A twitching eye, a sickening grin, a drop of blood or spittle at the corner of the mouth; a shaman who selects the madness spirit becomes more and more unhinged as her spirit manifests itself. When she calls upon one of this spirit’s abilities, she loses what little composure she has, struck by ceaseless cackling and violent convulsions.
Spirit Magic Spells: hideous laughter (1st), piercing shriek (2nd), garrulous grin (3rd), confusion (4th), feeblemind (5th), banshee blast (6th), insanity (7th), fool’s forbiddance (8th), wail of the banshee (9th).
Hexes
A shaman who chooses the madness spirit can select from the following hexes.
Demented Gait (Ex): The shaman’s demented, shambling gait makes her movements and strikes unpredictable. She gains a +1 dodge bonus to her AC. At 8th level, the shaman gains a circumstance bonus equal to 1/2 her shaman level on Bluff skill checks made to feint. At 16th level, the shaman may feint as a swift action. The shaman only gains these bonuses in rounds in which she moves at least 10 feet.
Gift of Madness (Su): The shaman causes a creature within 30 feet to become wracked with hallucinations and insanity. The curse creature is blinded by these hallucinations. A Will saving throw negates this effect. This is a mind-affecting, illusion, curse effect. This gift last for one round; this gift’s duration can be extended by the Chant or Cackle hex. A creature affected by this hex cannot be affected by it again for 24 hours.
Horrifying Screech (Su): The shaman may begin a horrifying screech as a standard action, and may maintain this screech each round as a move action, for a number of rounds equal to her 1 + her Charisma modifier. When the shaman maintains a screech (but not when she begins one), she chooses a creature within 30 feet. That creature must make a Will saving throw or become dazed for 1 round. A creature who has been dazed by this ability cannot be stunned by it for 24 hours. This is a mind-affecting, sonic ability.
Witchmind: The shaman chooses one spell on the witch spell list of each spell level she can cast. She treats those spells as though they were on her spell list when preparing spells, and may cast those spells with her spirit magic class feature. The shaman may choose new spells each time she gains a level.
Sanity Prohibition (Su): The shaman may impose a ban on sanity within her presence as a standard action. Each creature with an Intelligence or Wisdom score or 10 or higher within 15 feet must move directly away from the shaman as an immediate action. A Will saving throw negates this effect. This is a mind-affecting effect. A creature cannot be affected by this hex more than once every 24 hours, regardless of whether or not their save is successful.
Spirit Animal
The shaman’s spirit animal looks mangy and crazed, its posture and mannerisms unpredictable. It gains a +4 bonus on saving throws against mind-affecting effects and the DC to intimidate it is increased by +4.
Spirit Ability
A shaman who chooses the madness spirit as her spirit or wandering spirit gains the following ability.
Maddening Aura (Su): The shaman surrounds herself with a maddening aura. Enemies within 30 feet of the shaman take a -2 penalty on attack rolls and weapon damage rolls, and must make a concentration check in order to present emotion components (DC = 10 + 1/2 the shaman’s level + the shaman’s Charisma modifier). At 8th level and 16th level, these penalties and the DC to present emotion components increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive. This is a mind-affecting effect. Once a creature a creature has succeeded on its saving throw against this aura, it is immune for 24 hours. This is a mind-affecting effect.
Greater Spirit Ability
A shaman who chooses the madness spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Destroy Sanity (Su): As a swift action, the shaman imbues a single touched weapon with the ability to decimate her enemies’ sanity. The effect lasts for 1 minute. If the weapon strike an enemy, that creature is confused for one round, and this ability is discharged. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
True Spirit Ability
A shaman who chooses the madness spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Mind Fracture (Su): As a swift action, the shaman may infuse a spell she casts which requires a Will saving throw with mind fracturing powers. Creatures who fail their Will saving throw against the spell are panicked for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Manifestation
Upon reaching 20th level, the shaman becomes a paragon of madness. As a full-round action, she can cast insanity as a spell-like ability. This ability does not offer a saving throw until the target has been affected for a number of rounds equal to the shaman’s Charisma modifier (minimum 1), after which a Will saving throw negates the effect (DC = 20 + the shaman’s Charisma modifier). The Shaman may use this ability a number of times per day equal to her Charisma modifier (minimum 1).
