Insanity

A condition not yet implemented into DDO. May be in the future.

PnP Description:

This effect causes the targets to become confused, making them unable to independently determine what they will do.

Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round. d% 	Behavior
 * 01-10 	Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
 * 11-20 	Act normally.
 * 21-50 	Do nothing but babble incoherently.
 * 51-70 	Flee away from caster at top possible speed.
 * 71-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).

A insane character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a insane character. Any insane character who is attacked automatically attacks its attackers on its next turn, as long as it is still insane when its turn comes. Note that a insanecharacter will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.