WaylanderX
2012-12-26, 01:39 PM
Hello again, people of the Playground.
Behold, my new Baseclass, now with extra insanity and a all new magic system. It is not completely done yet, as I still need to whip up some Induce and Madness spells for this project, but it is in a stage where it can be PEACHED, so if you read through this, please leave a comment below. ^^
Delirionist
http://fc00.deviantart.net/fs71/f/2011/105/a/a/insane_mage_by_kittenmittnns-d3e1zyr.jpg
Picture by Kittenmittnns
Insane?! ME?! WWWWHHAAAHHHAAAHHAAAAA!! - Raving Jack, a Delirionist, during his torture of a Gaoler Of Frostflame
Adventures: Nobody really knows why these lunatics take on adventuring and probably…They don’t even really know themselves. However they can be valuable allies when it comes to winning people over or debilitating a foe with their insanely effective spells.
Characteristics: Delirionists are always unpredictable and kind of weird to hang out with. Most of the time they are reasonably normal, but when they start using Induction spells they get weirder and weirder. Symptoms might include a strange sense of humor, lots of maniacal laughter and asking people straight out if he has permission to stab them.
Alignment: Always chaotic. (Except if you can tell me a way to be absolutely nuts and random in a lawfull way… :S)
Religion: Delirionists rarely worship a god, but when they do, it’s mostly a god that has Chaos and Madness in its portfolio.
Background: Delirionists, people who distort their own soul to inflict even greater damage on an enemy by the use of Insanity magic. Through the use of this Insanity magic, they are able to twist their opponents to such a degree that some may become insane themselves, only to be slain moments later by the caster.
In the Grand Cross of Four, consisting of Chaining Magic, Beacon Magic, Soul Magic and Insanity Magic, Insanity is one of the two spiritual forms of magic, together with Soul Magic. Insanity Magic is the opposite of Soul Magic, where Soul Magic focuses on manipulating other creature’s souls, Insanity Magic focuses on warping your own soul to such an extent, that your fevered soul reaches out to the outside world and other souls in your vicinity, tearing apart anything spiritual that it comes in contact with.
Due to these destructive properties, users of Insanity Magic are shunned all over Iugon and have no real organisation. However, this doesn’t mean that all Insanity magicians are evil. Good Insanity users do exist. Naturally though, because of the nature of this magic, they are much more rare then Neutral or Evil users. Also, the unpredictable nature of this magic makes it impossible to control for Lawfull creatures and there are only a few instances of Neutral creatures that successfully wielded Insanity magic, but they all converted to the Chaotic way in time.
In most cases, Insanity Magic manifests in a creature after mental trauma of some sorts, causing the soul of that creature to distort and give rise to this kind of magic. In other cases, an over-exposure to raw Insanity Magic can have the same effect. There are rumoured that there exist Artifact level items that allow Insanity Casters to imbue other with a seed of their talent, making it possible to teach others the art of Insanity, instead of relying on fate to produce more of their kind.
Races: Any living creature with a Int score higher than 3 can be become a delirionist.
Other Classes: They are insane, they are oke with all classes one moment and have a burning hatred for cat burglers and druids the next (For example). It all depends on how you wish to play this class.
Role: The magic of the Delirionist is most effective as a debuffer and as a (How strange it may sound, but mad people are charismatic!) Party Face.
Adaptation: This is MADNESS!!! Madness? This! IS! *Fill in adaptation here*!!!!!!!
GAME RULE INFORMATION
Delirionists have the following game statistics.
Abilities: As you rely on corroding your own mental facilities, you would like to have a high Wisdom and Charisma score. This maximizes the amount and the power of Madness Spells you can cast.
Hit Die: d6
Starting Age: Earliest Adult Age of Race
Starting Gold: 4d4x10.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Knowledge (Any), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency: Proficient with Simple Weapons and no kinds of armor.
