Insanity is an affliction inflicted upon those who suffer from extraordinary physical, mental, or spiritual anguishes and trials. It can also be caused by exposure to particularly potent sources of horror, madness, or alien natures that the mind simply cannot withstand. Insanity is a mind-affecting effect.

Optional Rule. This system adds a psychological dimension to campaigns involving trauma, eldritch horror, or prolonged hardship. Use it when you want failed mental saving throws to carry lasting narrative weight beyond the immediate encounter.

Going Insane

Every time a creature is reduced to a score of 0 in Intelligence, Wisdom, or Charisma, there is a chance it goes insane. Either roll on the table below or select an insanity appropriate to the cause. The GM should make the victim's saving throw in secret — the player should not know the result or the type of insanity that might afflict them. Effects should play out naturally: some insanities take days or even months to trigger, while others (such as paranoia) are immediately obvious.

Optional Triggers

At the GM's option, a creature can risk going insane even when ability scores are unharmed. Long imprisonment might call for a save against agoraphobia or claustrophobia; repeated betrayal might trigger paranoia; possession might lead to psychosis upon exorcism.

Insanity and Magic

Consider allowing the insanity spell to inflict 1 randomly determined insanity per 5 caster levels instead of permanent confusion. Bestow curse can inflict a single insanity; in that case the insanity is also a curse.

Stacking Insanities. It is possible to suffer from multiple forms of insanity simultaneously. If a creature is afflicted with a form of insanity it already has, the current DC of that insanity increases by +5.

Curing Insanity

All insanities have a DC that represents their strength. This DC is both the Will save needed to resist contracting the insanity and the DC needed to recover. Recovering naturally is a lengthy process: once per week, the sufferer makes a Will save against the insanity's current DC. On success, the DC is reduced by their Charisma bonus (minimum 1). They continue to suffer the full effects until the DC reaches 0, at which point they are cured and the insanity vanishes completely.

Magical Cures
Lesser restoration No effect on insanity.
Restoration Reduces the current DC of one insanity by the caster's level.
Greater restoration, heal, limited wish, miracle, wish Immediately cures the target of all insanity.

Types of Insanity

When a creature goes insane, roll on the following table to determine what form of insanity strikes, or assign one to match the cause.

d%Insanity
1–11Amnesia
12–48Mania/Phobia
49–68Multiple Personality Disorder
69–78Paranoia
79–84Psychosis
85–100Schizophrenia
Amnesia Will DC 20
Onset
Immediate
Effect
–4 penalty on Will saves and all skill checks; loss of memory

The amnesiac cannot remember their name, skills, or past. They can build new memories, but all pre-amnesia memories are suppressed. Worse, they lose all class abilities, feats, and skill ranks for the duration. Base attack bonus, base saving throw bonuses, CMB, CMD, total XP, and hit points are retained. Levels gained while amnesiac grant only 1st-level abilities until the insanity is cured, at which point all abilities fully return.

Mania / Phobia Will DC 14
Onset
1 day
Effect
Sickened (mania) or shaken (phobia) while source is obvious; chance of becoming fascinated or frightened

A mania is an irrational obsession with a (usually inappropriate) object or situation. A phobia is an irrational fear of a (usually commonplace) object or situation. If directly confronted by the obsession (standard action), the character must make a Will save against the insanity's DC or become fascinated (mania) or frightened (phobia) for 1d6 rounds.

Multiple Personality Disorder Will DC 19
Onset
2d6 days
Effect
–6 penalty on Will saves and Wisdom-based skill checks; multiple personalities

The number of additional personalities equals the insanity's DC ÷ 10 (round down, minimum 1). This number changes as the DC rises or falls. Every morning and each time rendered unconscious, the character makes a Will save against the DC; failure means a different personality takes over. Memories and skills remain, but personalities have no knowledge of each other and will deny — often violently — that the others exist.

Paranoia Will DC 17
Onset
2d6 days
Effect
–4 penalty on Will saves and Charisma-based skill checks; cannot benefit from or use Aid Another; cannot accept aid (including healing) without a Will save

The paranoid character is convinced that the world and all who dwell within it are out to get them. Paranoid characters are typically argumentative or introverted.

Psychosis Will DC 20
Onset
3d6 days
Effect
Character becomes chaotic evil; gains +10 competence bonus on Bluff checks to hide the insanity

The victim is filled with hate for the world. They may suppress the psychosis for 1 day by making a Will save against the DC; otherwise they cannot help but plot the death and destruction of friends and enemies alike. The GM should assume control of the character whenever the psychosis is active.

Schizophrenia Will DC 16
Onset
1d6 days
Effect
–4 penalty on all Wisdom- and Charisma-based skill checks; cannot take 10 or take 20; chance of becoming confused

The schizophrenic has lost their grip on reality and can no longer distinguish what is real from hallucination. This causes them to appear erratic and unpredictable. Each time they enter a stressful situation (such as combat), they must make a Will save against the insanity's DC or become confused for 1d6 rounds.

OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.