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Method of Madness

By Mikamatto -, CC BY 2.0,, Method of Madness
By Mikamatto –, CC BY 2.0,

Through induced madness, the target is allowed to reach into her subconscious and the innate logic and wisdom locked therein.

The Lore of the Gods
Book One: The Greek Gods  
Lead Designers Steven Creech and Kevin Ruesch Lead Editor Steven Schend
Creative Director Jim Butler Art Director Todd Morasch Artwork Aaron D. Siddal

Divination [Mind-Affecting]

Level: Cleric 6, Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: 1 creature
Duration: Special
Saving Throw: Will negates
Spell Resistance: Yes

This allows the target to gain a larger perspective of events around her and how they effect her situation.

It also allows her to mentally compute vast amounts of information.

This has two effects:

  • The target gains insight into the adventure/ situation at hand. The DM should give the player 1d4 +1 hints or clues that pertain only to how events or people are linked or motivated. This should never reveal key surprises or plot twists, but involve only people or events already known to target.
  • The target understands a riddle, puzzle, maze or game. The DM should only give out clues if the PCs have already tried to figure it out themselves and are stuck. This should never be used as an ‘easy out’.

To induce this kind of deep thinking capability the recipient must enter a mindset of madness. For the duration of the spell the recipient acts as though under a confusion spell for 5 minutes per number of hints or answers to a puzzle or riddle. However if a 7-9 is rolled, replace the violent behavior with babbling incoherently and the duration of the spell and its confusion effects lasts 1d3 hours.

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