  Whenever anything important or meaningful is discussed or in question, the character cannot tell the truth, and not only will he lie, but do so with the utmost conviction, absolutely convinced that the prevarication is truth.  "Yeah, that's the ticket..."

 

Sado-Masochism - This insanity is coupled with maniacal urges and behavior.  The character is equally likely to be in a sadistic or masochistic phase.  When sadistic, the victim of this insanity has a desire to physically hurt and (and probably kill) living things.  When masochistic, the victim of this insanity has a desire to be physically hurt.  Normalcy returns for 1 to 3 days.  Note that friends and associates do not matter to the afflicted individual, nor do enemies.

 

Trichotillomania - Trichotillomaniacs have the urge to pull out their hair.  People become so obsessed with removing body hair they fail to realize they are marring their appearance by giving themselves bald spots, or removing their eyebrows.  These people often times suffer from anxiety disorders and are potential substance abusers.

 

Intermittent Explosive Disorder - These people are unable to hold back urges of rage brought on by no apparent reason.  They are very aggressive and destructive.

 

 

SEXUAL DISORDERS

 

Bitchamania - This insanity can only manifest itself within females.  Males should re-roll for another insanity.  Females with this insanity suffer the effects of “The Bitch Rule” (see the Complete Guide to Sex for details).

 

Exhibitionism - This insanity causes the victim to have a fascination of being observed while nude or having sex.  The more who witness the person the better.  The person must exhibit himself/herself a minimum of 1d10+4 times a week.  A few examples are to have sex in a public places, flash people, streak, etc.

 

Fetishism - The victim has a fascination and desire to have sex only if a specific object is in his/her possession or (if possible) if the object is used in the act (like rods, rings, balls).

 

Foulmouthia - The victim has an uncontrollable desire to say something perverse when he/she sees somebody of the opposite sex.  When the victim sees such a person, he/she must make a Wisdom check with a –3 modifier.  Failure means the victim says something profane, patently offensive, and thoroughly laced with crude sexual innuendo.

 

Geroniophilla - This insanity causes the character to strongly desire sex with older people (a minimum of 1d4 times per week).  The older person must be at least be twice the character's age and is 50% of the time a three times the character's age (if possible).

 

Homosexuality – The afflicted strongly desires a person of the same sex (male to male; female to female).  The opposite sex is viewed with scorn, loathed and detested.

 

Innecrophilia - This insanity causes the character to have an obsessive fascination with the undead.  This obsession extends to the point of engaging in sexual intercourse with undead creatures when the opportunity arises.  When coming across undead the afflicted character is 75% likely not to cause harm to the undead.  Furthermore, he/she is 50% likely to rape unintelligent undead or seduce (to the point of begging) intelligent undead.  The DM and players can see the dangers of a character desiring the likes of a vampire.

 

Masochism - This insanity causes the character to like to be hurt by the partner (normally a sadistic one), using the same ways as the sadism.  In other words, he/she likes to be on the receiving end of physical pain during sexual encounters.

 

Mirusmania - This insanity causes the victim to desire to have weird sex (although some characters may already do weird things).  Some examples are during fly, jump or levitate spells; while polymorphed or ethereal; in strange places like a dungeon, temple, or tree; under the influence of various transmutations.  The DM and player should flesh out this insanity for good role-playing purposes.

 

Necrophilia - This insanity causes the character to have an obsessive fascination with death and corpses.  This obsession extends to the point of engaging in sexual intercourse with a corpse.  The afflicted character is 50% likely to attempt a sexual act with a corpse of the opposite sex when such an opportunity arises.  Thus, a character adventuring in catacombs may sneak away from the party for a quick interlude with the dead.  This insanity could reach a point where the character keeps a supply of dead handy to serve his/her purposes.

 

Nymphomania - Sex!  Sex!  Sex!  This insanity manifests itself in an ardent desire to have sex (lots of sex).  The afflicted will furtively attempt to seduce a person of the opposite sex, whenever the opportunity presents itself, and he/she will usually seek out such opportunities.  The afflicted must have sex a minimum of 1d10+10 times per week.  Not getting the minimum weekly requirement causes the person to gain an accumulative +1 to constitution, but lose an accumulative –1 to intelligence and an accumulative -1 to wisdom until relief presents itself.  Other problems could be continuous dissatisfaction, inability to prioritize, egotistic view that everyone wants it, patronizing view that all need to be defiled by sex because they are naturally evil, or that he/she is doing people a “favor.”  He/she will not go to the extent of rape or molestation, but hiring prostitutes is not above the insanity.

 

Pedophilia - This insanity causes the character to strongly desire sex with younger people (a minimum of 1d4 times per week).  The younger person must be at least be half the character’s age and is 25% of the time a fourth of the character’s age.  Of course this insanity can cause a lot of trouble with governmental laws on statutory rape.

