> - **Short-Term Madness Duration.** A creature afflicted with [[Short-Term Madness Table|Short-Term]] is subjected to an effect from the [[Short-Term Madness Table]] for 1d4 minutes.
# Table
| D100 | D10 | SHORT-TERM MADNESS |
| :--- | :---: | :--- |
| **1–10**<br><br>Your mind is liberated from any sense of self you may possess. | 1–2 | Without an ego, you have [[Immunity]] to the [[Charmed]] condition. |
| ^ | 3–7 | You mimic the mannerisms, behaviour, and speech patterns of the creature closest to you when you gained this Madness. |
| ^ | 8–10 | Desperate to find yourself again and believing anything, you automatically fail saving throws against the [[Charmed]] condition. |
| **11–20**<br><br>Your mind is invaded by the sound of the cosmos. | 1–2 | Painful sounds pale in comparison to the cacophony in your head; you have [[Immunity]] to Thunder damage. |
| ^ | 3–7 | Eldritch utterings scratch your brain; you hear the soft caress of whispers behind your back. |
| ^ | 8–10 | The sound of the cosmos drowns out all other noise, closing you to the world. You have the Deafened condition and Disadvantage on Constitution saving throws to maintain your Concentration. |
| **21–30**<br><br>You have seen too much; your mind can't understand it, causing your sight to become erratic and unreliable. | 1–2 | Your vision expands as if you are under the effect of the *See Invisibility* spell. |
| ^ | 3–7 | Spectral forms flitter at the corners of your eyes, vanishing when you turn your head. |
| ^ | 8–10 | You have the Blinded condition, and you can't use any special senses you use to see, such as Blindsight or Tremorsense. |
| **31–40**<br><br>The madness inside you bursts forth as haunting screams. | 1–2 | Your scream is so loud that it can cause damage. On each of your turns, you can take a Bonus Action to scream at a creature you can see within 30 feet of yourself. If the target can hear you, it must make a DC 13 Constitution saving throw, taking 1d12 Thunder damage on a failed save or half as much damage on a successful one. |
| ^ | 3–7 | You can't talk properly; yelling is the only way you can communicate. |
| ^ | 8–10 | Your screams are so overwhelming that any creature within 300 feet of you can hear you speak. You also can't form coherent sentences or utter the Vocal components of spells. |
| **41–50**<br><br>Your posture crumbles, as you try to make sense of the insanity before you. | 1–2 | You become incredibly skittish. When you are the target of an attack or an effect that requires you to make a Dexterity saving throw, you can take a Reaction to begin moving evasively. You gain a +1 bonus to AC and have Advantage on Dexterity saving throws until the start of your next turn. |
| ^ | 3–7 | You desperately look for a parental figure that can protect you. Once you find such a person, you latch on to them and refuse to leave their side, no matter what. |
| ^ | 8–10 | You have the Prone condition and can't stand, as your legs refuse to obey you, and you can't use any Fly Speed you possess. |
| **51–60**<br><br>You realize that your hands are blasphemous tools. | 1–2 | These tools can break the minds of your foes. Once per turn when you hit a creature with a melee attack roll, you can deal an extra 1d8 Psychic damage to it. |
| ^ | 3–7 | You refuse to use your hands for anything, keeping them hidden from view. If someone stares at them, it makes you extremely uncomfortable and defensive. |
| ^ | 8–10 | You shouldn't touch anything. You drop anything you are holding, and you can't hold items or use the Grapple option when making an Unarmed Strike. |
| **61–70**<br><br>Your body breaks down under the insanity. | 1–2 | You have [[Immunity]] to the Poisoned condition. |
| ^ | 3–7 | You start emitting a foul smell that is unpleasant even to you, and no amount of washing or magic can remove it. |
| ^ | 8–10 | You have the Poisoned condition, even if you have [[Immunity]] to it. |
| **71–80**<br><br>The Eldritch Horrors are revealed to you, bathing you in fear. | 1–2 | When you gain this Madness, each creature within 30 feet of you must succeed on a DC 13 Wisdom saving throw or have the Frightened condition for 1 minute. At the end of each of its turns, an affected target repeats the save, ending the effect on itself on a success. |
| ^ | 3–7 | You become paranoid and fearful of any movement or sound. |
| ^ | 8–10 | You become terrified of your allies. You have the Frightened condition, and at the start of each of your turns, you must take the Dash action and use all your movement to move away from your allies by the safest and shortest route available, unless there is nowhere to move. If you can't see any ally at the start of your turn, you can take an action to end the Madness. |
| **81–90**<br><br>The madness breaks your mind. | 1–2 | You realize your mind has been holding back your body, and you can now act freely. You have an additional action on each of your turns. That action can be used to take only the Dash, Disengage, Hide, or Utilize action. |
| ^ | 3–7 | You burst into spontaneous fits of laughter randomly, even at the most inappropriate times. |
| ^ | 8–10 | You have the Incapacitated condition. This effect ends early if you take damage equal to twice your level (or twice your CR, minimum 1) or if a *Greater Restoration* spell is cast on you. |
| **91–95**<br><br>The revelations from beyond afflict you. | 1–2 | Your body ignores all pain; only the Eldritch Truth matters. You have [[Immunity]] to the Stunned condition. |
| ^ | 3–7 | You speak to others of the Eldritch Truth in a way that seems limpid to you but is perhaps not so clear to others. Your sentences are cryptic for the unascended mind. |
| ^ | 8–10 | You have the Stunned condition. This effect ends early if you take damage equal to your level (or twice your CR, minimum 1) or if a *Greater Restoration* spell is cast on you. |
| **96–100**<br><br>The beast within you awakens and attempts to take control. | 1–2 | Your body releases its animalistic instincts, without the influence of your mind to restrain it. You are under the effect of the *Haste* spell, although it doesn't require Concentration. The spell ends when the Madness does. |
| ^ | 3–7 | Your speech is slurred, as if you're intoxicated, and you punctuate your sentences with animal noises. |
| ^ | 8–10 | You have the Unconscious condition, your mind fighting its hardest to not let you become a beast. This effect ends early if you take damage equal to your level (or twice your CR, minimum 1) or if a *Greater Restoration* spell is cast on you. |