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mental_stress_effects [2026/09/12 01:43] – adminmental_stress_effects [2026/09/13 11:55] (current) – [Random Long-Term Mental Stress Effects] admin
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 | 11-20 | The character experiences vivid hallucinations and has Disadvantage on ability checks. |  | 11-20 | 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. |  | 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. |  +| 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. |  
-| 41-45 | The character experiences a powerful delusion. Choose a Potion. The character imagines that he or she is under its effects. | +| 41-45 | The character experiences a powerful delusion. Choose a [[potions|Potion]]. 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. |  | 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_condition|Blinded]] (25%) or [[deafened_condition|Deafened]] (75%). |  | 56-65 | The character is [[blinded_condition|Blinded]] (25%) or [[deafened_condition|Deafened]] (75%). | 
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 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|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.
-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.+
 ===== 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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