As long as the insanity has a DC of at least 1, the character continues to suffer the full effects of the insanity, although it becomes easier to resist its effects and recover as the DC
Trang 1the character fails this save As long as the insanity has
a DC of at least 1, the character continues to suffer the
full effects of the insanity, although it becomes easier to
resist its effects and recover as the DC goes down Once
the insanity reaches a DC of 0, the character is cured
and that particular insanity no longer affects him
Insanity can be treated with the Heal skill First, the
insanity must be identified A character can identify
an insanity with a successful Heal check against 5 +
the insanity's DC Then, with 1 hour of effort per day
in a week, the healer can treat it with a Heal check
against the same DC at the end of the week If the
check succeeds, the patient receives a +2 bonus on the
saving throw to reduce the sanity's DC for that week
Greater restoration cures one insanity suffered by
a creature (caster’s choice) and reduces the DC of all
other insanities suffered by that creature by 2d6
Restoration reduces the DC of one insanity suffered
by a creature by 2d6 If a target creature suffers from
multiple insanities, the spell only affects the insanity
with the lowest DC (chosen randomly in the event of
a tie)
Lesser restoration has no effect on insanity
Types of Insanity The following table summarizes the most common forms of insanity that plague adventurers who face the horrors of the Mythos When a character gains an insanity, roll on the table to determine the nature of the affliction or choose one appropriate to your character Alternatively, the GM can assign an insanity to match the cause or craft a new one altogether
Phobia: A phobia is an irrational fear of some (usually commonplace) object or situation A character suffering from a phobia takes a –2 morale penalty on attack rolls, skill checks, and Will saving throws when the source of his phobia is present Additionally, if a phobic character is directly confronted by his fear,
he must succeed at a Will save against the DC of his phobia or suffer dread
Obsession: Sometimes referred to as a fixation
or (archaically) as a mania, the character develops
an irrational obsession with a (usually inappropriate) particular object or situation A character suffering from obsession takes a –2 morale penalty on attack rolls, skill checks, and Will saving throws when the source of his obsession is present but not in his immediate possession Additionally, if a character is directly confronted by his obsession or possesses it in some way, he must succeed at a Will save against the
DC of his obsession or become completely enthralled
by the object (For instance, a bibliomaniacal character might suffer the noted penalty while in a library but only become enthralled when actually reading a book, whereas an egomaniacal character might suffer the penalty in a room full of mirrors but become enthralled when actually holding a mirror or grappling with a doppelganger.) While enthralled, the character can do nothing but attempt to interact with this object
in a manner appropriate to his insanity He still tries
to avoid danger and protects himself from harm, but
Sanity Damage
If you wish to use these rules for enemies and
effects designed for sanity point rules, such
as those described in Pathfinder RPG Horror
Adventures, make the following adjustments
Any effect that would deal sanity damage
instead inflicts dread for a number of rounds
equal to the number of points of sanity damage
The character’s dread increases by 1 stage + 1
additional stage per 3 points of sanity damage
Any effect that would remove sanity damage
instead lowers the character’s dread by 1 stage +
1 additional stage per 3 points of sanity damage
removed