 

Periculuphilia - This strange insanity causes the inflicted to have a desire for sex only in dangerous situations and places.  When in such a situation, the character is 50% likely to go into a sexual frenzy in which he/she must have sex immediately, preferably with a close sexual partner.  Thus, a character will usually have such a partner along with him/her when adventuring.  Note the afflicted must have this dangerous sex a minimum of 1d4+1 times per week.  Not getting the minimum weekly requirement causes the person to gain +1 to Constitution, but lose -1 to Intelligence and Wisdom (all cumulative per week) until relief presents itself.  Some examples of dangerous situations and places would be when he/she is surrounded by a few dragons, in front of an angry lich, or maybe in any battle he/she is involved in.

 

Pygmalionism - This insanity causes the character to have an obsessive fascination with statues and golems because they are cold, have hard muscles, nice form, unemotional, etc.  This obsession extends to the point of engaging in sexual intercourse with a statue (if physically possible).  The afflicted character is 50% likely to attempt a sexual act with a statue when such an opportunity arises.  Thus, a character adventuring in a temple may sneak away from the party for a quick interlude with a lovely statue.  This insanity could reach a point where the character collects statues to serve his/her purposes.

 

Sadism - The victim of this insanity has a desire to physically hurt the person that he/she is having sex with.  This attack can be done by various strange ways like whipping, kicking, chaining the partner, etc.  This insanity could reach a point where the character, under an orgasm, kills his partner.

 

Transvestitism – The insane has a strong belief that “he” is really a woman…or that “she” is really a man.  This malady usually manifests in wearing the clothes and displaying the mannerisms and voice of the opposite sex, frequenting establishments and reading material devoted to the opposite sex (e.g. segregated restrooms), or even actively seeking out a helm of sex reversal.

 

Unus-????mania - This insanity manifests itself in an ardent desire and obsession to have sex with a particular race or class.  The afflicted will furtively attempt to seduce this type of creature (still of the opposite sex), whenever the opportunity presents itself, and he/she will usually seek out such opportunities.  He/she will not desire to have sex with any other, even his/her own race; and will actually reek at the thought.  When he/she has sex with such a creature, he/she likes the creature to do weird things relative to the creature’s abilities and talents (see examples below).  Naturally, some creatures may be harder to obtain as partners than others.  The table below is small and simplistic; a DM may add any creatures he wants.  Roll 1d20 on the following table to get the type of creature that is desired:

 

Roll           Name (????)                 Type of Creature                         Roll           Name (????)                 Type of Creature

 1                 Daemon                         Demons *                                           10                Gole                                Golems *

 2                 Dimidiuselfe                  Half-elves  *                                       11                Halfline                           Halflings *

 3                 Divus                              Dieties, Demigods, etc                     12                Homo                              Humans *

 4                 Draco                             Dragons *                                           13                Lycanthrope                  Lycanthropes *

 5                 Druidae                          Druids                                                 14                Magus                             Wizards

 6                 Elfe                                  Elves *                                                 15                Nanus                             Dwarfs *

 7                 Giant                               Giants *                                               16                Nequam                          Rogues

 8                 Gnome                            Gnomes                                              17                Ogra                                Ogres

 9                 Gobla                              Goblins                                               18                Pugna                              Fighters

10                Gole                               Golems *                                             19                Sacerdos                         Clerics

11                Halfline                           Halflings                                              20                Vates                               Bards

 

* can be a specific sub-type

 

Example: A person with unus-sacerdosmania insanity will have a desire to have sex with clerics.  When having sex with cleric, he/she might want the cleric to pray.  A person with unus-pugnamania will only have sex with fighters and might want the fighter to punch, scratch, and wrestle during sex.  A person with unus-vatesmania will only have sex with bards and might want the bard to sing during sex.

 

Voyeurism - The person affected by this insanity only has pleasure from observing the other’s sexual organs or people having sex, especially in secret.

 

Zoophilia - This insanity manifests itself in an ardent desire and obsession to have sex with a particular type of normal animal.  The afflicted will furtively attempt to seduce this type of animal (still of the opposite sex), whenever the opportunity presents itself, and he/she will usually seek out such opportunities.  He/she will not desire to have sex with any other, even his/her own species; and will actually reek at the thought.  The table below is small and simplistic; a DM may add any animals he wants.  Roll 1d20 on the following table to get the type of creature that is desired:

 

Roll           Animal     Roll           Animal

  1                dog              11                mule

  2                horse          12                wolverine

  3                pig               13                rhinoceros

  4                cat               14                hippopotamus

  5                monkey      15                boar

  6                bear            16                bull

  7                elephant     17                buffalo

  8                skunk          18                goat

  9                camel          19                sheep

 10               lion              20                roll twice -ignore this

 

 

SLEEP DISORDERS

Dyssomnias are sleep disturbances interfere with quantity and quality of sleep.  Parasomnias make up nightmares, wake-ups of screaming, and sleepwalking, which is most common in children.  The character experiences a sleep disorder every night.

