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Decent Into Madness (Fun-Sized)
Decent Into Madness (Fun-Sized)
MADNESS
THE SYSTEM As the comet feels the pull of Sol lessen, another massive force
tugs at it. The planet Jupiter, or Apex, looms large next to it. The
birthplace of dwarves, humans, halflings, dragons, and more, it is
The League of Magics campaign setting takes place also the home of elves and their expansive and diverse empire. It
in the System. A collection of space-faring races live is a world that has suffered through eons of war and timidly waits
on the various moons and planets within what we
in its quiet peace.
know as the Solar System. This setting mixes and
blends the ideas of traditional fantasy with our real-
world solar system and science fiction elements.
Ganya is the largest moon of Jupiter, Ganymede. This
Unlike other settings, the worlds of the League of land is highly resistant to human interference, and it
Magics are not planets, but satellites of gas giants. maintains many of the traditional fantasy setting
This can raise interesting questions about certain tropes. There are various kingdoms and warring
roles the moons play for many creatures, species, nations, filled with vast untamed lands that no one
curses, or magical diseases. dares to spend too long in. Most humanoid races, such
as dwarves, elves, gnomes, and halflings, can be found
on this world.
EARTH You will also find a more traditional human-like race
called Myrenceans. They are identical to humans from
Earth, but have the ability to harness magic. Most
The passing comet sails into the System at millions of miles per people on Ganya find humans from Earth to be ill-
hour, passing by the first hospitable planet, closest to the omens due to their lack of magic. In addition, humans
burning ball of hydrogen. Earth, the pale blue dot, hosts a race of from Earth are magically marked with a tattoo that
ingenuity, unity, and exploration. A race of nonmagical people covers a part of their face when they enter Ganya’s
conquering their own domain through technology and sheer atmosphere. People of Ganya believe this is the planet
force of will. marking the “Unmagik’d.”
TITAN
This Earth is nearly identical to our own world, with an
altered timeline, resulting in a familiar yet different
human civilization. The Earth humans are united in the
The comet reaches the next world, Titan, outside of the
expansion of their people to new worlds and learning
dangerous asteroid belt. This habitable moon of the massive
more about the fantastical lands before them. Humans
planet Saturn, or Mother, brims with life and culture. It is the land
are known in the System for their lack of ability to
harness magic, instead relying on strange mechanical of the beasts which opened their mighty paws, hooves, and
behemoths to traverse the System in lieu of magically wings for the new arrival of Earth humans. This world has seen
imbued space-faring vessels. the devastation of war, as well as the constructive nature of
friendships and alliances.
They also have an array of unique equipment only
available to humans called the Earthen Armory.
Humans are unique for their inventions of firearms and Titan is Saturn's moon of the same name. It is vastly
various other military equipment. The Earth human different from Ganya in its racial makeup and
civilizations in this setting take on a retro futurist relationship with humans. Titan is home to the many
aesthetic with a modern and progressive cultural bestial and elemental races of the System. Much of the
stance. While concepts such as racism and sexism exist world is ruled over by the four Ancient Races:
within all cultures, Earth human culture has minotaurs, centaurs, gryffons, and lodantes. Other
significantly advanced forward as compared to our races such as torts & turts, elementally suffused,
own timeline. serpens, and triton also exist here in the tropical
regions of the Serpent’s Maw.
ROGUE SORCERERS
While many of the Sorcerers were building the
beautiful creations we have today, some had more
twisted machinations, wishing to make a mockery of
theirs sibling’s creations. These Sorcerers are
viewed as evil and are worshiped by disparate cults
or power-hungry madmen and mages.
Whuzar Madness CE
7
d100 Short-Term Madness Effect
1 The character begins narrating their actions as if a sentient, otherworldly entity were controlling their every move.
The character begins speaking in an accent that is not their own. If the character is incapable of speech, they gesticulate oddly with their hands while
2 communicating.
3-5 The creature hears everything as a song and is compelled to join in. They can only speak by singing their words.
