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Version 1.25
Introduction | Ability Scores | Character Races | Character Classes | Equipment | Additional Rules | Combat | Magic | Spells | Dungeonmastering | Playing the Game | Adventures | Non-player Characters | Treasure and Magic Items | Conditions | Deities

Appendix A. Conditions

Alcohol/Drugs | Death | Disease | Disease, Lycanthropy | Energy Draining | Fatigue and Exhaustion | Insanity | Poison | Other

Effects of Alcohol and Drugs

Characters under the influence of alcohol, narcotics, or other similar drugs will be affected as follows:

Notes Regarding the Intoxication Table

Bravery is covered in the [Traits section for NPCs]. Increases in bravery simply move the character upwards until “foolhardy” is attained.

Morale pertains only to non-player characters.

Intelligence, Wisdom, Dexterity and Charisma indicate the number of points the various characteristics are lowered temporarily due to intoxication.

Attack dice for missile or melee combat are lowered according to the penalty shown. Note that opponent saving throws vs. magical attacks made by an intoxicated character are raised by the same number (+1 or +5—+5% or +25%).

Hit points are increased due to the effects of the drug on the intoxicated character. He or she can physically withstand more punishment.

Recovery from Intoxication

Time is the only cure for intoxication, although certain stimulants will shorten the recovery time.

Mild stimulants will have no harmful effects.

Strong stimulants have a 5% chance per application of lowering the character’s Constitution by 1 point. This is permanent.

Death

The character faces death in many forms. The most common, death due to combat, is no great matter in most cases, for the character can often be brought back by means of a clerical spell or an alter reality or wish. Of course, recovery of damage sustained might be a problem, but that is not insurmountable.

Disease

As with poisons, this system does not attempt a specific treatment of a subject which is beyond its scope and purpose. What is done, however, is to give general categories of disease and maladies and their game effects, as well as the chance to contract an ailment according to the surroundings.

Naturally, you [the DM] will often have no need for any random determination of a disease, as the affliction will be specified, but even then, you will find that the random determinants for occurrence and severity might be helpful.

Contraction of Disease

Each game month, you may wish to check each character to determine whether or not he or she has contracted a disease (or disorder). Check each week if conditions are particularly favorable:

  • very hot weather or hot, moist weather
  • filthy, crowded conditions in warm weather

Check each and every time the character is exposed to a carrier in a way which would allow the disease to be communicated. Note that disease carriers can be human, animal, insect, food, drink, vermin, dirt, filth, etc. As DM, you must indicate any special disease circumstances applicable.

Contraction of Parasitic Infestation

Each game month, check for each character to determine if he or she has become infested with some form of parasite. Check each week if conditions are particularly favorable:

  • Filthy conditions and warm temperature
  • Hot, moist weather

Check each and every time the character is exposed to a carrier of parasites. Carriers include humans, animals, dust, earth, manure, raw (or undercooked) meat, swamp water, etc.

Checks are made by using the appropriate tables shown hereafter.

Procedure: Adjust base chance of disease being contracted by applying modifiers. When the final percent chance to contract a disease is found, roll for each character concerned. If disease is indicated, go to the Disease Table below to determine what sort is contracted.

Procedure: As for disease, and check the Parasitic Infestation Table.

Occurrence determines whether the disease is a single (acute) attack or whether the disease will recur periodically once contracted (chronic).

Chronic maladies will affect the character periodically, and if they occur at the same time as any other malady (disease, disorder, or parasitic infestation), the severity of both will be increased. Thus, if two chronic maladies are contracted, the character is not likely to survive another disease attack.

Severity refers to the seriousness of the disease, disorder, or parasitic infestation and determines the period of disability (recovery time or length of illness which terminates in the character’s demise) and the effects of the malady.

MILD. During the period of affliction the character is unable to perform strenuous activities and must rest. Some treatment must be determined by the DM to allow a shortening of the period of illness. A normal period is 1-3 weeks.

SEVERE. A severe malady will lower the character’s hit points to 50% of normal and make him or her totally disabled for 1-2 weeks, plus a further 1-2 weeks of time during which the malady is in the mild state as the character recovers.

TERMINAL. The malady will cause death (or loss of the body part or function) in 1-12 days (longer periods are stated hereafter in the discussion of the various maladies).