 

Dream Anxiety Disorder - The character experiences nightmares on a repeated basis.  The dreams are very distressing.  An adventurer can have some real nasty ones.

 

Hypersomnia - This is when the character never feels rested.  He often has problems getting up in the morning.

 

Insomnia - This is the chronic inability to get sleep.  The character may have difficulty falling asleep.  He may wake up frequently or have a full night's sleep but not be rested.

 

Sleep-Schedule Disorder - is basically "jet lag" in a chronic course.  There is a mismatch between body sleep rhythms and the demands of their environment.

 

Sleep Terror Disorder - The person wakes up suddenly and in pain from a sound sleep.  There are physical and psychological conditions involved.  The physical conditions include sweating, increased heart rate, and gasping for breath.  The person is hard to calm and is often confused or disoriented.  Most people do not remember night terrors.

 

Sleepwalking Disorder - The person is unresponsive to others and their attempts to awaken him.  He does not remember sleepwalking.

 

Suprasomnia – The person constantly falls asleep, no matter how much sleep he gets.  He is not actually tired, and has no problem falling asleep at night, but if he’s not moving, he’s always battling staying awake.

 

 

SOMATOFORM DISORDERS

Somatoform disorders involve psychological conflicts transferred into physical conditions.

 

Body Dysmorphic Disorder - The character feels his body is defective or ugly.  This is similar to the somatic delusion, but is not quite as psychotic.

 

Hypochondria - The character feels that he has a serious illness or disease, when he is experiencing normal bodily functions.  This is different from conversion disorder because he does not have unexplainable medical symptoms, and he does not experience la belle indifference.  No amount of reassurance will relieve him of his fears.

 

Hysterical Neurosis / Conversion Disorder -This disorder involves the translation of unacceptable drives or troubling conflicts into physical symptoms.  The person is not intentionally producing the symptoms.  However, a medical basis for symptoms cannot be found, and it is assumed that the person is converting psychological conflicts or need into a physical problem.

Once the psychological problem passes to the physical side, it is no longer a source of mental stress for the person.  This is called la belle indifference or “beautiful lack of concern.”  They often dismiss it, even if it’s incapacitating.  For example, before the big game the quarterback’s hand becomes paralyzed.

Conversion disorders fall into four categories: motor disturbances (tremors, paralysis), sensory disturbances (hearing loss, tunnel vision), symptoms simulating physical illness (involve conversions that mimic the actual symptoms of a physical illness), symptoms complicating physical illness (complicate or delay physical recovery from a physical disorder).

 

 

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PHOBIAS

 

A phobia is an intense, abnormal, or illogical fear of something.  Almost everybody is afraid of something to one degree or another.  Even great adventurers can have an intense fear of something.

The maximum number of phobias a character can potentially have is dependent on his Sanity score.  If his Sanity score changes, so might this number.  When a character first contracts a phobia, he becomes highly susceptible to additional phobias, and will thereafter gain one additional phobia each time he encounters a fearsome event or fear effect and fails his Sanity check.  He may also gain additional phobias as a separate insanity during his adventuring career.

The first step is to determine what class of phobia the character has.  This is done by rolling d% and comparing the result to the Phobia Class Table.  The second step is to determine the exact nature of the phobia.  Roll on the appropriate phobia class table to get the phobia the character has.

 

 

Phobia Class Table (d%)

 

Roll           Phobia Class

01-10          Animal

11-30          Medical

31-40          Miscellaneous

40-55          Positional

56-60          Sexual

61-90          Social

91-00          Weather (Natural)

 

 

Animal Phobias Table (d%)

 

Roll           Animal Phobia         Fear of

01                Acarophobia                 Mites

02-04          Aelurophobia                Cats

05-10          Agrizophobia                Wild Animals

11-12          Alektorophobia             Chickens

13-15          Apiphobia                      Bees

16-20          Arachnophobia             Spiders

21                Bacillophobia                Microorganisms

22                Bacteriophobia             Bacteria

23-24          Batrachophobia            Frogs

25                Blennophobia                Slimes

26-28          Botanophobia               Plants

29-32          Bogeyphobia                 Bogeyman

33-37          Insectophobia               Insects

38-41          Cynophobia                   Dogs

42-50          Demonophobia             Demons

51                Doraphobia                   Animal Skins

52-53          Equinophobia               Horses

54                Featherphobia               Feathers

55-59          Helminthophobia         Worms

60-63          Herpetophobia             Lizards

64-65          Icthyophobia                 Fish

66                Isopterophobia             Termites

67-71          Murophobia                  Rats

72-74          Musiphobia                   Mice

75                Myrmecophobia           Ants

76-80          Ophidiophobia             Snakes

81-82          Ornithophobia              Birds

83                Ostraconophobia         Shellfish

84-85          Paraistophobia              Parasites

86-88          Phasmaphobia               Ghosts

89                Phthirophobia               Lice

90                Spheksophobia             Wasps

91                Taeniophobia                Tapeworms

92-93          Taurophobia                 Bulls

94-00          Zoophobia                     Animals

 