6-8 The character believes they are invisible and will rationalize any discrepancies.
9-11 The character believes an enemy towards their goals is scrying on them, as per the scrying spell, and they can see the invisible sensor.
Adrenaline courses through the character's veins and they cannot distinguish friend from foe. The character gains advantage on all Strength-based attack
12-14 rolls and regards all creatures as hostile.
The character begins speaking in tongues. They can only communicate verbally or telepathically and can only cast spells if they know Infernal, Celestial, or
15-17 Sylvan.
The character feels tiny bugs crawling under their skin. At the start of the creature's turns if it has not taken damage since the start of its last turn, it will use
18-20 its action to try to dig out the infestation and take 1 point of slashing damage.
The character sees tiny doll-like humanoids standing behind them, only following while their back is turned to them. The character's movement speed is
21-23 reduced by half, only allowing themselves to walk backwards.
The character is compelled to consume their own blood. At the start of each of the creature's turns they use a melee weapon that deals piercing or slashing
24-26 damage and deal 1 point of damage to themselves. If the creature has no weapon, they will use their teeth or claws and instead take 2 points of piercing or
slashing damage.
27-29 The character is overcome with the sound of their own heartbeat. They are deafened.
The character believes they are a spellcaster if they are not one, and believes they are an archmage if they are one. If the character is targeted by a hostile
30-31 spell by a creature within 60 feet of it, it will always use its reaction attempting to counter the spell.
The character believes there are enemies chasing them from all sides and must constantly escape. On their turn, the creature's movement can only be taken
32-33 in a strait line in a randomly determined direction.
34-35 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
36-37 The character begins babbling and is incapable of normal speech or spellcasting.
38-39 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
The character screams at the top of its lungs when it speaks or uses a verbal component. Each time it does, it must succeed a DC 13 Constitution saving
40-41 throw. After 3 failures the creature cannot speak verbally until it regains hit points.
The character is overcome with vanity. If the character sees its own reflection, it becomes incapacitated with a movement speed of 0 until it can no longer
42-43 see its reflection.
44-45 The character hyper-focuses on their breathing. They suffer disadvantage on concentration checks.
The character believes they have spontaneously combusted. At the start of each of their turns they take 1d4 psychic damage unless they use an action to put
46-47 out the flames. If they do, they flames disappear, but return after 1 minute.
The character feels the uncontrollable urge to press its skin against another surface or creature. The creature will use its movement to move to the nearest
48-49 tree, wall, statue or other Large object and gentle rub against it (no action required). If no suitable object is within the character's movement speed it will
fall prone and use half its movement speed to roll on the ground.
The character believes they are holding an infant child or animal in one of their hands. They cannot wield two-handed weapons and will drop whatever they
50-51 are holding in the hand they believe is holding the infant.
56-57 The character is overcome with tremors and has disadvantage on Dexterity ability checks and weapon attacks that rely on Dexterity.
The character begins ripping out chunks of hair at the end of each of its turns. If they have no hair or no hair left, they will begin scratching at their own head
58-59 or body, dealing 2 piercing damage at the end of every minute.
The character is tormented by the mistakes of their past and feel they must be punished. Before they take a hostile action or bonus action they must take
60-61 piercing damage equal to their proficiency bonus, which cannot be reduced in any way.
62-63 The character believes they are the reincarnation of a peaceful demi-god. They will not harm another creature and will evangelize their truth.
The character is terrified of the world beyond where they currently stand. The creature has disadvantage on attack rolls, ability checks, and saving throws if
64-65 it moves beyond 15 feet of the location where it gained this madness.
The character believes the dead are coming back to life. The first time on a turn the creature sees a corpse, they must use the attack action to make an attack
66-67 against it if within range.
The character believes they are a primal beast of nature, such as a bear, lion, or mighty chicken. They drop all items they are holding, will move across the
68-69 ground using all of their limbs, and only attack using natural weapons or unarmed strikes.