  • Blood et al. afflictions will cause a loss of 1 point each of strength and constitution per week until totally cured. Thus, chronic problems here will slowly wear the character away. Terminal cases will take 1-12 weeks.
  • Bone afflictions are much the same as blood problems, and chronic cases and terminal afflictions can be treated in the same way.
  • Brain et al. problems will cause a loss of 1 point each of Intelligence and Dexterity per occurrence until totally cured, so chronic maladies will eventually be fatal. Terminal affliction takes only 1-12 hours for death to occur.
  • Cardiovascular-renal afflictions should be treated in the same manner as blood problems, except that terminal cases last only 1-12 days.
  • Connective tissue diseases (such as leprosy) permanently remove 1 point each of Strength, Dexterity, Constitution, and Charisma for each month of affliction - thus only an acute, mild attack will not cause such loss. Terminal cases will last until Constitution is at 0, i.e. treat them as chronic, severe cases.
  • Ear afflictions which are terminal result in hearing loss in one ear.
  • Eye afflictions which are terminal result in blindness in one or both eyes (50%/50% chance for either case).
  • Gastrointestinal problems of chronic nature cause the loss of 1 point each of Strength and Constitution per occurrence until cured, severe attacks causing such loss permanently. Terminal cases require 1-12 weeks for fatality.
  • Generative organ disorders cause no particular problems except spread of infection . . . . Terminal cases take 1-12 months.
  • Joint disorders of a chronic nature cause the loss of 1 point of Dexterity, with each severe attack causing such loss on a permanent basis.
  • Mucous membrane problems of chronic nature cause the loss of 1 point of Constitution, each severe attack causing such loss permanently.
  • Muscle disorders of chronic nature cause the loss of 1 point each of Strength and Dexterity, severe attacks having a 25% chance of causing such loss permanently. Terminal cases take 1-12 months.
  • Nose-throat afflictions of chronic nature have a 10% chance of causing a 1 point Constitution loss each time a severe attack occurs.
  • Respiratory disorders of chronic, severe nature are 10% likely to cause the loss of 1 point each of Strength and Constitution (check separately for each). Terminal cases take from 1-12 months until fatality occurs.
  • Skin afflictions of severe nature are 10% likely to cause permanent loss of 1 point of Charisma. Chronic, mild attacks are also 10% likely to cause such loss, while chronic, severe attacks will be 25% likely to cause such loss. Terminal cases will take 1-12 weeks for fatality.
  • Urinary system disorders of chronic, severe nature are 20% likely to cause the loss of 1 point each of Dexterity and Constitution per occurrence. Terminal cases will take 1-12 weeks.

Note: Die score of 0 or less on either roll indicates the character does not contract the disease.

Disease, Lycanthropy

There have been many different approaches to the disease of lycanthropy. Many are too complicated to understand or are structured so poorly that the were-creature dominates the game.

Lycanthropy as a form of player character should be discouraged in AD&D. This can be done by promoting the human attributes instead of the beast’s, thus making lycanthropy undesirable (as it should be).

Some players may not realize that any damage of over 50% of hit points sustained by bites in a fight with a lycanthrope may cause them to be afflicted by the disease. When this happens, it may be months after the first night of the change before the character begins to suspect that lycanthropy has taken hold of his or her being. After that first night, all that will be remembered is that the character was very ill and extremely tired. In the morning the townspeople will quite possibly be combing the countryside looking for a rampaging lycanthrope. The player character may join in the search for the were-beast, not realizing that he or she is the lycanthrope. After a few months of changing, the adventurer will (or should) begin to suspect that something is wrong. On the nights before the full moon the lycanthrope will become withdrawn and a bit edgy, preferring his or her own company to that of others - including family. It may be the torn and shredded clothes he or she wakes up in or the mud and scratches on the character’s arms and legs that trigger the realization that he or she may be the were beast the townspeople are searching for.

If at all possible, the DM should try to moderate the campaign so that the players don’t know for several months of game time that the character is now a lycanthrope.

Any human player character (humans are the only beings able to contract lycanthropy) bitten for 50% or more of his or her natural hit points has a 100% chance of becoming a lycanthrope of the same type that attacked him or her. (1)

If the player eats any belladonna within an hour after being bitten, there is a 25% chance the disease will not manifest itself, and thus the character will not be afflicted by it. If not, then a 12th or higher level patriarch must be found to administer a cure disease within three days after being bitten.