Delirionist
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Number of Induce Spells Known
Number of Madness Spells Known
1st
+0
+0
+0
+2
Insanity Magic
1
2
2nd
+1
+0
+0
+3
Delirious Mind
2
2
3rd
+1
+1
+1
+3
Insane Personality
2
3
4th
+2
+1
+1
+4
Mad Epidemic (1d2)
2
3
5th
+2
+1
+1
+4
Madman’s Perception
3
4
6th
+3
+2
+2
+5
Psycho Surge (1/day)
3
4
7th
+3
+2
+2
+5
Absurd Senses
3
5
8th
+4
+2
+2
+6
Mad Epidemic (1d4)
4
5
9th
+4
+3
+3
+6
Nightmare Mind
4
6
10th
+5
+3
+3
+7
Psycho Surge (2/day)
4
6
11th
+5
+3
+3
+7
Reaches of Madness
5
7
12th
+6
+4
+4
+8
Mad Epidemic (1d6)
5
7
13th
+6
+4
+4
+8
Mind Step
5
8
14th
+7
+4
+4
+9
Psycho Surge (3/day)
6
8
15th
+7
+5
+5
+9
Nightmare Mind (Greater)
6
9
16th
+8
+5
+5
+10
Mad Epidemic (1d8), Total Insanity
6
9
17th
+8
+5
+5
+10
Hair-Trigger Lunacy
7
10
18th
+9
+6
+6
+11
Alien Aura
7
10
19th
+9
+6
+6
+11
Psycho Surge (4/day)
7
11
20th
+10
+6
+6
+12
Mad Epidemic (1d10), Maw of Delusion
8
11
Insanity Casting: (Su)
Some take raw, unchecked magic from the environment, some take magic from the souls of others. But a few who dabble into magic do so by corroding their own minds and souls, gaining great power, but losing their sanity in the process. These people practise a weird form of magic appropriately called: Insanity Magic.
Insanity Magic relies on the strength of the caster’s own mind to gain in power. The stronger the caster’s mind, the more magical energy he can break free from his own soul without succumbing to total madness and anarchy.
For the mechanics behind Insanity magic, see the spoiler:
Insanity Magic Spells
Insanity Magic spells are divided in 2 classes, Induce Spells and Madness Spells. You also have a Insanity gauge that indicates the amount of madness you hold within your mind at the moment. Your insanity gauge increases by a certain amount each time you use an Induce Spell. The exact amount is dependant on the individual spell. The total amount of Insanity points your Insanity gauge can hold is half your level plus your Wisdom and Charisma modifier (if positive). If you reach maximum Insanity points, you overload your mind and take 2d6 damage per character level as you twitch and writhe in mental agony. After the damage is dealt, your Insanity gauge is reset to half your maximum. For every 2 Insanity points that you have, you suffer a minus 1 penalty on Will Saves and all Wisdom and Charisma based skillchecks.
Induce Spells
Induce spells are mostly buffs and debuffs and have as a side effect that they increase your Insanity gauge. Each Induce Spell puts a certain amount of Insanity points in your Insanity gauge (See the spells for the precise numbers). Your insanity gauge is emptied after 8 hours of rest. Induce Spells can be cast at will and count as supernatural abilities for the purpose of spellresistance and the like. If you cast an Induce Spell, you can choose not to gain the Insanity point. (If you are 1 away from full for example).
However, every time you cast a Induce Spell, they erode your sense of self. When Inducing insanity in yourself, you must restrain yourself not to delve deeper into madness. Every time after the first you cast an Induce Spell, make a make a modified insanity caster check (1d20 + your insanity caster level + half the number of Insanity points you have). The DC for this check is 10+total number of Insanity points you have. (For example, if you have 6 Insanity points and are a level 3 Delirionist, then youll have a modifier of +6 against a DC of 16). If you succeed on the check, your induce spell functions normally. On a failure, the spell has no effect and you do not gain an Insanity point, and you are unable to cast any additional Induce spells for 10 minutes. The DC's for Induce spells reset after 8 hours of rest together with the Insanity point reset.
In general, Induce spells do not have DC’s, either because they are buffs or they rely on ranged touch attacks. They scale with the combined casterlevel of all Insanity casting classes that the character has. If, for some reason, a Induce Spell gets a DC, it has a DC of 10+half class level+1/2 your total Wis and Cha reduction.
Madness Spells
Madness spells are Insanity made form, the corrosion of your soul solidified in magic (For so far magic is solid). They are more powerful depending of the measure of insanity present in the caster.
Madness spells can’t be cast at will. You have a number of “Spellslots” equal to the amount of Insanity points you have, up to a level based cap (See below). These slots are used to casts Madness Spells with. You can cast a Madness spell a number of times equal to the amount of spellslots you have. You can only use a certain spell slot once, so if you heal or reduce your Insanity points in some way, you do not gain additional spellslots if you gain more Insanity points.
