Madness Domain

Faith: Nemyth Vaar, Ul’Ul, Vortain
Code of Conduct: Roll d6 for the conduct of the day: 1. Fling a handful of money away (at least 5 coins) 2. Cut yourself with your weapon. Do not allow it to be healed. 3. Shriek at the top of your lungs whenever you see a monster (-4 Diplomacy/Stealth) 4. Caper madly while giggling (-1 to all caster checks) 5. Moodily stare into your spellbook (-4 initiative) 6. Smile brightly and be helpful to all (+3 aid another)
Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.

  • Vision of Madness (Sp): You can give a creature a vision of madness as a caster check. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  • Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—envious urge, 7th—insanity, 8th—scintillating pattern, 9th—weird

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.