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d20-Based Sanity
These rules are a modification of the "Variant: Sanity" from Unearthed Arcana (available online here: http://www.d20srd.org/srd/variant/campaigns/sanity.htm ). Use those rules with the following modifications:
- Sanity checks are Will Saves (DC 10).
- Sanity points are simply the Wisdom ability.
- Sanity losses are approximately multiplied by 1/5.
Metagame Analysis: Note that the Will Save mechanic effectively combines the resistance allowed for both character level and Wisdom. Sanity point loss has all the same effects as Wisdom ability damage.
Specific Rules for Sanity Checks
- A successful save always results in no loss.
- Failed saves are converted in points lost as per the following.
* Animals and humanoids -- 0 points lost.
* Seeing a Medium or larger monster, mangled corpse, trapped in coffin, witnessing violent death, meeting the dead, undergoing torture, seeing corpse rise -- 1 point lost.
* Seeing a Colossal monster, gigantic severed head fall from sky -- 2 points lost.
* Seeing evil deity -- 1d20 points lost.
Metagame Analysis: Generally points lost have been multiplied by 1/5 and rounded. Losses of 1d4 or less convert to no loss. Losses of 1d6, 1d8, or 1d10 convert to 1 point lost. Losses of 2d6, 3d6, 2d8, or 2d10 convert to 2 points lost. Convert sanity-affecting magic using the same method.
Rules for Spellcasting
- Use a conversion of the "Moderate Sanity Loss" as follows:
* Spells of 1st-3rd level cost 1 point.
* Spells of 4th-6th level cost 2 points.
* Spells of 7th-9th level cost 3 points.
* Divine spells cost +1 point.
- Convert sanity-affecting spells in the following way:
* Cause fear, doom, scare -- 1 point loss from failed save.
* Fear, symbol of fear -- 2 points lost from failed save.
* Contacting outer plane -- 1 to 4 points lost (by deity rank)
Results of Sanity Loss
- Whenever a point is lost due to a failed Sanity check, make a second Sanity check. If the second check fails, the character is Temporarily Insane for a number of rounds or hours (see text).
- Whenever a character goes Temporarily Insane, make a third Sanity check. If the third check fails, the character is Indefinitely Insane for 1d6 months (see text).
- When a character's Wisdom reaches 0, the character is Permanently Insane and removed from the game (see text).
- Providing long-term care for an entire week allows a Heal skill check (DC 20) to recover 1 point of Wisdom lost to sanity mechanics.
These rules are a modification of the "Variant: Sanity" from Unearthed Arcana (available online here: http://www.d20srd.org/srd/variant/campaigns/sanity.htm ). Use those rules with the following modifications:
- Sanity checks are Will Saves (DC 10).
- Sanity points are simply the Wisdom ability.
- Sanity losses are approximately multiplied by 1/5.
Metagame Analysis: Note that the Will Save mechanic effectively combines the resistance allowed for both character level and Wisdom. Sanity point loss has all the same effects as Wisdom ability damage.
Specific Rules for Sanity Checks
- A successful save always results in no loss.
- Failed saves are converted in points lost as per the following.
* Animals and humanoids -- 0 points lost.
* Seeing a Medium or larger monster, mangled corpse, trapped in coffin, witnessing violent death, meeting the dead, undergoing torture, seeing corpse rise -- 1 point lost.
* Seeing a Colossal monster, gigantic severed head fall from sky -- 2 points lost.
* Seeing evil deity -- 1d20 points lost.
Metagame Analysis: Generally points lost have been multiplied by 1/5 and rounded. Losses of 1d4 or less convert to no loss. Losses of 1d6, 1d8, or 1d10 convert to 1 point lost. Losses of 2d6, 3d6, 2d8, or 2d10 convert to 2 points lost. Convert sanity-affecting magic using the same method.
Rules for Spellcasting
- Use a conversion of the "Moderate Sanity Loss" as follows:
* Spells of 1st-3rd level cost 1 point.
* Spells of 4th-6th level cost 2 points.
* Spells of 7th-9th level cost 3 points.
* Divine spells cost +1 point.
- Convert sanity-affecting spells in the following way:
* Cause fear, doom, scare -- 1 point loss from failed save.
* Fear, symbol of fear -- 2 points lost from failed save.
* Contacting outer plane -- 1 to 4 points lost (by deity rank)
Results of Sanity Loss
- Whenever a point is lost due to a failed Sanity check, make a second Sanity check. If the second check fails, the character is Temporarily Insane for a number of rounds or hours (see text).
- Whenever a character goes Temporarily Insane, make a third Sanity check. If the third check fails, the character is Indefinitely Insane for 1d6 months (see text).
- When a character's Wisdom reaches 0, the character is Permanently Insane and removed from the game (see text).
- Providing long-term care for an entire week allows a Heal skill check (DC 20) to recover 1 point of Wisdom lost to sanity mechanics.
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