 

Medical Phobias (d%)

 

Roll           Medical Phobia        Fear of

1-2              Aerophobia                   Airborne diseases

3-4              Albuminurophobia       Kidney diseases

5                  Amychophobia             Scratches

6-8              Anginophobia               Heart problems

9                  Asthenophobia             Fainting/weakness

10                Belanophobia                Needles

11                Chaetophobia               Hair disease

12                Cnidoiphobia                Stings

13                Copraustasophobia      Constipation

14                Coprophobia                 Feces

15                Dementophobia            Insanity

16-17          Dentophobia                 Dentists

18-19          Dermatopathophobia  Skin disease

20                Diabetophobia              Diabetes

21                Dinophobia                   Dizziness

22                Diplopiaphobia             Double vision

23                Dipsophobia                  Drinking (alcohol)

24                Dysmorphophobia       Being deformed

25                Dystychiphobia             Accidents

26                Emetophobia                 Vomiting

27                Epistaxiophobia            Nose bleeds

28                Genuphobia                  Knees

29                Geraseophobia             Growing old

30-31          Gerontophobia             Aging

32                Helminthophobia         Worm infections

33                Hematophobia              Blood

34                Hormephobia                Shock

35                Hydrargynophobia       Mercurial medicine

36                Hydrophobophobia     Rabies

37                Hylephobia                    Epilepsy

38                Hypnophobia                Sleep

39                Iatrophobia                   Doctors

40                Illyngophobia                Vertigo

41-43          Iophobia                        Poison

44-46          Leprophobia                 Leprosy

47-48          Luiphobia                      Syphilis

49                Lyssophobia                  Becoming insane

50                Meningitophobia          Brain disease

51                Misophobia                   Contamination with dirt

52-53          Monopathophobia       A specific disease

54                Molysmophobia            Infection

55                Neopharmaphobia       New drugs

56-58          Nosmaphobia                 Illness

59                Nosocomephobia        Hospitals

60                Obesophobia                Gaining weight

61                Odonephobia                Teeth

62                Odynesphobia              Pain

63                Ommatophobia            Eyes

64                Patrioiphobia                 Heredity

65                Peladophobia                Bald people

66                Pellagrophobia              Pellagra

67-68          Permatophobia             Skin lesions

69                Photoalgiaphobia          Eye pain

70                Phthisiophobia              Tuberculosis

71                Pnigophobia                  Being smothered

72                Proctophobia                Rectal disease

73                Psychophobia                Mind

74                Pyrexecophobia            Fever

75                Radiophobia                  Radiation

76                Rhabophobia                Being beaten with a rod

77                Rhytiphobia                   Wrinkles

78                Scabiophobia                Itching

79                Scatophobia                  Fecal matter

80                Tetanophobia               Lockjaw

81                Thahatophobia             Death

82                Tomophobia                 Surgery

83                Toxocophobia              Being poisoned

84-93          Traumatophobia          Injury

94-96          Trichinophobia             Trichinosis (caused by eating pork)

97-98          Trichophobia                Hair

99-100       Trypanophobia             Needles

 

 

Miscellaneous Phobias (d3 & d%)

 

Roll           Miscellaneous          Fear of

1-3              Acarophobia                 Small objects

4-6              Acerophobia                 Sourness

7-9              Acousticophobia          Noise

10-12          Aichmophobia              Pointed objects & knives

13-14          Aichurophobia              Points

15-20          Algophobia                    Pain

21-22          Alliumphobia                 Garlic

23-25          Amathophobia              Dust

26-27          Amnesiophobia             Amnesia

28-30          Anthophobia                 Flowers

31-33          Apeirophobia                Infinity

34-40          Arachibutyrophobia    Peanut butter sticking to top of mouth

41-44          Ataxiphobia                   Chaos

45-47          Autophobia                   Self

48-50          Ballistophobia               Missiles

51-52          Bolshaphobia                Communism

53-55          Carnephobia                 Meat

56-58          Catoptrophobia            Mirrors

59-60          Cherophobia                 Being happy

61-63          Chrematophobia          Money

64-66          Chromatophobia          Certain colors

67-69          Chronophobia              Time

70-72          Clinophobia                   Beds

73-75          Cnidophobia                 Stings

76-77          Dendrophobia              Trees

78-80          Dextrophobia               Right-handed things

81-83          Didaskaleinophobia     School

84-86          Dikephobia                    Justice

87-88          Eleuthrophobia             Freedom

89-90          Erythrophobia              Red things

91-92          Geliophobia                   Laughter

93-95          Geniophobia                 Chins

96-98          Geumaphobia               Taste

99-100       Graphophobia              Writing

 

