METHODS TO YOUR MADNESS:
New ways to drive everyone even more insane

by Dr. Ed Friedlander


Fantasy lunacy...
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... meets reality
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Dragon 138

As a medical pathologist, I must often
consider how mental changes in patients
may have resulted from disease. In a similar
way, this article reviews the role of
insanity (actually, mental illness) in the
AD&D® game, showing how it can be an
appropriate part of an adventure game
and offering some practical ways to make
it playable.

Fantasy lunacy...


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Mental illness is a fairly common occurrence in fantasy fiction.

It appears in
Greek myths and in the epics of chivalry,
including the Arthurian cycles,
Ariosto’s “Orlando Furioso,” and
Spenser’s “The Faerie Queene.”
Mary Shelley’s Frankenstein
describes the emotional torment of
the original flesh golem.
Stephen Donaldson, the son of a physician, incorporated psychiatry’s insights into his contemporary adult fantasies,
The Chronicles of Thomas Covenant the Unbeliever. <see WHITE DWARF for AD&D stats>

Many things make AD&D game characters
go crazy. The indigo layers of prismatic
spheres, walls, and sprays cause
insanity unless saving throws vs. wands
are successful. Seeing a magic-user’s symbol
of insanity causes insanity (confusion in the PH), and so does
tasting an elixir of madness or being
attacked with a scarab of insanity. Mixing
types of magical eye-cusps or breathing
the spores of myconids will cause acute
psychosis. Very aberrant behaviors result
from using certain magical items like
tridents of yearning, chimes of hunger, or
eggs of desire. Gary Gygax suggests that
characters stranded for millennia on the
Astral plane might become insane (see
The Astral Plane,” in DRAGON® issue #67,
page 29).

Depending on the campaign, insanity
could have other causes. Slight variations
of the symbol of insanity spell might produce
different symptoms. Other magicusers
may have researched new versions
of power word, eyebite or truename spells
that cause insanity. The clerical heal spell
cures most mental illnesses, so one use of
its reverse (harm) might be to cause them.
Certain bestow curse, cause disease, and
glyph applications by imaginative clerics
might cause brief mental illnesses. Illusionists
probably have spells to cause hallucinations
and delusions. (An illusionist using
a valuable moonstone in the chromatic orb
spell might cause lunacy.) The gaze of
Stephen Inniss's durocib familiar causes
insanity (DRAGON issue #86, page 21). So
might the bite or gaze attacks of certain
hordlings, demodands, slaadi, etc. Rogue
modrons may be insane, and Ssendam
calls himself "Lord of the Insane", whatever
that means. Clerics of Azathoth are
described as insane in the first edition of
the DDG cyclopedia.
The planes of Limbo may have many
insane inhabitants.

Nearly any creature in the AD&D game
can be affected by insanity. Kuo-toans are
especially vulnerable, and magical frustrations
can drive even elementals and aerial
servants crazy. However, creatures with
minds altogether unlike ours (creatures
from the Positive and Negative Material
planes, quasi-elementals, evil fungi, etc.)
might be immune to insanity, and unintelligent
creatures probably cannot go insane.
Devas, most hierarch modrons, and the
undead might never be affected. Very high
intelligence, wisdom, or charisma scores
might protect against some causes of
insanity. Serten's spell immunity could
offer some safety, and a mind blank spell
might provide immunity to certain forms
of acquired mental illness.

...meets reality
Elaborate rules explain the effects of mental illness; twenty types are listed on
pages 83-84 of the DMG, with the warning that the categories
are not clinically correct. Yet insanity
rarely appears in modules or gaming
articles (the last DRAGON Magazine article
on the subject was in issue #18), and I
have not personally seen this illness used
in any campaign. Why?
In our world, mental illness probably
causes more unhappiness than even
arthritis, heart disease, or cancer. Alcoholism
(dipsomania in the DMG) causes havoc
in one out of every three homes. Schizophrenia
(known by numerous names in
the DMG, including dementia praecox,
schizoid, hebephrenia, catatonia, hallucinatory
insanity, delusional insanity, and
paranoia) affects millions of people who
also lack adequate care. Schizophrenia
itself is confused in the DMG with multiple
personality, a different disorder which we
now know to occur in victims of child
abuse. Mental retardation (feeblemindedness)
affects many millions and has terrible
effects on families. In our complex
world, both adults and children are at risk
for depression (melancholia) and suicide
(suicidal mania). Mania, either alone or as
part of a manic-depressive cyclic disorder,

