- 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 |
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