For Example, at level 3, you have a maximum of 4 slots. You also, in a certain situation, have 4 insanity points, so you have 4 slots, due to you having 4 Insanity Points. If you remove the Insanity points in some way, you would not be able to gain another slot until you have at least 5 Insanity Points, at which point you gain 1 extra slot.
However, you can only benefit for a certain amount of mental damage to fuel your unusual magic. The more proficient you become with this magic, the more mental abuse you can use to become more powerful. This amount is dependent on your level, as shown below.
Class Level
Amount of Insanity points to Slots
1st
2
2nd
3
3rd
4
4th
5
5th
6
6th
7
7th
8
8th
8
9th
9
10th
9
11th
10
12th
10
13th
10
14th
11
15th
11
16th
11
17th
12
18th
12
19th
12
20th
13
In the above example, on level 3, if you had 5 Insanity points, you would only gain 4 spell-slots, because your mind cannot hold that much madness yet.
You also gain 1 bonus Madness spellslot per point of Charisma or Wisdom modifier. The stat used for this must be chosen at character creation and cannot be changed ever again.
Note that DC's do keep on scaling. (but is it worth the risk having your Insanity gauge so high? That's up to you to decide :smallamused:)
The DC for an Madness Spell is 10+Number of Insanity points you have.
Madness Spells count as Supernatural abilities and gain all the benefits and drawbacks thereof.
You need an degree of Insanity for casting stronger Madness Spells. More Insanity equals more power! Individual Spells have a Insanity point prerequisite and some spells also have a level or spell prerequisite.
If you read through all of that (Congrats!), you can see that the number of individual Induce and Madness spells is given on the right side of the class table.
Delirious Mind (Ex): At second level, you become more resistant to enchantments. You gain a bonus on Will saves against enchantments equal to the amount of Insanity point you have (Effectively canceling out the penalty, so you get a +1 bonus every 2 Insanity points).
Insane Personality (Ex): At third level, your demeanour becomes more charismatic or intimidating. You gain a bonus equal to the amount of Insanity Points you have on Bluff, Diplomacy, Intimidate and Gather Information (Effectively canceling out the penalty, so you get a +1 bonus every 2 Insanity points).
Mad Epidemic(Su): At fourth level, you can spread your insanity with a touch. At will as a standard action, you can use a touch attack that deals 1d2 points of Wisdom or Charisma damage. Which one you can choose at the time you use this ability. This ability also bestows 1 Insanity point on you, which you cannot decline.The damage increases to 1d4 at level 8, 1d6 at level 12, 1d8 at level 16 and 1d10 at level 20. You can use this attack to make attacks of opportunities. This is a mind effecting effect.
Madman’s Perception (Ex): At fifth level, when you have Insanity points, you gain enhanced perceptive abilities as per the table below. The range of the defined abilities is 5 ft./point of Insanity Point. The abilities gained are cumulative.
{table=head]Insanity Points | Benefit
1-4 | Darkvision
5-8 | Blindsense
9-12 | Blindsight
13-16 | Mindsight
17 and up | Truesight [/table]
Psycho Surge (Su): At sixth level, you can go on when normal people would be knocked unconscious. When you reach full Insanity points, you can, as an immediate action, snap all the chains that still bind you to your sanity. You do not take the damage you usually take, instead you take 1 Wisdom and 1 Charisma damage. In the next round, you can cast one Madness spell as a swift action, use your Mad Epidemic once as a free action and all your movement modes are doubled. In addition, the spells you cast in this round gain a +2 on the save DC. At the end of the round, your Insanity points are reset to half maximum value. You can use this once per day on level 6 and one additional time per day per four levels.
Absurd Senses (Ex): At seventh level, your insanity somehow enhances your perception of your environment. You gain a bonus on Spot and Listen equal to the number of Insanity Points you have. (Effectively canceling out the penalty, so you get a +1 bonus every 2 Insanity points).
Nightmare Mind (Ex): At ninth level, your mind becomes so nightmarish that it can be lethal for the ones trying to access your mind. If you are subject to a Detect Thoughts or other spell/effect that tries to read or gain information directly from your mind, you can make the caster subject to an effect that acts like a Phantasmal Killer spell as an immediate action. Your caster level is your Delirionist level and the DC is 10+half class level+1/2 Insanity Points. This is not a mind effecting ability.