cripples perhaps one adult in every two
hundred. Even relatively minor problems
like compulsive stealing (kleptomania), fear
of public places (agoraphobia, surprisingly
omitted from the DMG), and eating disturbances
are major handicaps. And few
would argue that pathological lying, sadomasochism,
homicidal mania, or suicidal
mania (see also the magic-user spell
Leomund's lamentable belabourment) are
particularly fun to role-play.
The DMG is a monumental work, and
the AD&D game has brought enjoyment
into the lives of many people. But real
mental illness affects too many real people
and should not be a part of any game.
Insanity is very important in the CALL OF <Cthulu Mythos>
CTHULHU® game from Chaosium, Inc.,
but its creators selected kinds of insanity
described in H.P. Lovecraft?s fantasies, not

those from medical psychiatry or pop
psychology. The same thinking probably
led the originators of the AD&D game to
avoid clinical descriptions of physical

diseases. The elements of the DMG?s list
seldom reappear elsewhere (for example,
basidirond psychosis does not resemble
any of them).

The new system
When mental illness strikes a character,
it should take a form drawn from heroic
fiction, rather than one that may have
touched the life of a player. Most fictional
insanity involves the acquisition of single
fixed ideas and the behaviors that result;
insanity caused by magic should always be
of this type. If insanity is to be used in a
game, the simple options given in Table 1
are recommended. My experience suggests
that players find these easy and
enjoyable to role-play. Roll 1d12 for randomly
distributed results; otherwise,
select an appropriate result.

Exactly what the victim thinks about will
be determined by what was happening at
the time the insanity was acquired. No
amount of arguing will restore an

Table 1
Random Insanity Table (roll 1d12)
 
 
1. Alter ego The victim manifests a
second personality, having the same
alignment but otherwise as radically
opposite to his normal personality as
can be. The second personality will
remain in control until the insanity is
cured.
2. Creature complex The victim has
the delusion of being a creature of
an NPC race, usually a monster. His
behavior will generally conform to
the class of creature, though the
victim will always be able to speak,
move, and fight normally.
3. Exaggerated fear The victim is
abnormally fearful of some creature
or situation, and he will flee or
cower whenever confronted by it.
The victim will also ask about this
creature or situation in any conversation.
4. Exaggerated hatred The victim
conceives a loathing for some type
of creature (not a character race or
class) and will attack that creature
without any reason or restraint. The
victim raises the topic of that creature
?s existence in any conversation.
5. Exaggerated liking The victim conceives
a strong affection for some
kind of creature. He speaks of this
creature whenever possible.
6. Exaggerated suspicions The victim
suspects everyone of secretly being
an enemy. He expresses his suspicions
openly.
7. Extreme suggestibility The victim is
very easily influenced by others and
gets no saving throw vs. any charm,
command, or suggestion spell. Even
nonmagical suggestions require a
check vs. wisdom on 1d20 or the
victim immediately obeys all but
self-destructive commands.
8. Fantasy role The victim thinks he
has become some famous personage
from myth or legend. The personage
is not always powerful but is usually
known to all local PCs as a ?myth.?
9. Monty Haul syndrome The victim is
deluded that he is an unbelievably
powerful character. Depending on
the flavor of the campaign, the
victim might be 
  • the Emperor of Atlantis, 5,217th-level fighter-magic-user-thief, 
  • the ki-rin queen, 
  • or the like. 

  • Gods and religious leaders
    might be inappropriate choices.
    10. Quixotism The victim believes
    common objects to be wonders from
    heroic fantasy; a cheap inn is a
    palace, a washbowl is a magical
    helmet, windmills are evil cloud
    giants, etc. The victim will act
    accordingly with great enthusiasm.
    11. Visual hallucinations The victim
    sees enemies that are not there. This
    happens in any combat situation or
    whenever a saving throw or ability
    check is required.
    12. DM's choice The DM chooses from
    the above list or invents a type of
    fixation appropriate to the situation.
    The victim may openly and casually
    commit minor antisocial acts (localized
    arson or petty thievery),
    develop a peculiar craving (hang
    gliding, eating shrieker, owning an
    otyugh), or show an odd interest
    (alchemy for a fighter, archery for a
    cleric, dwarven history for a wood
    elf, etc.) Some groups enjoy rhyming
    or punning manias. Sexual aberrations
    are never appropriate choices.

    insane person?s insight. However, several
    basic rules set limits on the abnormal
    behavior. Insane characters can speak,
    move, and fight normally. They will not
    leave the party ? even a victim of exaggerated
    suspicions who has been forcibly
    restrained will not desert his comrades. In
    no case will alignment behavior or religious
    faith be compromised, though lawful
    types may feel the need for an atonement
    when they recover.

