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mental_stress_effects [2026/09/11 22:08] – adminmental_stress_effects [2026/09/13 11:55] (current) – [Random Long-Term Mental Stress Effects] admin
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 ===== Random Long-Term Mental Stress Effects ===== ===== Random Long-Term Mental Stress Effects =====
  
-^   [[https://rolladie.net/roll-a-d100-die|d100]] ^ Effect (lasts 1d10 x 10 hours) ^ +^ [[https://rolladie.net/roll-a-d100-die|d100]] ^ Effect (lasts 1d10 x 10 hours) ^ 
 | 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |  | 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. | 
-| 11-20 | Cell |  +| 11-20 | The character experiences vivid hallucinations and has Disadvantage on ability checks. |  
-| Cell | Cell |  +| 21-30 | The character suffers extreme paranoia. The character has Disadvantage on Wisdom and Charisma checks. |  
-| Cell | Cell |  +| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the [[antipathy_sympathy|Antipathy/Sympathy]] spell. |  
-| Cell | Cell |  +| 41-45 | The character experiences a powerful delusion. Choose a [[potions|Potion]]. The character imagines that he or she is under its effects. |  
-| Cell | Cell |  +| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has Disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |  
-| Cell | Cell |  +| 56-65 | The character is [[blinded_condition|Blinded]] (25%) or [[deafened_condition|Deafened]] (75%). |  
-| Cell | Cell |  +| 66-75 | The character experiences uncontrollable tremors or tics, which impose Disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |  
-| Cell | Cell |  +| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |  
-| Cell | Cell |  +| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The confusion effect lasts for 1 minute. |  
-| Cell | Cell |  +| 91-95 | The character loses the ability to speak. |  
-| Cell | Cell |  +| 96-100 | The character falls [[unconscious_condition|Unconscious]]. No amount of jostling or damage can wake the character. | 
- +===== Indefinite Mental Stress =====
-The character experiences vivid hallucinations and has disadvantage on ability checks. +
-21-30 +
-The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. +
-31-40 +
-The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell. +
-41-45 +
-The character experiences a powerful delusion. Choose a Potions. The character imagines that he or she is under its effects. +
-46-55 +
-The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. +
-56-65 +
-The character is Blinded (25%) or Deafened (75%). +
-66-75 +
-The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. +
-76-85 +
-The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. +
-86-90 +
-Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The confusion effect lasts for 1 minute. +
-91-95 +
-The character loses the ability to speak. +
-96-100 +
-The character falls Unconscious. No amount of jostling or damage can wake the character. +
- +
-Indefinite Mental Stress+
 It may be that a creature encounters a situation that inflicts indefinite effects on its psyche. In this case it may have one or more of any of the above mental stress effects, with no time limits imposed. The DM should decide which effects and how many. A creature can only suffer from multiple mental stress effects if one or more are indefinite mental stress effects. It may be that a creature encounters a situation that inflicts indefinite effects on its psyche. In this case it may have one or more of any of the above mental stress effects, with no time limits imposed. The DM should decide which effects and how many. A creature can only suffer from multiple mental stress effects if one or more are indefinite mental stress effects.
-Random Indefinite Mental Stress Effects +==== Random Indefinite Mental Stress Effects ==== 
-d100 +^  [[https://rolladie.net/roll-a-d100-die|d100]]  ^ Flaw (lasts until cured) ^  
-Flaw (lasts until cured) +| 01-15 | "Being drunk keeps me sane." |  
-01-15 +| 16-25 | "I keep whatever I find." |  
-"Being drunk keeps me sane." +| 26-30 | "I try to become more like someone else I know--adopting his or her style of dress, mannerisms, and name." |  
-16-25 +| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." |  
-"I keep whatever I find." +| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." |  
-26-30 +| 46-50 | "I find it hard to care about anything that goes on around me." |  
-"I try to become more like someone else I know--adopting his or her style of dress, mannerisms, and name." +| 51-55 | "I don't like the way people judge me all the time." | 
-31-35 +| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." | 
-"I must bend the truth, exaggerate, or outright lie to be interesting to other people." +| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time. | 
-36-45 +| 81-85 | "There's only one person I can trust. And only I can see this special friend." | 
-"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." +| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." | 
-46-50 +| 96-100 | "I've discovered that I really like killing people." | 
-"I find it hard to care about anything that goes on around me." +===== Saving Throws =====
-51-55 +
-"I don't like the way people judge me all the time." +
-56-70 +
-"I am the smartest, wisest, strongest, fastest, and most beautiful person I know." +
-71-80 +
-"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." +
-81-85 +
-"There's only one person I can trust. And only I can see this special friend." +
-86-95 +
-"I can't take anything seriously. The more serious the situation, the funnier I find it." +
-96-100 +
-"I've discovered that I really like killing people."+
  