If the adventurer is only able to find a patriarch of a high enough level after the initial three days, he or she may elect instead to have the priest attempt a remove curse. This spell must be performed on the player character when he or she is in were-form. The beast will need to make a monster’s saving throw against magic, and, while in were-form, the creature will fight violently to put as much distance as it can between it and the patriarch performing the spell. If all this fails, there is still hope . . .

At this point, if the player wishes to remain a lycanthrope the two charts given later should be consulted in handling the lycanthrope as a player character.

If the adventurer decides to be cured and the methods mentioned thus far have been unsuccessful, he or she may take refuge in a holy/unholy place such as a monastery or an abbey. There, the clerics can administer to the afflicted one holy/unholy water laced with a goodly amount of wolfsbane and belladonna prepared by the spiritual methods of that particular religion. This potation is to be consumed by the victim at least twice a day from a silver chalice. No adventuring may be done by the character while he or she is being treated by the clerics. After a month or more (depending upon how advanced the disease is) the player character should be cured and somewhat poorer in the purse, as this procedure is very costly. The clerics will charge for the cost of the herbs and the holy/unholy water as well as for the services rendered. The DM may also wish to include the level of the priest as well as the adventurer into the cost of this treatment.

If the character has died in a fight with a lycanthrope and is resurrected, the disease will be 100% certain if the cleric raising the adventurer is unaware of the disease or fails to follow the proper procedure to eradicate it. The aforementioned cure will work on the were-stricken adventurer who has been resurrected. The cleric can use a cure disease (if there is still time) or a remove curse (if there isn‘t) on the dead adventurer before employing the resurrection spell.

If the cleric doesn‘t take the above safety measures, then it will be necessary to wait until the adventurer becomes a lycanthrope to try to remove curse or use the cure with the herbs and holy/unholy water.

Player Character Lycanthropes

If the character opts to remain a lycanthrope, many things will need to be taken into consideration, such as the mental anguish caused by the act of changing. Other things, like conflicting alignments between the character and his or her lycanthrope nature, and what his or her family and friends will do once they discover that their friend and loved one is the were-beast that might have been terrorizing the countryside on the nights of the full moon, will have to be determined. The more extreme the difference in the alignments of the adventurer and the beast, the more mental anguish the character will be prone to suffer.

For example, a lawful good paladin is bitten by a werewolf, which is a chaotic evil creature. He doesn’t discover that he has the disease until it is too late. His mental torment is great, especially when the moon is waxing full, up to the time it is full and then for several days afterwards. (The DM may wish to select a mental disorder from the section on INSANITY [above] for the character to suffer from to reflect the effects of the anguish caused by the disease). The paladin, even after being cured, is no longer a paladin because he is no longer pure enough for that honored state. The DM can elect to have the gods send the paladin on a quest in order to restore him to his paladinhood, but it is not recommended.

No experience points may be gained by a player character while in lycanthrope form. If the character is a fighter/lycanthrope, the fighter will be able to gain levels only as a fighter, never as a lycanthrope. This applies to all classes.

The only way a lycanthrope will ever be able to control the change from man to beast is with time measured by full moons. There will be no control of the change into a were-beast for two years of game time and it will be another year before any control will be gained for the change back into a human. On the nights of a full moon all lycanthropes with less than three years experience as a were-beast will change into their were-form and remain that way from the rise of the moon till dawn.

There are other factors besides the full moon that can cause the release of the were-creature in a person afflicted with lycanthropy.

One common cause is stress during a melee. If the character has lost more than one-third of his or her natural hit points during the fight, there is a 50% chance that the were-nature will emerge, causing the player character to be disoriented for 1 to 2 rounds (characters with more than two years of experience as a lycanthrope will not suffer this disorientation). During this time, the lycanthrope will be unable to engage in combat. He or she will also sustain damage from the change as shown on the appropriate table given below.

Spells used in the vicinity of a lycanthrope such as monster summoning III-VII, conjure animals, and animal summoning III might cause the were-nature to be released.

It will be up to the DM to decide what spells or magic items could trigger the beast inside the afflicted adventurer.

Arguments with other player characters as well as fear could cause the change from man to beast.

All lycanthropes will fight and do damage as described in the MONSTER MANUAL regardless of how long the character has been a lycanthrope.

The diseased adventurer will eventually acquire the alignment of the lycanthrope form (if it isn‘t the same already) within 2 to 12 months.

