Madness — a school of magic —
The Madness tradition taps into forces beyond mortal reckoning, reaching into dimensions and realities beyond those that are known and drawing forth energy to spawn horrors that bend and break the mind.
Madness Spells listed by level
— Reference during playThe Madness tradition taps into forces beyond mortal reckoning, reaching into dimensions and realities beyond those that are known and drawing forth energy to spawn horrors that bend and break the mind.
Spells from this tradition tax the minds of those who know them, and students find that the longer they look into the secrets of the tradition, the weaker their grip on reality becomes.
Most who pursue this dark art eventually lose their minds, and thus a great many of the fearless pioneers who assembled the spells and secrets of the tradition have been sealed away in vaults to keep them from harm and protect others from the unspeakable secrets they reveal. Yet no secret stays hidden forever.
Mind Fractures: Each time you learn a spell from the Madness tradition, you must make a Will challenge roll with a number of banes equal to the number of Madness spells you have learned so far. On a failure, you gain 1 Insanity.
Mitigating The Madness
The Madness tradition forces users to peer into dark places and grapple with mind-blasting truths. As a result, most students of Madness wrestle with their sanity, always struggling to cling to whatever shreds of it they have left until their minds finally buckle and break. Afterward, as users grow more and more accustomed to the horrors of their art, they learn to keep their wits about them even while gibbering, frothing, and clawing at their own bodies. Whenever you roll a d6 to end the effects of a particular form of madness, you add a bonus to the roll equal to the rank of the highest-rank Madness spell you have learned.