Reaches of Madness (Su): At eleventh level, you can use your Mad Epidemic supernatural ability as a ranged touch attack with a range of 5 ft./Insanity Point (Max 60 ft.). However, if you use this version of the ability, the ability damage die goes down 1 step (From 1d4 to 1d2 for example). This is because it is hard to transfer your insanity over distances, where you can’t really make good contact with the souls of your foes.
Mind Step (Su): At thirteenth level, you can use the minds of others as transportation. As a full round action, you can access the mind of a creature within 200 ft. and appear in its shadow. A unwilling target gets a Will-save to block this teleportation (DC 10+Half Class level+1/2 Insanity points).
Nightmare Mind (Greater) (Ex): At fifteenth level, when someone tries to read your mind, you can instead of the normal effect, make the caster subject to an Insanity spell instead. Your caster level is your Delirionist level and the DC is 10+half class level+ 1/2 Insanity Points. This is not a mind effecting ability.
Total Insanity (Su): At level 16, the Delirionist reaches the zenith of his power and insanity. His spells are now so potent that they affect every creature, even if they are normally immune for mind-effecting effects. This also reaches to his Mad Epidemic and Reaches of Madness abilities.
Hair-Trigger Lunacy (Su): At seventeenth level, you behave so erratically that you can fire spells in a blink of an eye. Once per day, you can cast a Madness spell as a swift action.
Alien Aura (Ex): At eighteenth level, you radiate so much madness that it can damage your enemies. Every enemy within 20 ft. of you takes 1 Wisdom or Charisma damage each round. Which one you choose at the time of activation of this ability. You can activate and deactivate this ability as a swift action. You can use this ability a total number of round per day as your maximum Insanity gauge capacity.
Maw of Delusion (Su): Once per week, as a full-round action, a Delirionist can create a whirling tornado of pure insanity that fractures the minds of every enemy that gets caught up in it. Every enemy within a 100 ft. radius of the Delirionist takes Wisdom and Charisma damage equal to half the amount of Insanity points you have. A Willsave 15+Insanity Points halves this damage. If they fail their save, they are also affected by a Insanity spell, permanently.
Behold, my new Baseclass, now with extra insanity and a all new magic system. It is not completely done yet, as I still need to whip up some Induce and Madness spells for this project, but it is in a stage where it can be PEACHED, so if you read through this, please leave a comment below. ^^
Delirionist
http://fc00.deviantart.net/fs71/f/2011/105/a/a/insane_mage_by_kittenmittnns-d3e1zyr.jpg
Picture by Kittenmittnns
Insane?! ME?! WWWWHHAAAHHHAAAHHAAAAA!! - Raving Jack, a Delirionist, during his torture of a Gaoler Of Frostflame
Adventures: Nobody really knows why these lunatics take on adventuring and probably…They don’t even really know themselves. However they can be valuable allies when it comes to winning people over or debilitating a foe with their insanely effective spells.
Characteristics: Delirionists are always unpredictable and kind of weird to hang out with. Most of the time they are reasonably normal, but when they start using Induction spells they get weirder and weirder. Symptoms might include a strange sense of humor, lots of maniacal laughter and asking people straight out if he has permission to stab them.
Alignment: Always chaotic. (Except if you can tell me a way to be absolutely nuts and random in a lawfull way… :S)
Religion: Delirionists rarely worship a god, but when they do, it’s mostly a god that has Chaos and Madness in its portfolio.
Background: Delirionists, people who distort their own soul to inflict even greater damage on an enemy by the use of Insanity magic. Through the use of this Insanity magic, they are able to twist their opponents to such a degree that some may become insane themselves, only to be slain moments later by the caster.
In the Grand Cross of Four, consisting of Chaining Magic, Beacon Magic, Soul Magic and Insanity Magic, Insanity is one of the two spiritual forms of magic, together with Soul Magic. Insanity Magic is the opposite of Soul Magic, where Soul Magic focuses on manipulating other creature’s souls, Insanity Magic focuses on warping your own soul to such an extent, that your fevered soul reaches out to the outside world and other souls in your vicinity, tearing apart anything spiritual that it comes in contact with.