While in were-form, the character will not be interested in any of his or her belongings and will leave them where the change took place. This includes armor and weapons (except for wererats, who will carry swords).

Werebears are the most powerful form of lycanthrope. As with most lycanthropes, they will eventually flee to the woods. Once a werebear engages in combat with a creature of an evil alignment, it will fight until it or its opponent is dead. Seventy-five percent of the time, if a monster with an evil alignment is encountered, the werebear will attack immediately.

Wereboars are the most foul-tempered of the lycanthropes. Their temperament is such that they will not join a party unless they can be the leader. If they do join one, and are not its leader, they will argue bitterly with anyone who disagrees with them. This action may cause them to change into their were-form from the stress involved in the argument.

Wererats will want to live in the city near humans (humans being one of their favorite foods). If a human is captured and not eaten immediately, it will probably be held for ransom. A wererat will do all it can to keep the party it is with from discovering that it is a lycanthrope. Wererats are the only lycanthropes that will carry a sword or use any kind of a weapon while in animal form. When the marching order of a party is being decided, a wererat will almost always volunteer to be in the rear.

Weretigers are usually interested only in what benefits them. They will tolerate other cats to a certain extent and perhaps even have one for a companion. In human form, weretigers can be mistaken for magic-users if they have a domestic cat for an apparent familiar. For this reason, many in AD&D will disguise themselves as a magic-user, possibly taking up the trade just enough to give the facade an appearance of realism. Weretigers might have no qualms about turning on their party if the party begins to behave in a manner that the weretiger finds incompatible with its desires.

Werewolves are chaotic evil and therefore very unpredictable, especially in a melee. Werewolves tend to run in packs or family units. Seldom will they join a normal party of adventurers, and if they do, once discovered as a lycanthrope they will turn and attack the party, usually choosing to do so when the adventurers are in combat with another monster.

Change Table For Lycanthropes

This table will aid the DM in determining the percentage chances of a player character lycanthrope changing into and out of were-form. After six years of experience, lycanthropes will be able to control their change at will.

Damage Table

This table shows how much damage a character takes from armor constriction (before the straps burst and it falls off) during sudden change to lycanthrope form.

Energy Draining

When a character loses a level of energy, he or she loses an experience level. That is, he or she 1.) loses hit points equal to those gained with the acquisition of the former experience level (including bonus points for Constitution), 2.) all abilities gained with the experience level now lost, and 3.) experience points sufficient to bring the total possessed to the mid-point of the next lower level.

If this brings the character below 1st level of experience, then the individual is a 0-level person never capable of gaining experience again.

If a 0-level individual is drained an energy level, he or she is dead (possibly to become an undead monster).

In order to allow for the possibility of the loss of hit dice due to energy level draining, you might require that players record the score of each hit die rolled for their characters, so that when a level is lost the appropriate number of hit points also lost can be known immediately.

A multi-classed character (or character with two classes) who is drained of an experience level always loses the highest level he or she has gained (e.g., a halfling 2nd level fighter/3rd level thief would lose one level of thieving ability). If all levels are equal, the highest level of the class which requires the greatest amount of experience points is lost. If a multi-classed character (e.g., a fighter/magic-user) is struck by a creature which drains two levels, a level is drained from each class. (2)

When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the Monster Manual.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type.

Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0-level in the process, returns as a 4th level thief vampire, as appropriate. However, upon the destruction of their slayer/drainer, such lesser undead gain energy levels from characters they subsequently slay/drain until they reach the maximum number of hit dice (and their former level of class experience as well, if applicable) appropriate to their type of undead monster. Upon reaching full hit dice status, they are able to slay/drain and control lesser undead as they once were.

Fatigue & Exhaustion

No rules for exhaustion and fatigue are given here because of the tremendous number of variables, including the stamina of the characters and creatures involved.

Thus, characters mounted on horses have gradually slowing movement, but this is not a factor unless pursuing creatures tire more or less rapidly than do the mounts.

You must judge these factors in a case of continuing pursuit.

Fatigue merely slows movement and reduces combat effectiveness. (3)

Exhaustion will generally require a day of complete rest to restore the exhausted creatures.

Always bear in mind that humans inured to continuous running, for example, can do so for hours without noticeable fatigue, i.e., those such as Apache Indians, Zulu warriors, etc. Do not base your judgment an the typical modern specimen.

