Maddening Scream

School: Enchantment (compulsion) [mind-affecting]; Level: sorcerer / wizard 8, witch 8

Casting Time: 1 standard action

Components: V

Range: Touch

Target: Living creature touched

Duration: 1d4+1 rounds

Saving Throw: Will partial; Spell Resistance: Yes

Source: ECB, pg. 113

Similar to Irresistible Dance, Maddening Scream causes one touched living creature to immediately succumb to mind-shattering madness, preventing him from taking any action except running around and screaming at the top of his lungs (or otherwise making as much noise as possible) for the duration. The subject receives a -4 penalty to Armor Class, looses any benefit to his Armor Class from any shield that he might be wielding and takes a -10 to Reflex saves. The noise he makes immediately alerts those within hearing range to his presence and provides others a +20 circumstance bonus to Perception to find him for the duration.

On each of the subject's turns that he is not restrained or otherwise prevented from movement, the subject rolls a d8 and compares to the scatter diagram, using '1' for north. The subject then moves in that direction for one half of his movement rate, rounded down, or until he cannot move in that direction anymore. If blocked by another creature, the target will attempt an overrun combat maneuver or trample (affected creature's choice) to continue moving. Then roll a d8 again, comparing to the scatter diagram and move the remainder of his movement rate in that new direction, stopping if he cannot move in that direction anymore. Repeat this twice more, for a total of four checks against the scatter diagram for one half his movement rate each, rounded on the first half, remainder for the second.

Repeat this method of determining movement each round the subject is affected and not restrained from movement. The subject is capable of using any movement rate he normally has access to and can change movement rates as needed to continue in a direction, but will always choose whichever movement rate provides the greatest distance for the situation. If a movement rate allows for three dimensional movement, like flying, swimming or burrowing, then also roll a d3 when you check against the scatter diagram (1 for up 45 degrees, 2 for level and 3 for down 45 degrees). While the movement itself will provoke attacks of opportunity like normal (i.e. the target will not make any Acrobatics check to avoid attacks of opportunity), any overrun attempt will (or will not) provoke as per normal (i.e. if the target has the Improved Overrun feat, then the attempt will not provoke).

A successful Will save reduces this effect to 1 round.