Cure Insanity (Priest Spell)

:Note: Replaces Cause Insanity (Priest Spell) from The Complete Book of Necromancers
The cure insanity spell, if administered while the patient is exhibiting symptoms of the affliction, im­mediately counters the affliction. For example, the spell can heal a conscious victim of the effects of hallucinatory spores and repair psychic trauma, such as that resulting from a mindwipe or other psionic assault. It counters the effects of spells such as con­fusion, chaos, contact other plane, feeblemind, symbol of insanity, prismatic spray, prismatic wall, and prismatic sphere and such magical items as an elixir of madness or a scarab of insanity. However, the spell does not counter aberrant behavior caused by lycanthropy, undeath, or powerful curses, geas, or quest. Finally, at the DM's discretion, cure insan­ity may temporarily calm the demented behavior of certain extraplanar creatures such as slaad.
The reverse, cause insanity, drives insane a victim who fails a saving throw vs. spell. The DM can con­sult the table or choose another form of insanity. For example, an exaggerated fear of dying (requiring the creature to make a saving throw vs. paralyzation to avoid the effect of a fear spell whenever encountering a cadaver, human bones, a graveyard, or even an open coffin). On the other hand, the victim might become convinced that all corpses were undead, waiting to rip him or her to shreds. In a combat situation, an oppo­nent can be neutralized with an incapacitating form of insanity, such as confusion or feeblemind. The insan­ity is permanent and cannot be dispelled except by casting cure insanity, heal, restoration, or wish.
Notes: Rare spell. The reverse is common for necromancer-priests, for whom it is 4th level.
==Insanity Results==
Roll 1d6 for each affected creature to determine the nature of the affliction.
Roll	Insanity Type
1 	Enraged Maniac
2 	Melancholic
3 	Hallucinating
4 	Hebephrenic
5 	Homicidal
6 	Catatonic
Enraged Maniac: This condition strikes sud­denly (1 in 6 chance per turn, lasts 2d6 turns then 1 in 6 chance per turn to return to normalcy). The character becomes maniacally enraged, having an effective Strength of 18/75 if human or demihuman (nonhumans are adjudicated by the DM). The character may shriek, rave, and behave in a violent manner. Unreasoning when spoken to, the character possesses great cunning and will desire to take or avoid action according to the sit­uation at hand (though not necessarily on appro­priate act). When the state passes the individual won't remember his actions, nor believe ac­counts of them by others.
Melancholic: The individual is given to black fits of brooding and feelings of hopelessness. The character is 50% likely to ignore any given situation due to the manifestation of a fit of melancholia.
Hallucinating: The individual sees, hears, and otherwise senses things that do not exist. The more stressful the situation, the more likely the manifestation. Common delusions include: ordi­nary objects that do not exist, people nearby or passing where there are none, voices giving in­formation or instructions, abilities or forms the individual does not really have (Strength, sex, wings etc.), threatening creatures appearing from nowhere, and so on. Normal behavior is 50% likely until stimulated or under stress. Hallucinations last 1-20 turns after the initial stress passes.
Hebephrenic: The individual wanders aimlessly, talks to himself, giggles, mutters, and acts child­ishly; the character may sometimes attempt to play childish games with others. If sufficiently irritated by someone nearby, the character is 75% likely to become maniacally enraged. If this does not occur, then he will become cata­tonic for 1d6 hours then revert to hebephrenic behavior.
Homicidal: The individual appears absolutely normal, except for an occasional unique interest in weapons, poisons, and other lethal devices. At 1- to 4-day intervals, the being will try to kill a member of his own race. If prevented, the frustrated individual will attack the first intelli­gent creature seen, wildly seeking to slay. After this, the character will fall into melancholy for 1d6 days before turning to a homicidal state once more.
Catatonic: The character completely withdraws from reality. The individual can be led, moved, fed, and so on; but undertakes no activity on his own. If continually provoked and irritated to get a response, the character has a 1 To cumulative chance per round of becoming homicidal. When provocation ceases catatonia returns.
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells