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Mindbreak is the condition associated with assimilating a sudden influx of eldritch inhuman knowledge and attempting to understand things that should not be, much like [[Dark Insight (3.5e Variant Rule)|dark insight]]. However, unlike [[Dark Insight (3.5e Variant Rule)|dark insight]], the knowledge is actually extremely harmful to the creature's health and sanity.
A creature struck by an effect which causes mindbreak builds up "madness". When their madness equals or exceeds 13 + their Wisdom modifier, they experience mindbreak, which removes 20% of their maximum health all at once, become [[SRD:Dazed|dazed]] for 1 round (bypassing any immunities), and resets their amount of mindbreak back to 0. A creature that suffers a mindbreak cannot take any more madness until the start of its turn after it has recovered from being [[SRD:Dazed|dazed]]. A creature slain by mindbreak does not die; instead, it stays at 0 hit points but becomes permanently insane, as per both [[Dementia (3.5e Spell)|''dementia'']] and [[SRD:Insanity|''insanity'']]. Only [[SRD:Greater Restoration|''greater restoration'']] or a stronger effect can cure a creature from this insanity. Once cured, the creature does not remember any time it spent insane, mercifully.
Creatures with dark insight are particularly vulnerable; just having a [[Dark Insight (3.5e Variant Rule)|dark insight]] score reduces the amount of madness needed to mindbreak by 3, and for each point of [[Dark Insight (3.5e Variant Rule)|dark insight]], the amount needed to mindbreak is reduced by 1 (to a minimum of 1). For each 3 points of dark insight a creature has, it loses an additional 10% of its maximum health when it mindbreaks (to a maximum of 50% at [[Dark Insight (3.5e Variant Rule)|dark insight]] 9).