Kryx RPGThemesMonsters

Madness

Madness can lurk deep in the mind, waiting for the psyche to snap.

Power sources

Occult

Table of contents

Madness feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one spell

Whenever a creature causes you to make a Will saving throw, that creature takes psychic damage equal to half your level.

The outer layers of your mind become indecipherable to those who would plunder it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

Madness maneuvers

As a reaction, which you take when a creature that you can see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1.5 meters of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

Madness spells

As an action, you cause your subject’s mind to wander, distracting it. Choose a creature within 9 meters. It has disadvantage on the next Perception or Insight ability check it makes before the end of its next turn.

As an action, you assault and twist a creature’s minds, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As an action, you whisper a discordant melody that only one creature of your choice within 18 meters can hear, wracking it with terrible pain. The target must make a Will saving throw. A deafened creature automatically succeeds on the save.

On a failed save, it takes 3d10 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

On a successful save, the target takes half as much damage and doesn’t have to move away.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 9 meters perceives everything as hilariously funny. A creature must make on a Will saving throw. This spell has no effect on a creature with an Intelligence of −4 or less.

On a failed save, the creature falls prone into fits of laughter, becoming incapacitated and unable to stand up for the duration.

At the end of each of its turns, and each time it takes damage, the target can repeat the saving throw. The target has advantage on the saving throw if it’s triggered by damage.

On a successful save, the spell ends.

Augment

You can expend 1 additional mana or psi to target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when a creature that you can touch or see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1.5 meters of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

concentration, 1 hour/mana or psi

As an action, you close off the centers of a creature’s mind that deal with communication and social interaction. A creature that you can touch or see within 35 meters must succeed on a Will saving throw or lose knowledge of all languages (including telepathic and body language) and is treated as illiterate for the duration of the spell. Verbal components, if used, are not limited by this spell.

It may still “speak”, and to it they sound completely normal, but to anyone else they appear as complete gibberish.

A creature can repeat the saving throw each minute, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, one creature that you can touch or see within 35 meters must succeed on a Will saving throw or become charmed by you for the duration. While the target is charmed in this way, its skin turns a deep red, and a thirst for destruction glows in its eyes.

The charmed target must use its action to make melee attacks against a creature other than itself that you mentally choose. The charmed target can move up to half its speed before making the attacks.

The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Will saving throw at the end of each of its turns.

On a successful save, the spell ends.

Augment

Incite Passion. You can expend 1 additional mana or psi so the charmed target has disadvantage on Intelligence checks and cannot cast spells. If it is concentrating on a spell, it must immediately make a saving throw with disadvantage to maintain it.

concentration, 1 minute/mana or psi

As an action, you force a creature to see enemies everywhere. Choose one creature that you can touch or see within 35 meters to make a Will saving throw. A creature automatically succeeds if it is immune to being frightened.

On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within 35 meters of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, you incite the fears of creatures, causing them to panic. Each creature in a sphere centered on a point you choose within 18 meters is affected.

At the start of each of its turns while affected by this spell, the creature must make a Will saving throw.

On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn.

On a successful save, the target acts normally this round. This effect ends on a target if it succeeds on two saving throws against it.

5 minutes/mana or psi

As an action, darkness spreads from a point you choose within 35 meters to fill a sphere for the duration. The darkness spreads around corners.

If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Will saving throw, taking 2d4 psychic damage on a failed save, or half as much damage on a successful one.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d4 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so the darkness is magical. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of using equal or less mana, can’t illuminate the area.

concentration, 1 minute/mana or psi

As an action, you attempt to briefly partition the mind of your foe. A creature within 35 meters must succeed on a Will saving throw or a minor personality is split off their mind that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take one action each round that is purely mental, such as casting a spell, in the same turn that the target takes its normal actions.

The parasitic personality casts spells as if it were the target, but can only expend 1 mana or psi when it casts spells.

The parasitic personality actively attempts to cast spells that negatively impact the target, using the most deadly to the target. You do not have control over what the parasitic personality does, though it always works against the interest of the target.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The parasitic personality does not have any effect if the main personality is subjected to a haste or schism effect.

concentration, 1 minute/mana or psi

As an action, you tap into the nightmares of a creature that you can touch or see within 35 meters, causing it to see manifestations of its deepest fears, visible only to that creature. The target must make a Will saving throw.

On a failed save, the target sees the manifestations in a direction you choose and is frightened of them for the duration. At the start of each of its turns while frightened, the creature must make a Will saving throw.

On a failed save, the creature takes 6d6 psychic damage.

On a successful save, the creature takes half as much damage and the spell ends.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d6 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Visions of Horror. You can expend 1 additional mana or psi to cast the spell as a reaction, which you take when a creature makes an attack roll against you.

    The damage is reduced to 5d6 and additional augments to the damage increase the damage by 2d6 for each additional mana or psi expended, instead of the normal increase.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 3 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 3 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates is targeted by its effect, as is a creature that enters the area for the first time on a turn or ends its turn there.

Insanity. Each target must make a Will saving throw.

On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.

As an action, you blast the mind of a creature that you can touch or see within 35 meters, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make a Will saving throw.

On a failed save, the creature’s Intelligence and Charisma become −5. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by a restoration spell cast with 4 mana or wish.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick