Maddening Presence Image
  • Increase your Intelligence, Wisdom, or Charisma score by 1 to a maximum of 20.
  • You gain the ability to infiltrate the minds of others and inflict madness upon individuals.
  • You must expend a spell slot to use this ability.
    • Choose a target within 30 feet of you that you can see (as long as the creature can speak a language and has an Intelligence of higher than 3). 
    • You gain an immediate access to the creature's mind
    • As an action, you can push deeper into the target’s mind in an attempt to break it. 
    • If you probe deeper, the target must make a Wisdom saving throw. 
    • If it fails, you gain the ability to inflict madness upon the creature from the table below.
    • If it succeeds, the spell ends. 
    • Either way, the target is aware that you are probing its mind. 

                                                 D100                                                                                                                                                                                                               1d12 x 2

01-10

The character feels compelled to repeat a specific activity over and over. (such as counting bricks)

Minutes

11-20

The character experiences vivid hallucinations and has disadvantage on ability checks.

Hours 

21-30

The character suffers extreme paranoia. They have disadvantage on wisdom and charisma checks.

Hours 

31-40

The character becomes incapacitated and spends the duration screaming, laughing, or crying.

Minutes 

41-45

The character begins babbling and is incapable of normal speech or spellcasting.

Minutes 

46-55

The character is blinded (25%) or deafened (75%).

Hours

56-65

The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve strength and dexterity. 

Days 

66-75

The character suffers from partial amnesia. The character knows who they are and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. 

Days 

76-85

The character experiences an overpowering urge to eat something strange such as dirt or slime.

Minutes 

86-90

The character retreats into their mind and becomes paralyzed. The effects end if they take any damage.

Minutes 

91-95

The character loses the ability to speak.

Hours 

96-100

The character falls unconscious.

Minutes

Maddening Presence Image

Comments

Posts Quoted:
Reply
Clear All Quotes