There are three ways characters can try to over come an insanity, each affliction needs to be treated separately. The ways are therapy, alchemy and magic. Keep in mind that the cure is often worse than the disease.
Therapy in a fantasy setting is only available in the form of 'aversion therapy'. Negative stimulus is applied to the character by the
Alchemy offers the hope of temporarily alleviating the symptoms through pills, powders and potions. First one must find an alchemist who isn't working on the whole lead to gold issue. To find the effect of the potion, the character rolls a Constitution check and consults the table below. Note that alchemists are always tinkering with their formulas, so each batch they make will have separate effects. There are 2d4 doses in each batch.
Severity | Poison | Dose lasts for | Cost |
---|---|---|---|
Eccentricity | 1: No effect and character becomes addicted. 2: Works, but the character becomes addicted. 3: No effect, character is Sickened for 1d6 hours 4: No effect, character is Sickened for 1d6 * 10 minutes 5-12: No effect 13: Works, duration is halved 14: Works, character is Sickened for 2d6 minutes 15+ Works 20+ Works, duration is doubled Natural 20: Permanent Cure |
1 week | 10 GP |
Minor Disorder | 1: No effect and character becomes addicted. 2: Works, but the character becomes addicted. 3: No effect, character is Sickened for 2d6 hours 4: No effect, character is Sickened for 3d6 * 10 minutes 5-14: No effect 15: Works, duration is halved 16: Works, character is Sickened for 2d6 minutes 17+ Works 22+ Works, duration is doubled Natural 20: Roll again 10+ Permanent Cure |
1 day | 100 GP |
Serious Disorder | 1: No effect and character becomes addicted. 2: Works, but the character becomes addicted. 3: No effect, character is Comatose for 1d6 hours 4: No effect, character is Sickened for 2d6 hours 5-16: No effect 17: Works, duration is halved 18: Works, character is Sickened for 2d6 minutes 19+ Works 24+ Works, duration is doubled Natural 20: Roll again 15+ Permanent Cure |
1 hour | 250 GP |
Disabling Disorder | 1: No effect and character becomes addicted. 2: Works, but the character becomes addicted. 3: No effect, character is Comatose for 1d6 days 4: No effect, character is Sickened for 3d6 hours 5-17: No effect 18: Works, duration is halved 19: Works, character is Sickened for 2d6 minutes 20+ Works Natural 20: Roll again Natural 20: Permanent Cure |
1d6 * 10 minutes | 1000 GP |
Magic seems to offer the most reliable or the least painful way of curing insanity, but there are severe limitations. Few arcane spells deal with curing, at the DM's option reversed arcane spells, such as Feeble Mind and Confusion will alleviate specific types of insanity for the duration of the spell.
Divine spells will take care of Insanity, Restoration will cure one affliction for each casting. But insane characters marked as having been 'touched by the gods'; and deities are wary of crossing each other's will. Most deities will not allow their servants to remove Insanity immediately . The case of exemplary worshippers is an obvious exception. Of course when a high level cleric or paladin becomes insane, it's a good indication that they have gathered a supernatural enemy.
The safest way to have the affliction removed is to perform a divination to determine which deity inflicted the insanity, then go to that temple of that deity to have the affliction lifted. This will almost certainly involve the character performing a quest.
Wishes can cure insanity, but because of the divine nature of the affliction the wording should be creatively interpreted by the DM. For example, wishing to remove Serious Acrophobia could leave the character so fond of heights that they insist on walking on stilts.
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