The character is overcome with empathy towards a random ally. Once per turn whenever the random ally takes damage, the character takes 1d6 psychic
70-71 damage.
The character becomes filled with despair and fills their allies with doubt. On the start of each of the character’ turn, they choose a random ally they can see
72-73 within 30 feet. That ally has disadvantage on the next attack roll it makes. If no ally is in range, the creature does nothing on their turn.
74-75 The character experiences vivid hallucinations and has disadvantage on ability checks.
76-77 The character must use his or her action each round to attack the nearest creature.
78-79 The character is incredibly paranoid and will not consider themselves willing to any spell cast on them by another creature.
The character believes they have become a vampire. They will only attack using a Bite attack (if they have a Bite attack) or an unarmed strike if they do not
80-81 have a Bite attack.
The character becomes feral and must use their action each round to take the Attack action against the nearest creature before using their movement. If no
82-83 creature is in range, the character does nothing.
The character leaves everything to chance. Before the creature takes an Action or Bonus action it must first roll a d20. On a 1-9, the action or bonus action is
84-85 wasted. On a 10-20, the creature may take the action or bonus action normally.
The character is overcome with movement and needs to dance. They are under the effects of the irresistible dance spell. This madness ends whenever the
86-87 creature takes damage or when the madness ends normally.
90-91 The character develops agoraphobia. The creature suffers disadvantage on attack rolls if more than one creature is within 30 feet of them.
On the start of the creature's turn, they must roll a d8. On an 8 the character believes a fireball spell has been cast in their direction. They must succeed a DC
92-93 13 Dexterity saving throw or take 8d6 psychic damage on a failure.
The character become enraged that it cannot witness its own forehead. It enters a rage as per the Barbarian's Rage feature which lasts until the madness
94 ends. The character then gains one level of exhaustion.
The character becomes suffused with fanatical energy. The first time the character is reduced to 0 hit points while mad, they drop to 1 hit point instead.
95 When this madness ends, the character gains 2 levels of exhaustion.
96 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
97 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
98 The character does whatever anyone tells him or her to do that isn’t obviously self-destructive.
01-02 The character feels enfeebled and is certain they are close to death. Their spells and melee weapon attack rolls deal half damage.
The character believes the gods are watching and mocking them. They are incapable of making religion checks or appealing to or
03-04 speaking to a deity.
The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
05-06 coins.
07-08 The character experiences vivid hallucinations and has disadvantage on ability checks.
The character develops a fear of being alone. They have disadvantage on attack rolls, ability checks, and saving throws if they are not
09-10 aware of any other creatures within 30 feet of them.
11-12 The character hears the regular sounds of rolling dice. They have disadvantage on Wisdom (Perception) checks that rely on hearing.
The character feels like their teeth are loose and threatening to fall out. They can only eat food that is mashed or liquefied. Otherwise,
13-14 they will not eat.
15-16 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks.
The character believes they are being watched and are under constant surveillance, and are constantly distracted. On the first round of
17-18 combat they are considered surprised by any creature that takes its turn before you.
The character can tell if any person they see has committed murder in their life, as their victim's form reveal tiny wisps around them.
19-20 There is a 50% chance when they see someone that this information is incorrect.
21-22 The characters sees bugs crawling out of a persons mouth when they speak for more than one minute undisturbed.
23-24 The character regards the first person they see after gaining this madness as their true love.
25-26 The character sees all walking surfaces/roads as flooded with 6-inch deep ooze. Their movement speed is halved.
27-28 The character develops a crippling fear of the first insect it sees.
29-30 The character views everything as if it was highly saturated, multicolored, and surreal.
31-32 The character sees everyone as a large, humanoid birds. If the character looks in the mirror, they are also a bird.
33-34 The character believes the party are hallucinations of their own multiple personalities.
The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the
35-36 Antipathy/Sympathy spell.
37-38 The character becomes incredibly sensitive and conscious of their physical appearance.
39-40 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
41-42 The character believes that every person they meet is an old friend.