Insanity

When a character is struck by insanity due to mental attack, curse, or whatever, you may assign the type of madness according to the seriousness of the affliction or determine the affliction randomly using the table below.

Each type of insanity listed thereon is described in game terms. As DM you will have to assume the role of the insane character whenever the madness strikes, for most players will not be willing to go so far. Note that this list is not so comprehensive as to preclude any addition you desire—just be sure that you follow the spirit of the rules here.

  1. Dipsomania. This mild insanity form manifests itself periodically. About once per week, or whenever near large quantities of alcoholic beverages, the afflicted will begin drinking excessive quantities of ale, beer, wine, or like spirituous liquors. Such drinking will continue until the character passes out. It is 50% likely that the dipsomania will continue when he or she awakens if anywhere near alcohol, 10% likely otherwise (in which case the individual will seek to find drink and become violent if denied).
  2. Kleptomania. This is another mild insanity form which manifests itself in an ardent desire, in this case an uncontrollable urge to steal any small object available. The afflicted will furtively pocket small items, regardless of their worth, whenever the opportunity presents itself, and he or she will usually seek out such opportunities. There is a 90% probability of being seen stealing if the character is being observed. This desire to take things is absolutely uncontrollable, and the individual will lie to avoid being prevented the opportunity, or when caught. Kleptomaniac thieves or assassins have a -10% on their stealing ability due to the overpowering urge to immediately steal an item.
  3. Schizoid. This rather mild insanity form manifests its effects in a personality loss. The afflicted has no personality of his or her own, so he or she will select a role model and make every attempt possible to become like that character. Selection will be based upon as different a person as is possible with regard to the insane character. Thus an insane magic-user will begin to follow the habits of a fighter, for example, dressing and speaking like that character and seeking to be like him or her in all ways.
  4. Pathological Liar. This form of insanity is evident after conversing with the individual for o short period of time. The afflicted character will begin making outrageous statements regarding his or her abilities, possessions, experiences, or events. Whenever anything important or meaningful is discussed or in question, the afflicted can not tell the truth, and not only will he or she lie, but do so with the utmost conviction, absolutely convinced that the prevarication is truth.
  5. Monomania. This character will seem absolutely normal until presented with an idea, goal, or similar project which seems promising or purposeful to him or her. As of then, the character will become obsessed with the accomplishment of the purpose. He or she will think of nothing else, talk of nothing else, plan and act to accomplish nothing save the fixed end. The monomaniac will brook no swerving from any friend or associate, and he or she will insist that such individuals serve the “cause” with the same devotion that the afflicted character shows. (Hostility and violence could result, and certainly not a little suspicion and mistrust if co-operation is not heartfelt. . . ) Once the desired end has been accomplished, the insane character will manifest symptoms of dementia praecox (6., below) until a new purpose is found.
  6. Dementia Praecox. The afflicted character will be quite uninterested in any undertaking when suffering from this form of madness. Nothing will seem worthwhile, and the individual will be continually filled with lassitude and a tremendous feeling of ennui. No matter how important the situation, it is 25% probable that the afflicted will choose to ignore it as meaningless to him or her.
  7. Melancholia. Similar to dementia praecox, this malady makes the afflicted given to black moods, fits of brooding, and feelings of hopelessness. The afflicted will be 50% likely to ignore any given situation due to a fit of melancholia coming upon him or her.
  8. Megalomania. With this condition, the insane character will be absolutely convinced that he or she is the best at everything the smartest, wisest, strongest, fastest, handsomest, and most powerful character of his or her profession. The afflicted will take immediate umbrage at any suggestion to the contrary, and he or she will demand the right to lead, perform any important act, make all decisions, etc. (This one is VERY dangerous.)
  9. Delusional Insanity. Similar to megalomania, in this state the deluded will be convinced that he or she is a famous figure a monarch, demi-god, or similar personage. Those who “fail” to recognize the afflicted as such will incur great hostility. In normal affairs, this individual will seem quite sane, but the afflicted will act appropriate to a station which he or she does not actually have and tend to order around actual and imaginary creatures, draw upon monies and items which do not exist, and so on.
  10. Schizophrenia. This form of insanity has the well-known “split personality” trait. From 1 to 4 separate and distinct personalities can exist in the afflicted—base the number upon the severity of the insanity. Likewise, the difference from one personality to the next should reflect the severity of the affliction. Each ”new” personality will be different in alignment, goals, and preferences. (A very severe case might have a different class also but without coincidental possession, the new personality emerging will not have the actual abilities he or she may think that he or she possesses.) The onset of schizophrenia is random, 1-in-6 per day, with a like chance of a new (or return to the old) personality emerging. However, whenever a stress situation—decision, attack, etc.—arises, the 1-in-6 chance of schizophrenia striking must be checked every round in which the stress continues.
