Cure Insanity (Reversible)
- SchoolNecromancy
- SphereHealing, Necromantic
- ComponentsV, S
- RangeTouch
- AreaCreature touched
- Casting time1 rd.
- DurationInstantaneous
- SaveNone
:Note: Replaces Cause Insanity (Priest Spell) from The Complete Book of Necromancers (See also: Cure Spells)
The cure insanity spell, if administered while the patient is exhibiting symptoms of the affliction, immediately counters the affliction. For example, the spell can heal a conscious victim of the effects of hallucinatory spores and repair psychic trauma, such as that resulting from a mindwipe or other psionic assault. It counters the effects of spells such as confusion, chaos, contact other plane, feeblemind, symbol of insanity, prismatic spray, prismatic wall, and prismatic sphere and such magical items as an elixir of madness or a scarab of insanity. However, the spell does not counter aberrant behavior caused by lycanthropy, undeath, or powerful curses, geas, or quest. Finally, at the DM's discretion, cure insanity may temporarily calm the demented behavior of certain extraplanar creatures such as slaad.
The reverse, cause insanity, drives insane a victim who fails a saving throw vs. spell. The DM can consult the table or choose another form of insanity. For example, an exaggerated fear of dying (requiring the creature to make a saving throw vs. paralyzation to avoid the effect of a fear spell whenever encountering a cadaver, human bones, a graveyard, or even an open coffin). On the other hand, the victim might become convinced that all corpses were undead, waiting to rip him or her to shreds. In a combat situation, an opponent can be neutralized with an incapacitating form of insanity, such as confusion or feeblemind. The insanity is permanent and cannot be dispelled except by casting cure insanity, heal, restoration, or wish.
Notes: Rare spell. The reverse is common for necromancer-priests, for whom it is 4th level.
Sources: Priest's Spell Compendium