43-44 The character sees everyone as adorable, chubby versions of themselves that speak in extra sweet voices.
45-46 The character is convinced that the first person they meet is a lycanthrope.
The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and
49-50 saving throws while more than 30 feet from it.
51-52 The character is convinced that boulders are falling from the sky around them at random times.
53-54 The character believes they are twice as tall as they really are.
55-56 The character believes that the first humanoid they see is a sheep polymorphed into a humanoid.
57-58 The character cannot lie about personal information about themselves, as if under the effects of a zone of truth.
61-62 The character hears anyone but their closest friends as speaking gibberish.
63-64 The character believes the first humanoid they see has been afflicted with an infectious disease.
The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws
65-66 that involve Strength or Dexterity.
67-68 The character gains the Sunlight Sensitivity trait, thinking the sun is trying to harm them specifically.
The character suffers random mood swings. Whenever the character rolls initiative roll a d20. On a roll of 19-20, the character fights
69-70 alongside the nearest hostile creature until it is killed.
71-72 The character becomes terrified of the dark, and has disadvantage on ability checks while not in dim or bright light.
73-74 The character suddenly changes to a different gender. If the character has no specific gender, they may choose what gender they become.
The character becomes selfish and cruel. Whenever the character casts a spell targeting an allied creature, or attempts to provide the
75-76 Help action, they must roll a d20. On an 11 or higher they instead target themselves, or don't provide the Help action.
The character is convinced they've been poisoned, and must find an antidote by the end of the day. If the character still has this madness
77-78 at the start of a new day, they believe they have been poisoned again, even if they believed they were cured the previous day.
The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t
79-80 recognize other people or remember anything that happened before the madness took effect.
Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throws or be affected as though he or she failed
81-82 a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
95-96 The character believes that every person they meet outside the current allies is an old rival.
99-00 The character falls unconscious. No amount of jostling or damage can wake the character.
Lampads typically spend their existence within the You can use this ability a number of times equal to
Shadowfell, the domain of Dyorra. your proficiency bonus and regain all expended uses
at the end of a long rest.
SIZE
You are Medium or Small. You choose the size when
you select this species.
SPEED
Your walking speed is 30 feet.
MAGIC RESISTANCE
You have advantage on saving throws against spells.
AGENT OF MADNESS
When you choose this domain at 1st level you gain
proficiency with martial weapons as well as the
Deception and Intimidation skills. You can use your
Wisdom score instead of your Charisma for checks
made with these skills, tapping into your strange
and warped mind.
BLADES OF MADNESS While you are in this state, you are placed under the
effects of the confusion spell, however you can still
At 8th level, you can inflict mind-splitting pain upon
take a bonus action any time the spell states your
your enemies with your strikes. Once on each of
turn would otherwise end. At the start of each of
your turns when you hit a creature with a weapon
your turns while in this state, you can expend a spell
attack, you can cause the attack to deal an extra 1d8
slot of 2nd-level or higher to take your turn as
psychic damage to the target. When you reach 14th
normal. Once you have used this feature you cannot
level, the extra damage increases to 2d8.
do so again until you have completed a long rest.
CREDITS (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/
resources/systems-reference-document. TheSRD 5.1 is licensed under the
Creative Commons Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legalcode.
RIDANKAGURA
MICHELLE MONROE
AIDAN
ALTINMS
ELI CABLE-GARCIA
ETHAN HUFFMAN
GHOST
IAN WRIGHT
JD BLATT
JOEY MORRISON
RACHEL HAMMER
RICK POPE
SUPERSOLAR
ANTHONY BARR
BARON BRUCE VON BOUGHNER
CARYS BOWERS
CÉDRIC VAN AERSSEN BEYEREN
VAN VOSHOL
NATHAN HERMAN
RICK WILLIAMS
KIERAN NATARAJAN
KUNAL HANDA
Special Thanks
- All of my players
- Lord Terracotta for helping balance and create content
Art Credit:
Art generated using Midjourney AI