Someone on Reddit asked for how to integrate Call of Cthulhu insanity checks into D&D, and I responded with some rules I’d cooked up. This is slightly changed from that.
Depending on the nature and power of the situation, shocking, terrifying, and horrifying encounters may cause a character to have serious reaction.
- Shock: Save to stop yourself from crying out or else suffer shock (cry out and be visibly shaken for 1d4 minutes). If you roll a natural 1, you panic (run away for 1 minute).
- Terror: Save to suffer shock only or else suffer shock and panic. Lose 1 point of wisdom. If you roll a natural 1, you suffer temporary madness.
- Horror: Save for 1 point of wisdom loss and panic. Otherwise, lose 1d4 points of wisdom permanently and suffer temporary madness. If you roll a natural 1, you acquire a form of permanent madness.
Temporary Madness
| 1d20 | Effect |
|---|---|
| 1 | You suffer shock (cry out and be visibly shaken for 1d4 minutes) and also trauma that produces a permanent condition. See Permanent Madness, below. |
| 2-4 | Uncontrolled violence toward all for 1d4 rounds, then shock. |
| 6-7 | You suffer paralysis for 1d4 minutes as well as shock. |
| 8-10 | You suffer blindness for 1d4 minutes as well as shock. |
| 11-13 | You suffer shock and become terrified of others for 1d4 minutes. Your hair grows out white from now on. |
| 14-16 | You suffer shock and at the earliest opportunity wander off and are found lying down, unable to remember what happened. |
| 17-19 | You suffer shock and hallucinate a comforting loved one for 1d4 minutes. |
| 20 | Panic (run away for 1 minute), then shock. |
Permanent Madness
| 1d20 | Effect |
|---|---|
| 1 | Phobic–You develop a phobia related to the current surroundings. |
| 2-3 | Violent–You engage in uncontrolled violence toward all for 1d4 rounds. |
| 4-5 | Reckless–You become reckless (as a martyr) and have little regard for your own safety. |
| 6-7 | Paranoid–You often imagine danger; when under stress, you don’t trust anyone. |
| 8-10 | Panicky–You lose your edge. Check for panic when under stress (start of combat, etc.). |
| 11-13 | Obsession–You become obsessed with an activity or idea. |
| 14-16 | Raving–You rant about perceived wrongs and imagined happenings. |
| 17-19 | Haunted–You get lost in reverie, reliving past horrors and seeing things for 1d4 minutes. |
| 20 | Hallucinations–You hallucinate a comforting loved one for 1d4 minutes. |
If your wisdom drops to 3 or 4, you develop a type permanent madness (if you don’t already have one) and suffer an episode once per adventure in a stressful situation. At wisdom, this happens once every day. At 1, you are utterly mad. Some NPCs should have very low wisdom as a result of encountering such horrors.
Alternatively, you could say it is a loss of charisma, as it measures NPCs’ reactions to you, which tends to drop as you exhibit symptoms of madness. However, a person can’t really be both mad and wise, but they could theoretically be both mad and charismatic.
You can regain a point of wisdom/charisma lost this way by donating to a church for divine magic or by spending extra on carousing or (for wizards) on arcane tomes.


