Granted Power:
The character gains an Insanity score equal to half his or her class level. For
spellcasting (determining bonus spells and DCs), the character uses his or her
Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use
Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
| 1. Random Action | One creature acts randomly for one round |
| 2. Touch of Madness | Dazes one creature for 1 round/level. |
| 3. Rage | Gives +4 Str, +4 Con, +2 morale bonus on Will saves. |
| 4. Confusion | Makes subject behave oddly for 1 round/level. |
| 5. Bolts of Bedevilment | One ray/round, dazes 1d3 rounds. |
| 6. Phantasmal Killer | Fearsome illusion kills one creature or deals 3d6 damage. |
| 7. Insanity | Subject suffers continuous confusion. |
| 8. Maddening Scream | Subject has -4 AC, no shield, Reflex save on 20 only. |
| 9. Weird | As phantasmal killer, but affects all within 30 ft. |
Note: This feat first appeared in Defenders of the Faith.