101-105     Hadephobia                   Hell

106-109     Haigophobia                  Religious objects

110-114     Harpaxophobia            Being robbed

115-117     Hedonophobia              Pleasure

118-120     Hellanophobia              Science

121-124     Hematophobia              Sight of Blood

125-127     Heresyphobia                Challenges to dogma

128-129     Homitophobia               Sermons

130-132     Iatrophobia                   Doctors

133-135     Ideophobia                    Ideas

136-137     Iophobia                        Rust

138-140     Kainophobia                 Change

141-142     Kenesophobia               Motion

143-146     Kleptophobia                Stealing

147-148     Kopophobia                  Exhaustion

149-152     Lachanophobia             Vegetables

153-154     Leukophobia                 White things

155-157     Ligyrophobia                 Noise

158-159     Linohophobia               String

160-162     Litigaphobia                  Lawsuits

163-165     Logophobia                   Words

166-180     Magophobia                  Magic

181-185     Mechanophobia           Machinery

186-187     Megalophobia               Large Things

188-189     Melophobia                   Music

190-191     Metalophobia                Metals

192-194     Methyphobia                 Alcohol

195-196     Metrophobia                 Poetry

197-198     Mnemophobia              Memories

199-200     Mysophobia                  Dirt

 

201-202     Myxophobia                  Slime

203-205     Necrophobia                 Dead bodies

206-208     Nelophobia                    Glass

209-210     Neophobia                     New things

211-214     Novercaphobia             Step mothers

215-216     Numerophobia             Numbers

217-218     Oenophobia                  Wine

219-220     Olfactophobia               Certain Odors

221-225     Oneirophobia               Dreams

226-227     Osmophobia                 Smells

228-230     Ouranophobia              Heaven

231             Panaphobia                    Everything

232-234     Papryrophobia              Paper

235-237     Partriphobia                  Heredity

238-243     Peccatiphobia                Sinning

244             Pedaphobia                    Jumping

245             Pediaphobia                   Dolls

246             Pediophobia                  Children

247-248     Pentheraphobia            Mothers-in-law

249-250     Phasmaphobia               Ghosts

251             Phobophobia                 Fear

252             Phonophobia                 Echos

253             Phronemophobia          Thinking

254-255     Placophobia                   Tombstones

256             Pogonophobia               Beards

257-258     Poinephobia                  Punishment

259             Politicophobia               Politicians

260             Polyphobia                     Several Things

261             Ponophobia                   Work/Fatigue

262             Porphyrophobia           Purple things

263             Porophobia                    Drinking (water, etc.)

264             Potophobia                    Progress

265             Pteronophobia              Feathers

266-67       Satanoophobia              Evil gods

268-69       Scelophobia                   Robbers

270             Scotomaphobia             Blind spots

271             Selaphobia                     Flashing lights

272-73       Siderophobia                 Rotting matter

274             Sinistrophobia               Left-handed things

275             Sitophobia                     Certain foods

276             Sophophobia                 Learning

277             Symbolophobia             Symbolism

278             Symmeterophobia        Symmetry

279             Syngenesophobia         Relatives

280             Tacophobia                   Speed

281-282     Taphophobia                Graves/being buried alive

283-284     Technophobia              Technology

285-286     Teletophobia                 Religious ceremonies

287             Testophobia                  Tests

288             Textophobia                 Certain fabrics

289-290     Theologicophobia        Theology

291-296     Theophobia                   Gods

297             Tridecaphobia              Number 13

298-299     Tyrannophobia             Tyrants

300             Vitricophobia                Stepfathers

 

 

Positional Phobias (d%)

 

Roll           Positional Phobia    Fear of

1-3              Acrophobia                   Heights

4-6              Aeroacrophobia           Open high places

7-8              Aginaphobia                  Narrow places

9-11            Agyiophobia                  Streets

12-13          Amaxophobia               Moving Vehicles

14-16          Anablepophobia           Looking up at high places

17-20          Atephobia                      Ruins, dungeons

21-22          Aviatophobia                Flying

23-25          Basiphobia                     Walking

26-28          Batophobia                    Passing a tall structure

29-32          Bathophobia                  Depths

33-38          Claustrophobia             Confined space

39-40          Cenophobia                   Empty Rooms

41-42          Cleithrophobia              Being locked in

43-44          Climacophobia              Stairs

45-47          Coimetrophobia           Cemetaries

48-49          Cremnophobia              Cliffs

50-51          Domatophobia              Being in a house

52-55          Dromophobia               Crossing a street

56-60          Ecclesiophobia              Churches

61-63          Ecophobia                     Home surrounding

64-68          Eremophobia                Being yourself

69-72          Gephyrophobia            Bridges

73-76          Hodophobia                  Travel

77-84          Hypsiphobia                  Heights

85-87          Koimoniphobia             Rooms

88-93          Lygophobia                   Gloomy places

94-95          Nostrophobia                Returning home

96                Oikophobia                   Home surroundings

97                Theatophobia               Theaters

98-99          Topophobia                  Specific places

100             Tropophobia                 Moving to a new home

 