-Saving Throws 
 Saving throws can be used to determine how a creature handles the mental stress of a particular encounter. When a creature fails a saving throw by 10 or more or rolls a critical failure on a saving throw, it may acquire a short-term mental stress effect determined by what the save was made for. In a tougher encounter, at the DM’s discretion a success may mean that a creature is left with a short-term mental stress effect, and on a failure it instead acquires a long-term mental stress effect. Saving throws can be used to determine how a creature handles the mental stress of a particular encounter. When a creature fails a saving throw by 10 or more or rolls a critical failure on a saving throw, it may acquire a short-term mental stress effect determined by what the save was made for. In a tougher encounter, at the DM’s discretion a success may mean that a creature is left with a short-term mental stress effect, and on a failure it instead acquires a long-term mental stress effect.
  
 Wisdom or Charisma saving throws are most likely to relate to a creature’s mental fortitude, however Intelligence or Constitution may be more applicable based on the encounter. Wisdom or Charisma saving throws are most likely to relate to a creature’s mental fortitude, however Intelligence or Constitution may be more applicable based on the encounter.
-Spell Effects +===== Spell Effects ===== 
-Some spells such as Contact Other Plane and Symbol involve potential impacts on the mind of a creature. Rather than using the described spell effects, the DM may substitute a short- or long-term mental stress effect. +Some spells such as [[contact_other_plane|Contact Other Plane]] and [[symbol|Symbol]] involve potential impacts on the mind of a creature. Rather than using the described spell effects, the DM may substitute a short- or long-term mental stress effect. 
-Relieving Mental Stress Effects+===== Relieving Mental Stress Effects =====
 Like physical injuries, the mental impacts of adventuring are not permanent. In a world where even death is not necessarily the end, there are also options to recover from the mental impacts of overwhelming events. Like physical injuries, the mental impacts of adventuring are not permanent. In a world where even death is not necessarily the end, there are also options to recover from the mental impacts of overwhelming events.
-Roleplay+==== Roleplay ==== 
 In the same way that danger sometimes passes without combat, conditions that impact an adventurer’s psyche (rather than their physical self) can be resolved through effective roleplay. Roleplaying an important resolution for a PC (or even an important NPC) may bring an end to their condition—this might be reuniting with a significant person from their past, finally defeating a sworn enemy, or simply being soothed by the companionship and protection of their allies.  In the same way that danger sometimes passes without combat, conditions that impact an adventurer’s psyche (rather than their physical self) can be resolved through effective roleplay. Roleplaying an important resolution for a PC (or even an important NPC) may bring an end to their condition—this might be reuniting with a significant person from their past, finally defeating a sworn enemy, or simply being soothed by the companionship and protection of their allies. 
-Healing Magic +==== Healing Magic ==== 
-A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of short-term or long-term madness. Depending on the source of the madness, Remove Curse or Dispel Evil and Good might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.+ 
 +A [[calm_emotions|Calm Emotions]] spell can suppress the effects of madness, while a [[lesser_restoration|Lesser Restoration]] spell can rid a character of short-term or long-term madness. Depending on the source of the madness, [[remove_curse|Remove Curse]] or [[dispel_evil_good|Dispel Evil and Good]] might also prove effective. A [[greater_restoration|Greater Restoration]] spell or more powerful magic is required to rid a character of indefinite madness. 
 + 
 +**Other Magic.** The obvious restorative properties of healing magic are effective, but powerful illusions or even spells that alter reality have the potential to end mental stress effects. 
 +==== Personality Changes ====
  
-Other Magic. The obvious restorative properties of healing magic are effective, but powerful illusions or even spells that alter reality have the potential to end mental stress effects. 
-Personality Changes 
 A failed saving throw may not lead to a mental stress effect. In some cases after discussion with the group, the DM may decide that a particular event leads to a far more fundamental change. The nature of this change and the status of an adventurer’s mental stress effect afterward (it may become a long-term mental stress effect, indefinite, change to a short-term mental stress effect, or be removed entirely) are at the DM’s discretion. A failed saving throw may not lead to a mental stress effect. In some cases after discussion with the group, the DM may decide that a particular event leads to a far more fundamental change. The nature of this change and the status of an adventurer’s mental stress effect afterward (it may become a long-term mental stress effect, indefinite, change to a short-term mental stress effect, or be removed entirely) are at the DM’s discretion.
  
-Source: Level Up Adventurers Guide v2a.pdf, SRD 2014+//Source:// Level Up Adventurers Guide, SRD 2014
  
  
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