  11. Mania. Somewhat like schizophrenia, this form of insanity strikes suddenly (1-in-6 chance per turn, lasts 2-12 turns, then 1-in-6 chance per turn of return to normalcy) and violently. The afflicted will become hysterical, enraged, or completely maniacal (d6 for determination, equal chances). The insane character will shriek, rave, and behave in a violent manner, possessing an 18/50, 18/75, or 18/00 Strength according to the state he or she is in. (Note that a female can possess 18/00 Strength when afflicted, as can non-human races otherwise limited to lesser Strengths.) The maniac is unreasoning when spoken to, but he or she will possess great cunning. The afflicted will desire to avoid or to do something according, but not necessarily appropriate, to the situation at hand. When the maniacal state passes, the afflicted will not remember his or her insane actions and will not believe that he or she is insane.
  12. Lunacy. This violent and often homicidal state occurs whenever the moon is full, or nearly full. The afflicted character will generally behave as one in a maniacal state, with paranoid (q.v.), hallucinatory (q.v.), or homicidal (q.v.) tendencies. When the moon is absent or in its first or last quarters, the afflicted will be melancholic. At other times, he or she will be relatively normal—perhaps a bit suspicious and irascible.
  13. Paranoia. At the onset of this derangement, the afflicted becomes convinced that “they” are plotting against him or her, spying, listening, and always nearby. As the affliction develops over several days, the insane character will become convinced that everyone around is part of this plot. Conversations are about him or her, laughter is directed at him or her, and every action of former friends is aimed at deluding him or her so as to fulfill the “plot”. The paranoid will be principally concerned about position or goods first, but as the insanity advances, he or she will “realize” that the plotters are actually after his or her life. The paranoid will evidence signs of increasing suspicion, toke elaborate precautions with locks, guards, devices, and food and drink. In the later stages of the affliction, he or she will evidence highly irrational behavior, hire assassins to do away with “plotters”, and even become homicidal in order to “protect” his or her life. Paranoids will trust absolutely no one when the affliction has advanced, regarding their former close associates and friends as their worst enemies.
  14. Manic-Depressive. This alternating insanity form causes the afflicted to swing from one state to the other in 1 to 4 day intervals. When excited, the afflicted is 90% likely to become maniacal (11., above), and, when disappointed or frustrated, is 90% likely to become highly melancholic. Thus, in addition to the usual 1 to 4 day cycle of mania-depression, he or she can jump from one state to the other depending on outside stimuli.
  15. Hallucinatory Insanity. This form of malady causes the afflicted to see, hear, and otherwise sense things which do not exist. The more exciting or stressful the situation, the more likely the individual is to hallucinate. Common delusions are: ordinary objects which do not exist, people nearby or passing when there are none, voices giving the afflicted information or instructions, abilities or form which the character does not really have (strength, sex, wings, etc.), threatening creatures appearing from nowhere, etc. It is 50% likely that the insane individual will behave normally until stimulated or under stress. Hallucinations will then commence and continue for 1 to 20 turns after the excitement/stress passes.
  16. Sado-Masochism. This form of insanity is coupled with maniacal urges and behavior. The afflicted individual is equally likely to be in a sadistic or masochistic phase. In the former, he or she will have an obsessive desire to inflict pain (and probably death) upon any living thing encountered. However, after so doing, the insane character will return to a relatively normal state for 1 to 3 days. likewise, when in a masochistic state the afflicted individual will have an overwhelming urge to be hurt and will act accordingly. After so doing, normalcy returns for 1 to 3 days. Note that friends and associates do not matter to the afflicted individual, nor do enemies.
  17. Homicidal Mania. The individual afflicted with this form of insanity appears absolutely normal. He or she will behave with what seems to be complete rationality, and nothing unusual will be noted regarding the individual - except that he or she will occasionally manifest an unique interest in weapons, poisons, and other lethal devices. The insanity form causes the afflicted to be obsessed with the desire to kill. This desire must be fulfilled periodically - 1 to 4 day intervals. The victim must be human (or of the same race as the character if nonhuman). If prevented from killing, the frustrated individual will become uncontrollably maniacal and attack the first person he or she encounters, wildly seeking to slay. After such an occurrence, however, the afflicted will fall into a fit of melancholia for 1-6 days before returning to a homicidal state once again.
  18. Hebephrenia. When afflicted by this form of insanity, the character will evidence a withdrawal from the real world. He or she will wander aimlessly, talk to himself or herself, giggle and mutter, and act childishly - sometimes even reverting to such a state as to desire to play childish games with others. This insanity is constant, but if sufficiently irritated by someone nearby, the afflicted is 75% likely to become enraged and maniacal, attacking the offender fiercely. If the insane individual does not become so enraged, he or she will become catatonic for 1-6 hours and then revert to hebephrenic behavior once again.
  19. Suicidal Mania. This form of insanity causes the afflicted character to have overwhelming urges to destroy himself or herself whenever means is presented—a perilous situation, a weapon, or anything else. The more dangerous the situation or item, the more likely the individual is to react self-destructively. Use a scale of 10% to 80% probability, and if the afflicted does not react suicidally, then he or she will become melancholic for 1 to 6 days. If he or she is frustrated in suicidal attempts, then the character will become maniacal for 2 to 8 turns, and then fall into melancholy for 2 to 12 days.
  20. Catatonia. When struck with this form of insanity, the character completely withdraws from reality. He or she will sit staring and unmoving, will not react to any outside stimuli, and will eventually die of dehydration if left alone. The catatonic individual can be moved, led around, fed, and so forth; but he or she will do nothing personally. If continually provoked and irritated in order to get a response, there is a 1% cumulative chance per round that the insane individual will react with homicidal mania. Once provocation ceases, catatonia returns.

