Ranger's Delusion
by hughpierre
Causes
Meditation
The delusion comes about as a side effect of repeated, long-sessions of joint efforts. The suffers believes they are still in their vision(s) and intensely disbelieve any evidence to the contrary. Potentially inflicting self harm to escape.Symptoms
Once per long rest, character must succeed a DC 15 WIS save or suffer -1 to all CHA-based checks and cannot benefit from meta-currencies
If the character fails such 3 WIS saves over 3 days, then the effects become:
- Charisma score is halved (round up)
- Immune to charm/fear effects
- Disadvantage on death saving throws
- Cannot use any healing unless the ally applying it succeeds a DC 15 Charisma check to persuade the character
Treatment
A full week of intensive care and therapy and a DC 20 Insight or Persuasion check by a close ally.
Affected Groups
Prophesier
Seers and sayers have been ever present in many political courts - either as advisors or scapegoats. Their cryptic pronouncements are often interpreted through poetic verse or metaphor; and have shaped the actions of rulers. It was only after the utilization of specialized salt pools in the weather forts to extend prophecies for better clarity, did these kinds of mental stresses make themselves known.Cultural Reception
Secrecy
With its discovery, however, the ranger councils feared that they would lose their historical advantage and hid the information. Worse, a conspiracy was birthed that tricked the population's most talented into false lives so that prophesiers will willing continue to serve.
Type
Mental
Origin
Alien
Rarity
Extremely Rare
Comments