Insanity

Expanded Psionics Handbook (XPH)Updated 3.5

Insanity is a D&D 3.5 psionic power (Telepathy) from XPH. Power points: 13. On class lists for Psion (Level 7), Wilder (Level 7).

Power Points
13
Discipline
Telepathy
Manifesting Time
1 standard action
Range
Medium (100 ft. + 10 ft./level)

Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject’s turn each round to see what the subject does in that round.

d%Behavior
01—10Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible).
11—20Act normally.
21—50Do nothing but babble incoherently.
51—70Flee away from manifester at top possible speed.
71—100Attack nearest creature (for this purpose, a psicrystal counts as part of the subject’s self).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Only psychic chirurgery, reality revision, and other similarly extreme measures can restore the subject’s sanity.

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.