 

Sexual Phobias

 

Roll           Sexual Phobias         Fear of

01-03          Agaraphobia                  Sexual Abuse

04-06          Algophobia                    Sexual Pain

07-12          Androphobia                 Men

13-14          Anuptophobia               Being single

15-16          Aphenphobia                Physical Contact

17-19          Castraphobia                 Being castrated

20-24          Coitophobia                  Sex

25-27          Coitoraliphobia             Oral sex

28-29          Cyprianophobia            Prostitutes

30-35          Cypridophobia              Venereal Diseases

36-37          Dyspareunia                  Painful vaginal sex

38-39          Ejacuphobia                  Ejaculation

40-41          Esodophobia                 Virginity

42                Eurotophobia                Female genitalia

43-44          Gamophobia                 Marriage

45-46          Gymnophobia               Naked bodies

47-48          Gynophobia                  Women

49-50          Hedonophobia              Pleasure

51-57          Homophobia                 Homosexuals

58-60          Ithyphallophobia          Erect penises

61-63          Maieusiophobia            Childbirth

64-65          Malaxophobia               Flirting

66-67          Medomalacophobia     Losing an erection

68-69          Menophobia                  Menstruation

70-74          Merinthophobia           Being bound

75-77          Necrophobia                 Sex with the dead

78-79          Oneirogmophobia        Wet dreams

80-81          Paraphobia                    Sexual Perversions

82                Parenthenophobia        Young girls, usually virgins

83-84          Phallophobia                 Male genitalia

85-87          Primeisodophobia        Losing one's virginity

88-90          Proctophobia                Rectal intercourse

91                Sarmassophobia           Foreplay

92-93          Sexophobia                   Opposite Sex

94                Spermophobia              Semen

95                Teratophobia                Bearing a monster

96                Venustaphobia              Beautiful women

97-100       Virgivitiphobia              Rape

 

 

Social Phobias

 

Roll           Social Phobias          Fear of

1                  Ablutophobia                Bathing

2                  Agorophobia                 Public places

3                  Allodoxaphobia            Other's opinions

4                  Amychophobia             Being scratched

5                  Ankylophobia                Immobility

6                  Anthrophobia               People

7                  Anuptaphobia               Staying single

8                  Aphephobia                   Being touched

9                  Arrhenophobia             Mankind

10                Atelophobia                   Imperfection

11                Autodysomophobia     Having a body odor

12                Automysophobia          Being dirty

13                Basiphobia                     Walking

14                Basistasiphobia             Standing upright

15                Bromidrosiphobia        Body odors

16                Catapedaphobia           Jumping

17                Catagelophobia             Ridicule

18                Cateptrophobia            Mirrors

19                Cathisophobia               Sitting

20                Chaetophobia               Hair

21                Chorophobia                 Dancing

22                Cibophobia                    Food

23                Clithrophobia                Being enclosed

24                Coprophobia                 Bowel movements

25                Decidophobia               Desisions

26                Defeccalgesiophobia    Painful, violent bowel movements

27                Demophobia                 Crowds

28                Dromophobia               Crossing streets

29                Dysmorphophobia       Deformity

30                Dystychiphobia             Accidents

31                Deipnophobia               Dinner conversation

32                Dishabillophobia          Disrobing in public

33                Enissophobia                 Sin

34                Eremophobia                Solitude

35                Ergophobia                    Work

36                Erythrophobia              Blushing

37                Euphobia                       Hearing good news

38                Gelophobia                    Laughter

39                Graphophobia              Handwriting

40-41          Hamatophobia              Error

42                Hypengyophobia          Responsibility

43                Hypnophobia                Hypnosis

44                Isolophobia                   Solitude

45                Kakorrhaphiophobia   Failure

46                Katagelophobia            Ridicule

47                Kathisophobia              Sitting down

48                Kleptophobia                Stealing

49                Koinoniphobia              Rooms full of people

50                Kyptophobia                 Stooping

51                Laliophobia                   Talking/stuttering

52                Lelophobia                    Jealousy

53                Macrophobia                Long waits

54                Mythophobia                Lying

55                Nyctophobia                 Night

56-57          Ochlophobia                 Crowds

58                Ophthalmophobia        Being stared at

59                Optophobia                   Opening one's eyes

60                Orthophobia                 Propriety

61                Osphreisiophobia         Body odors

62                Paraliphobia                  Neglect of duty

63                Peccatiphobia                Wrong doing

64                Peladophobia                Bald people

65                Peniaphobia                   Poverty

66                Phagiophobia                Eating

67-68          Phalacrophobia             Being bald

69-70          Philemaphobia              Kissing

71                Philophobia                   Love

72-74          Phobophobia                 Being alone

75                Pogonophobia               Beards

76-77          Psellismophobia            Stuttering

78-79          Sclerophobia                 Thieves

80                Scolionophobia             Going to school

81-83          Scopophobia                 Being looked at

84-86          Sociophobia                  Society

87                Stasiphobia                    Standing

88-89          Teratophobia                Deformed people

90-93          Thespiaphobia              Performance

94                Tremophobia                Trembling

95                Vestiphobia                   Wearing clothing

96-100       Xenophobia                  Non-humans, foreigners

 