Naturally, these forms of insanity are not clinically correct. They are designed to conform to game terms and situations. Their inclusion is to fill in an area of the game where a condition exists and no adequate explanation is otherwise given (cf. Disease).

Poison

Poison Types

The poison of monsters, regardless of its pluses or minuses to the victim’s saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so.

Poison potions generally do the same, although you [the DM] may optionally elect to have any given one be slow-acting, so that the victim will notice nothing for 1-10 hours after quaffing it. Poison potions must be ingested.

Monster poisons are all effective by either ingestion or insinuation into the body and blood stream of the victim.

If you allow poison use by characters in your campaign, users can purchase ingestive or insinuative poisons only, having to obtain dual-use poisons from monsters. (4)

Purchased poisons are classified and priced as follows:

  • Poison Type A: Saving throw at +4, chance of tasting/smelling/seeing poison 80%.
  • Poison Type B: Saving throw at +3, chance of tasting/smelling/seeing poison 65%.
  • Poison Type C: Saving throw at +2, chance of tasting/smelling/seeing poison 40%.
  • Poison Type D: Saving throw at +1, chance of tasting/smelling/seeing poison 15%.
  • [Poison Type E: No adjustment.]

Notes for Player Consideration of Poison Use

It is not generally possible to envenom a weapon. This is because the poison will not readily adhere to the blade or head of the weapon (and for purposes of the game widespread use of poison is highly undesirable in any event). However, let us suppose that your Dungeon Master will allow poisons as follows:

  1. Poison potions discovered in an adventure can be used as missiles to be hurled into the maws of monsters or can be offered as “gift” potions to intelligent captors.
  2. Missiles—arrows, bolts, darts, javelins, and spears—can be envenomed with a toxin sufficient to cause any creature hit by such a missile to make a saving throw versus poisoning or die. (Suppose that this poison is such that saving throws are made at +2 on the victim’s die roll.)
  3. Blades can likewise be coated with a toxic resin or similarly viscous fluid so as to make sword or axe strokes cause a poison saving throw to be made by the first creature initially struck by such a weapon.

With respect to the first case, the resolution of the matter is simply a checking of the appropriate tables to find if the potion hit the mouth, if the reaction caused the captor to taste the potion, etc.

The second and third cases, however, make it too easy for interesting play.