    Recognizing that another creature is
    insane may be easy or difficult, depending
    on the campaign and the DM?s judgment.
    In our world, some psychotics are quite
    convincing. Detect disease or ESP spells
    may help, and so might defect balance or
    psionic empathy or telepathy, Once a
    character is recognized as insane, he
    receives an automatic -50% on most
    reaction dice, and no one will place any
    confidence in such victims, especially
    those with creature complex or Monty
    Haul syndrome. Needless to say, goodaligned
    party members should never allow
    an insane comrade to be humiliated,
    injured, or abandoned ? perhaps an
    adventure in itself.

    Using this system in practice, suppose
    the PCs are mind-blasted twice by hidden
    mind flayers, then attacked by wererats.
    The forms of insanity listed in Table 1
    herein might affect a male dwarven fighter
    in the following ways:

    1. The dwarf announces that he is an
    elven magic-user princess. He shaves his
    beard, looks for elven clothing for females,
    and blames his (constant) spell failures on
    magic resistance, magnetic forces, hostile
    dwarves, or whatever.

    2. The dwarf announces he is a giant rat.
    He travels on all fours and occasionally
    squeaks. He tells everyone he meets about
    being a rat, then asks them for cheese.

    3. The dwarf is suddenly terrified of all
    rats. He climbs on an elf?s shoulders in
    dungeons to be safe. He tactlessly inquires
    about rats when seeking night lodgings. If
    any real rats appear, he flees screaming.

    4. The dwarf starts making side trips to
    exterminate underdark rats, and soon
    buys larger and more dangerous weaponry
    with which to exterminate all rats everywhere.

    5. The dwarf starts catching and taming
    rats. He shows his new pets to every stranger
    and starts a huge rat collection,

    6. The dwarf starts accusing everyone
    else of conspiring with ?those rats? to
    subvert everything decent and good.

    7. The dwarf become uncharacteristically
    cooperative and tractable, and often
    obeys even the most stupid suggestions,
    such as ?Go soak your head.?

    8. The dwarf starts introducing himself
    as the Pied Piper of Hamelin and offering
    his services. He buys a flute, which he
    plays (badly) while dancing (badly) whenever
    he meets rats.

    9. The dwarf starts introducing himself
    as ?Lord Rodent Ratslayer, King of the
    Multiverse, Boss of the Underdark.? He
    gives orders to other PCs and literally
    laughs in the face of terrifying danger
    with absurd self-confidence.

    10. The dwarf, whenever he becomes
    excited, attacks rocks and stalagmites,
    calling them ?the giant rat Bubonus and its
    filthy minions.?

    11. The dwarf sees rats that aren?t there.
    This happens during any hostile encounter,
    as well as when he stumbles, gets
    tired, and so forth. He attacks the ?rats? in
    preference to any other opponents.

    12. The DM has a choice and will take
    into consideration both the character of
    the dwarf and the personality of the player
    (?I must find . . . a shrubbery!? ).

    The insanity table is referred to in the

    DMG?s section on psionic blast effects on
    nonpsionic creatures (page 78). These
    rules are cumbersome, and the attack
    results for a creature of a given intelligence
    and wisdom are too predictable. It is
    especially easy to kill creatures of animal
    intelligence; characters with wisdom and
    intelligence sums in the 30-33 range are
    typically feebleminded by the first psionic
    blast and killed by the second. These rules
    are fun-spoilers.
    The following is a new way to determine
    the results of psionic blasts on nonpsionic
    beings. For each such attack, roll 1d20 and
    add the result (plus bonuses) to the victim
    ?s intelligence. The sum determines the
    result on Table 2 of this article.
    Insanity caused by a psionic blast strikes
    as soon as a current combat situation
    ends. Cavaliers and paladins, who are
    relatively immune to certain mental
    attacks, are allowed to retain 90% immunity
    to such insanity. Monks from the
    Players Handbook gain the bonuses given
    them on page 31 of that text. DMs may
    also want to add other DMG modifiers.
    One advantage to this system is the ease
    to which it can be adapted on a character
    sheet. Thus, for a human fighter with
    intelligence 6, the following applies:

    Roll Result
    15+ No effect
    13-14 Temporary insanity
    11-12 Permanent insanity
    9-10 Rage
    7-8 Attack nearest creature
    5-6 Panic
    3-4 Stun
    2 or less Coma

    Table 2
    Effects of Psionic Blasts on Nonpsionic Beings
    Sum Result
    21 + No effect
    19-20 Temporary insanity (lasting one day per point of attack strength)
    17-18 Permanent insanity
    15-16 Rage (attacks own party if no opponents are available; lasts one round
    per point of attack strength)