 

Weather Phobias

 

Roll           Weather Phobias     Fear of

1-2              Achuluophobia             Darkness

3-4              Aerophobia                   Drafts & air

5-6              Aerophogiaphobia       Swallowing air

7-8              Anemophobia               Cyclones

9-10            Antlophobia                  Floods

11-12          Astraphobia                   Lighning

13-14          Auroraphobia               Auroral lights

15-16          Brontophobia                Thunder

17-18          Burophobia                   Gravity

19-20          Cenophobia                   Barren ground

21-22          Chionophobia               Snow

23-24          Cometophobia              Comets

25-26          Cryophobia                   Cold temperatures

27-28          Cymophobia                  Waves

29-30          Dendrophobia              Trees

31-32          Dinophobia                   Whirlpools

33-34          Electrophobia               Electricity

35-36          Esophobia                      Dawn

37-38          Frigophobia                   Cold things

39-40          Heliophobia                   Sunlight

41-42          Homichlophobia           Fog

43-44          Hydrophobia                 Water

45-46          Hygrophobia                 Dampness/Humidity/Mists

47-48          Hylophobia                    Forest

49-50          Keraunophobia            Lighning & thunder

51-52          Kymophobia                 Waves

53-54          Lilapsophobia               Huricanes

55-56          Limnophobia                 Lakes

57-60          Meteorphobia               Meteors

61-62          Nephophobia                Clouds

63-64          Ombrophobia               Rain

65-66          Pagophobia                    Frost & ice

67-68          Photoangiophobia        Glaring light

69-70          Photophobia                  Light

71-72          Potamophobia               Rivers

73-74          Potomophobia              Sheets of water

75-77          Psychrophobia              Being cold

78-79          Pyrophobia                    Fire

80-83          Sciaphobia                     Shadows

84-87          Scotophobia                  Darkness

88-89          Selenophobia                Moons

90-91          Siderophobia                 Stars in the sky

92-94          Thalassophobia            Seas

95-97          Thermaphobia              Hot temperatures

98-100       Zerophobia                    Dryness

 

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SO YOU'RE INSANE

 

 

Whenever a character is insane, he has other problems besides his insanity.  He suffers from a few minor problems as well.  Distraction: Small pieces of conversation make the character go off on humorous (but somewhat annoying) sidetracks.  For example, “Fish?  I like fish, fish boiled, fish fried, fish grilled with a spicy sauce, fish soup, fish for breakfast, fish for lunch, fish for snacks…”  Relationship mistakes: The character has a percentage chance equal to his Sanity attribute to permanently alienate someone due to strange behavior or unpredictable bad attitude.

 

 Arcane Spellcasters

Magical wild spurts: The insane arcane spellcaster has a chance for a spell to become slightly twisted when cast.  The DM determines the effect but the more bizarre the better.  For example, a wizard casts magic missile but instead shoots forth magic flowers that inflict normal damage.  The DM should not necessarily penalize the character.  The bizarre effects can be beneficial (but still strange).

 

Divine Spellcasters

Prayer misunderstandings: If an insane cleric tries a prayer, there is a percent chance equal to the character’s Insanity score that the cleric’s deity will not answer his request for spells.  There is an equal percent chance the call will be answered instead by a deity of insanity (Tharizdun???) or maybe trickery.  The deity of insanity doesn’t exactly give the cleric the spells he wants.

 

Psionicists

Freaky Powers: When using psionic powers a natural roll of 20 usually indicates additional powers.  For an insane psionicist, a roll of 18, 19, or 20 will have this effect.

Wild Talents: The psionicist gains a wild talent outside of his psionic devotion.  Although this may seem beneficial to a psionicist, it tends to be more unnerving gaining freakish wild abilities of the mind.

 

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ARCANE SPELLS

 

LEVEL 3

Transfer Insanity

 

LEVEL 6

Schizophrenia Projected Image

 

 

Transfer Insanity (Enchantment/Charm)

Level: Sor/Wiz 3

Range: Close (25 feet +5 feet/2 levels)

Components: V, S

Duration: 2 minutes/level

Casting Time: 1 action

Area of Effect: One creature

Save: Neg.

 

The caster suffering from insanity can temporarily give this affliction to any living creature for the spell duration, after which time he gets it back.

