Warning: This is 3.0 Edition material. It is possible that there is more recent 3.5 Edition version.
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Madness (DF)

(Defenders of the Faith: A Guidebook to Clerics and Paladins variant, p. 79)

Deities:

Boccob, Erythnul, Vecna

Other deities:

Granted power

You gain an "Insanity score" equal to half your class level (add cleric levels to prestige class levels for this purpose). For spellcasting (determining bonus spells and DCs), add this score to your Wisdom score and use the result in place of Wisdom alone. For all other purposes, such as skill checks and saving throws, subtract this score from your Wisdom score and use the result in place of Wisdom alone. This means that your spells are very difficult to resist, but you are in general unaware of your surroundings and act imprudently—often erratically.

Once per day, you can see and act with the clarity of true madness. Use your Insanity score as a bonus on a single roll involving Wisdom, such as a Listen check or a Will saving throw. Choose to use this power before the roll is made.

Spells in Madness (DF) domain

Spell name Spell School V S M AF DF XP Rulebook name Edition
Bolts of Bedevilment Enchantment yes yes no no no no Defenders of the Faith: A Guidebook to Clerics and Paladins Supplementals (3.0)
Confusion Enchantment yes yes yes no yes no Player's Handbook v.3.5 Core (3.5)
Insanity Enchantment yes yes no no no no Player's Handbook v.3.5 Core (3.5)
Maddening Scream Enchantment yes no no no no no Defenders of the Faith: A Guidebook to Clerics and Paladins Supplementals (3.0)
Phantasmal Killer Illusion yes yes no no no no Player's Handbook v.3.5 Core (3.5)
Rage Enchantment yes yes no no no no Defenders of the Faith: A Guidebook to Clerics and Paladins Supplementals (3.0)
Random Action Enchantment yes yes no no yes no Player's Handbook 3.0 Core (3.0)
Touch of Madness Enchantment yes yes no no no no Defenders of the Faith: A Guidebook to Clerics and Paladins Supplementals (3.0)
Weird Illusion yes yes no no no no Player's Handbook v.3.5 Core (3.5)

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