Hexes
A shaman who chooses the madness spirit can select from the following hexes.
Demented Gait (Ex): The shaman’s demented, shambling gait makes her movements and strikes unpredictable. She gains a +1 dodge bonus to her AC. At 8th level, the shaman gains a circumstance bonus equal to 1/2 her shaman level on Bluff skill checks made to feint. At 16th level, the shaman may feint as a swift action. The shaman only gains these bonuses in rounds in which she moves at least 10 feet.
Gift of Madness (Su): The shaman causes a creature within 30 feet to become wracked with hallucinations and insanity. The curse creature is blinded by these hallucinations. A Will saving throw negates this effect. This is a mind-affecting, illusion, curse effect. This gift last for one round; this gift’s duration can be extended by the Chant or Cackle hex. A creature affected by this hex cannot be affected by it again for 24 hours.
Horrifying Screech (Su): The shaman may begin a horrifying screech as a standard action, and may maintain this screech each round as a move action, for a number of rounds equal to her 1 + her Charisma modifier. When the shaman maintains a screech (but not when she begins one), she chooses a creature within 30 feet. That creature must make a Will saving throw or become dazed for 1 round. A creature who has been dazed by this ability cannot be stunned by it for 24 hours. This is a mind-affecting, sonic ability.
Witchmind: The shaman chooses one spell on the witch spell list of each spell level she can cast. She treats those spells as though they were on her spell list when preparing spells, and may cast those spells with her spirit magic class feature. The shaman may choose new spells each time she gains a level.
Sanity Prohibition (Su): The shaman may impose a ban on sanity within her presence as a standard action. Each creature with an Intelligence or Wisdom score or 10 or higher within 15 feet must move directly away from the shaman as an immediate action. A Will saving throw negates this effect. This is a mind-affecting effect. A creature cannot be affected by this hex more than once every 24 hours, regardless of whether or not their save is successful.
Spirit Animal
The shaman’s spirit animal looks mangy and crazed, its posture and mannerisms unpredictable. It gains a +4 bonus on saving throws against mind-affecting effects and the DC to intimidate it is increased by +4.
Spirit Ability
A shaman who chooses the madness spirit as her spirit or wandering spirit gains the following ability.
Maddening Aura (Su): The shaman surrounds herself with a maddening aura. Enemies within 30 feet of the shaman take a -2 penalty on attack rolls and weapon damage rolls, and must make a concentration check in order to present emotion components (DC = 10 + 1/2 the shaman’s level + the shaman’s Charisma modifier). At 8th level and 16th level, these penalties and the DC to present emotion components increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive. This is a mind-affecting effect. Once a creature a creature has succeeded on its saving throw against this aura, it is immune for 24 hours. This is a mind-affecting effect.
Greater Spirit Ability
A shaman who chooses the madness spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Destroy Sanity (Su): As a swift action, the shaman imbues a single touched weapon with the ability to decimate her enemies’ sanity. The effect lasts for 1 minute. If the weapon strike an enemy, that creature is confused for one round, and this ability is discharged. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
True Spirit Ability
A shaman who chooses the madness spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Mind Fracture (Su): As a swift action, the shaman may infuse a spell she casts which requires a Will saving throw with mind fracturing powers. Creatures who fail their Will saving throw against the spell are panicked for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Manifestation
Upon reaching 20th level, the shaman becomes a paragon of madness. As a full-round action, she can cast insanity as a spell-like ability. This ability does not offer a saving throw until the target has been affected for a number of rounds equal to the shaman’s Charisma modifier (minimum 1), after which a Will saving throw negates the effect (DC = 20 + the shaman’s Charisma modifier). The Shaman may use this ability a number of times per day equal to her Charisma modifier (minimum 1).