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Most Spells in this category are intended to be cast by evil doers, cultists,
and madmen. A handful of spells are the product of independant magical
tradition - human tribal knowledge, arcana of the Serpent People, the fathom-
less rationality of the Great Race, individual research, ect. There are a few
spells that have no risk of Madness. When casting a spell with any Sanity
Point cost the socerer risks the chance of Madness (treat this as the caster
becoming the target of a modified Madness spell; see Magic Book pg. 35;
using the Sanity Point cost + 10 as the magic points the target/caster must
overcome or suffer the effects of the spell).
Roll for the character once on the Temporary Insanity Form table
and once on the Temporary Insanity Time table. The Form table
shows how the character is affected, and the Time table shows for
how long the character is affected. Time, potent drugs, and/or godly
intervention might heal the temporary insanity, although making a
drug for calming the mind requires Plant Lore skill of at least 91%
and such a drug will be hard to find ready-made.
Note: Some of these spells affect the sanity of the victim as well. If and when this occurs
use the same formula to resolve their madness, adding 10 to the SAN loss as you would
for the sorcerer casting the spell.