    13-14
     Attacks nearest creature with weapon or spell (lasts one round per
    point of attack strength)
    11-12 Panic (runs away; lasts one round per point of attack strength)
    9-10
    Stun (no attacks, -4 to AC and saving throws; lasts one round per
    point of attack strength)
    7-8 Coma (but clearly alive; lasts one day per point of attack strength)
    6 or less Dead (automatically at -10 hp)
    Bonuses -
    + 4 Dwarf, gnome, halfling, or dragon; Serten’s spell immunity magic-user
    spell
    + 2 Elf or cleric
    +1 to +4 High wisdom (15-18) bonus
    - 1 t o - 3 Low wisdom (7-3) penalty
    - 2 Surprised
    - 4 Kuo-toan
    Others DM?s judgment; see DMG, page 78, ?Saving Throw Dice Adjustments?
    Immune Charmed or insane characters; characters already affected by mind
    blast; nonpsionic devas, modrons, and undead; all golems; mind blank
    magic-user spell, amulet of life protection

    Whether or not psionics are retained in
    the rules revision, psionic blasts should
    remain as the mind-flayer and sumonster’s
    distinctive attacks. Depending
    on the campaign, a psionic blast of any
    strength might affect a nonpsionic being,
    and the number of such attacks delivered
    per round or surprise segment could be
    limited to one.

    Curing insanity
    Clerics give good counsel and — better
    yet — they heal. A shukenja’s calm cures
    temporary insanity and might quiet all
    crazy people for a while. Cure diseases
    might help in some campaigns. Heal is the
    usual remedy for most forms of insanity
    and could probably reverse the effects of a
    psionic blast. The DMG (page 42) says that
    heal will not cure serious mental disorders
    not related to spells or inflicted by injury
    to the brain; however, restoration cures
    any and all forms of insanity (DMG, page
    43), and a shukenja might cast restore
    spirit for similar results.
    Using restoration to cure insanity would
    age a cleric three years. An alternative is
    suggested by the D&D game rules, which
    specify that casting restoration to restore
    a drained level temporarily drains the
    caster of one level, without unnatural
    aging. Instead of being aged, the cleric
    curing a particularly virulent mental illness
    might briefly acquire the patient’s
    insanity.
    Insanity caused by casting contact other
    plane should be very hard to cure, so that

    magic-users will not rely on helpful clerics
    every time they cast this spell. Restoration
    should be required, and the cleric’s illness
    should last for a number of days equal to
    the distance to the plane contacted. The
    cleric could adjust his fee accordingly.
    The spell cure insanity exists in various
    unofficial forms in many game campaigns.
    Different DMs may place it at different
    spell levels and may require various material
    components, etc., depending on the
    innate curative powers of the spell. Its
    powers may overlap with exorcism in the
    AD&D game and with dispel evil in the
    D&D game.

    Cure Insanity (Necromantic) Reversible
    Level: 4 Components: V,S
    Range: Touch CT: 1 round
    Duration: Perm. ST: None
    AE: Creature touched
    Explanation/Description: This spell
    immediately curses insanity due to most
    causes. The spell must be administered
    while the patient is exhibiting insane
    symptoms. It can also heal one conscious
    victim of the effects of psionic blasts,
    hallucination-causing spores, or a confusion
    spell. It will calm a river spirit-folk
    character (from Oriental Adventures)
    during flood time. The spell will not cure
    insanity brought about by casting a contact
    other plane spell, nor will it control
    behaviors caused by lycanthropy. The
    reverse, cause insanity, requires a touch,
    and a saving throw vs. spells (with wisdom

    bonuses) is allowed. Victims roll on the
    Random Insanity Table herein, or the DM
    selects an appropriately bizarre response.
    Certain lawful-good clerics might gain
    cure insanity as a second-level spell.
    Druids are devoted to preserving the
    balance (both natural and mental), and
    they gain the spell at third level. Devas can
    cast it once daily, and other great minions
    of good can use it even more often. The
    spell may damage or dispel certain creatures
    of Limbo, as the DM decides. Some
    chaotic clerics, such as those dedicated to
    Azathoth or Ssendam, gain cause insanity
    as a second-level spell. Tribal spell-casters
    can gain the spell normally in either form.
    Referees can invent other magical items
    related to insanity. Certain cursed books
    can cause it in any reader; beneficial
    books can describe methods of detecting
    and curing it. A charge from a staff of
    curing might help a crazy person, and a
    cure insanity potion would be worth 300
    xp and 500 gp. Scrolls of protection from
    insanity might require slaad blood for
    their manufacture. Perhaps the party will
    find a couch of counseling on which the
    reclining victim can ventilate his deepest
    emotions and thus be cured.
    Mental illness in the AD&D game should
    be very different from its form in our
    world, both in symptoms and curability. To
    enjoy playing nutty characters, the madness
    must fit the environment.