 

 

Schizophrenic Projected Image (Alteration,Illusion/Phantasm,Necromancy)

 

Level: Sor/Wiz 6

Range: Medium (100 feet +10 feet/level)

Components: V, S, M

Duration: 2 rounds/level

Casting Time: 1 action

Effect: One duplicate of caster

Save: See text

 

The spell creates an alter ego of the person.  The duplicate will take on the schizoid-ego of the caster.  The duplicate can perform any action that the caster can perform, including spellcasting and combat.  The caster can communicate via telepathy with the duplicate.  The image does not have to be within the caster’s view to continue to exist.

The duplicate can cast the spells that the caster has memorized; they are no longer available to the caster for use once the duplicate has cast them.  However each can cast spells independently of each other.

The major power of the duplicate is that he can destroy the life force of a living being within spell range by willing it.  The victim must make a Fortitude save or he dies.  If he succeeds, he still suffers 3d6 points of damage.

There are a few side effects to this power.  First, the caster cannot control if and when the duplicate will use it.  The caster can only point out his enemies to the duplicate.  Secondly, when the duplicate uses the ability, the caster must make a Sanity check.  If he fails, the spell ends, he goes insane and becomes his Schizophrenic alter ego.

Schizophrenic Projected Image requires the material component of a clay image of the mage that must be torn in two pieces.

 

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DIVINE SPELLS

 

 

Cure Insanity (Abjuration)

 

Level: Clr 5

Range: Touch

Components: V, S

Duration: Permanent

Casting Time: 1 action

Area of Effect: One creature

Save: None

 

This spell enables the caster to cure insanities by placing his hand upon the insane creature.  When casting, the caster must make a Sanity check.  If the check is successful, the insane patient is cured of his insanity and all is well.  If the check is a failure, the insanity of the patient is duplicated in the caster.

 

 

Cause Insanity (Abjuration)

 

Level: Clr 5

Range: Close (25 feet +5 feet/2 levels)

Components: V, S

Duration: Permanent

Casting Time: 1 action

Area of Effect: One creature

Save: None

 

This spell enables the caster to cause insanity in a creature.  Roll on the Insanity Table to decide which insanity the victim contracts.  For every level of the caster, the caster may move up or down on the Insanity Table, this giving him a small choice of which insanity to inflict.

When the caster becomes 9th level, he may choose the insanity of his victim from the entire table.

 

 

Split Personalities (Necromancy)

 

Level: Clr 9

Range: 10 feet

Components: V, S, M

Duration: Special

Casting Time: 1 full round

Area of Effect: Special

Save: Willpower negates

 

Split Personalities is a form of exorcism, but instead of forcing outsiders to leave a person, this spell forces schizophrenic personalities into distinct physical bodies, which are created on the spot.  An insane person suffering from schizophrenia (or anyone with similar personality disorders) can be freed of their affliction with this spell.  For example, if the spell is cast on an insane person with three distinct personalities (including his normal one), two physical bodies will manifest, each containing one of the two additional personalities.

A new personality will usually not have a physical body identical to the insane victim.  The new body tends to reflect the schizophrenic personality.  For example, if one of the alter personalities is that of a 12- year old girl, then the body created will likely be that of a 12-year old girl as well.  There is a 90% chance that the newly formed body will represent the personality; however, there is a 10% chance the new body will be the physical twin of the insane person.

Each personality gets a saving throw, using the insane person’s save.  If the save succeeds, the personality remains in the insane person.  If it fails, the personality gets a new physical body.

Where these bodies come from (and how “real” they are) is a matter of much heated debate.  Where these bodies go afterwards is equally debated, as few people have successfully kept track of their comings and goings.  Some theorize that the bodies are only temporary and de-materialize after a time.  They say that since the bodies were not inhabited with a real soul to begin with, they are only “animated.”  Others contend that the whole spell involves a powerful illusion that none have been able to disbelieve, and that the curing of the insane person is really “all in his head.”

The material components are small dolls fashioned after the likeness of each personality to be split off.

 

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QUESTIONS AND ANSWERS

 

 

Shouldn’t the sanity of a character be left to the player and not to the whim of the DM?

-- If a DM is blessed with good role-players, then he may not need the Sanity attribute as the role-players welcome insanity without having rules to tell them so.  However, most players don’t do things that may put their character at a disadvantage.  With the insanity attribute, the players have fair rules that dictate advantages and disadvantages to their characters.

 

A RPG character is supposed to be a great hero of adventure and not an average citizen.  Should he be so susceptible to insanity?

-- A character was an average citizen who changed his lifestyle to go adventuring and should be treated no differently.  In fact, because he is in treacherous situations while adventuring he should be more susceptible to insanity.

 

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MAGIC ITEMS

 

 

Cloak of Schizophrenia (cursed) - When worn, this cursed cloak cannot be removed without the use of magic.  When a person puts on the cloak, he gets the Schizophrenia insanity with Delusions of Grandeur.  The cloak will also create illusions to assist in the new personality.  Thus, if the new personality is that of a lich, the cloak will create the illusion of a lich to accompany the personality.  If the curse is lifted and the cloak is removed, the character must make a Sanity check.  If it fails, the character keeps Schizophrenia.