Imagine. Party sees red dragon, party discharges a volley of poisoned missiles, monster dies, and party seizes dragon hoard. Therefore, the DM will typically make every character employing poisoned weapons check to see if they nick themselves handling their weapons, to determine what happens to missiles which fail to strike the opponent, etc. It is also likely that the DM will establish sanctions regarding the use of poisons on a continuing basis, i.e. characters of good alignment cannot use such toxic substances as it constitutes foul and unfair practice; or characters found with poisoned weapons will be immediately slain and their corpses burned and ashes scattered. In a similar vein, most communities view poisoning and poisons as highly undesirable due to the difficulty of protecting against ingestion of such fatal substances. Any individual (or group) making indiscriminate use of poison will have social pressure and/or legal action brought against him or her. For example:

The Thieves Guild is an accepted part of communal society, and so long as they contain their activities to cutting purses, picking pockets, burglarizing homes, waylaying late-night revelers, all is well. Then the guild decides to poison a whole establishment, a large gold smithing and jewelry making firm, in order to loot the entire place. Such activity would arouse the ire of the citizens, tradesmen, and city officials. Furthermore, the Assassins Guild will probably view the action as a threat to their existence and an infringement on their prerogatives as well. The socially unsanctioned use of poison would call to mind the use, usually accepted if not liked, of toxins by assassins. Premeditated murder, particularly on a grand scale, is likewise the exclusive precinct of the Assassins Guild.

Taken in a lesser context, an individual employing an envenomed sword is calling unfavorable attention to the use of poisons, possibly confusing his or her role with that of a guild member, and so trespassing.

The upshot of this is to consult your DM with respect to the permissible usage of poisons. Keep in mind the principal reason for restriction of the use of poison—the game must offer challenge. If poison is limited or specially treated, you will understand and co-operate.

Other Conditions

[For the effects of other conditions, such as blindness, magical sleep, entanglement, paralyzation, etc. see Combat, Conditional Modifiers.] (5)

1. Polyhedron #1, Dispel Confusion. Q: “Can paladins become Lycanthropes? Are they immune to all disease?” A: Paladins are indeed immune to all forms of disease. Unfortunately for them, Lycanthropy is as much a curse as it is a disease. The DMG uses an example of a paladin contracting lycanthropy and also mentions cure disease and remove curse as ways of eliminating it.
2. Polyhedron #18, Dispel Confusion. ADQ: “If a magic-user, illusionist, cleric, druid , ranger, or paladin loses a level due to energy drain , what happens to the spells already memorized? Does the character lose some?” ADA: Yes. Spell casters who lose levels also lose use of the spells gained as a result of those levels. When the level drain occurs, use the appropriate “Spells Usable By Class and Level” Table to determine how many spells of each type can be carried at the character’s new level. Then randomly determine which of the spells currently known will be immediately forgotten to bring the spell load in line with the character’s lower level.
3. Ed. The DM must rule how fatigue and exhaustion conditions affect characters. For example, fatigue can reduce a character’s ability scores by 2 temporarily and incur a -2 penalty on “to hit”, damage, and saving throws; exhaustion would be the same except that the afflicted creature cannot partake in physical activity unless defending itself or at risk of death. The DM may add bonuses for high Constitution or other factors (dwarves). The DM must also determine when/how these conditions will beset characters. The DM should remember the “resting rule”: A party [while dungeoneering] should be required to rest at least one turn in six.
4. Ed. While this section does not specifically cover “contact poisons”; i.e. poisons that are effective by simply touching the skin, the DM may use the same table for insinuative poisons (perhaps increasing the cost by 3 or 5 if the DM makes them available at all). The DM may choose to allow contact poisons to be effective on a blade (or not). Finally, the DM must rule how long blade venom (insinuative) is effective after being applied to a blade. e.g. 1-24 hours = full potency; 25-48 hours = half; 49+ hours = inert/no effect.
5. Dragon #150, Sage Advice. Q: “What are the effects of blindness and deafness on spell-casting?” A: Blinded creatures are unable to cast any spell that requires a target, but spells that can be cast on an area (such as fireball) or delivered by touch (such as cure light wounds) may still be used. Deafness can cause spells with verbal components to be miscast and fail. The failure chance is up to you, but it shouldn’t exceed 20% (less for spells with short casting times). The cleric spell holy word has a deafness effect that causes spells to fail 50% of the time; this is due mostly to the extreme power of the holy word, not merely the deafness.
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