Due to these destructive properties, users of Insanity Magic are shunned all over Iugon and have no real organisation. However, this doesn’t mean that all Insanity magicians are evil. Good Insanity users do exist. Naturally though, because of the nature of this magic, they are much more rare then Neutral or Evil users. Also, the unpredictable nature of this magic makes it impossible to control for Lawfull creatures and there are only a few instances of Neutral creatures that successfully wielded Insanity magic, but they all converted to the Chaotic way in time.
In most cases, Insanity Magic manifests in a creature after mental trauma of some sorts, causing the soul of that creature to distort and give rise to this kind of magic. In other cases, an over-exposure to raw Insanity Magic can have the same effect. There are rumoured that there exist Artifact level items that allow Insanity Casters to imbue other with a seed of their talent, making it possible to teach others the art of Insanity, instead of relying on fate to produce more of their kind.
Races: Any living creature with a Int score higher than 3 can be become a delirionist.
Other Classes: They are insane, they are oke with all classes one moment and have a burning hatred for cat burglers and druids the next (For example). It all depends on how you wish to play this class.
Role: The magic of the Delirionist is most effective as a debuffer and as a (How strange it may sound, but mad people are charismatic!) Party Face.
Adaptation: This is MADNESS!!! Madness? This! IS! *Fill in adaptation here*!!!!!!!
GAME RULE INFORMATION
Delirionists have the following game statistics.
Abilities: As you rely on corroding your own mental facilities, you would like to have a high Wisdom and Charisma score. This maximizes the amount and the power of Madness Spells you can cast.
Hit Die: d6
Starting Age: Earliest Adult Age of Race
Starting Gold: 4d4x10.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Knowledge (Any), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex)
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armor Proficiency: Proficient with Simple Weapons and no kinds of armor.
Delirionist
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Number of Induce Spells Known
Number of Madness Spells Known
1st
+0
+0
+0
+2
Insanity Magic
1
2
2nd
+1
+0
+0
+3
Delirious Mind
2
2
3rd
+1
+1
+1
+3
Insane Personality
2
3
4th
+2
+1
+1
+4
Mad Epidemic (1d2)
2
3
5th
+2
+1
+1
+4
Madman’s Perception
3
4
6th
+3
+2
+2
+5
Psycho Surge (1/day)
3
4
7th
+3
+2
+2
+5
Absurd Senses
3
5
8th
+4
+2
+2
+6
Mad Epidemic (1d4)
4
5
9th
+4
+3
+3
+6
Nightmare Mind
4
6
10th
+5
+3
+3
+7
Psycho Surge (2/day)
4
6
11th
+5
+3
+3
+7
Reaches of Madness
5
7
12th
+6
+4
+4
+8
Mad Epidemic (1d6)
5
7
13th
+6
+4
+4
+8
Mind Step
5
8
14th
+7
+4
+4
+9
Psycho Surge (3/day)
6
8
15th
+7
+5
+5
+9
Nightmare Mind (Greater)
6
9
16th
+8
+5
+5
+10
Mad Epidemic (1d8), Total Insanity
6
9
17th
+8
+5
+5
+10
Hair-Trigger Lunacy
7
10
18th
+9
+6
+6
+11
Alien Aura
7
10
19th
+9
+6
+6
+11
Psycho Surge (4/day)
7
11
20th
+10
+6
+6
+12
Mad Epidemic (1d10), Maw of Delusion
8
11
Insanity Casting: (Su)
Some take raw, unchecked magic from the environment, some take magic from the souls of others. But a few who dabble into magic do so by corroding their own minds and souls, gaining great power, but losing their sanity in the process. These people practise a weird form of magic appropriately called: Insanity Magic.
Insanity Magic relies on the strength of the caster’s own mind to gain in power. The stronger the caster’s mind, the more magical energy he can break free from his own soul without succumbing to total madness and anarchy.
For the mechanics behind Insanity magic, see the spoiler:
Insanity Magic Spells
Insanity Magic spells are divided in 2 classes, Induce Spells and Madness Spells. You also have a Insanity gauge that indicates the amount of madness you hold within your mind at the moment. Your insanity gauge increases by a certain amount each time you use an Induce Spell. The exact amount is dependant on the individual spell. The total amount of Insanity points your Insanity gauge can hold is half your level plus your Wisdom and Charisma modifier (if positive). If you reach maximum Insanity points, you overload your mind and take 2d6 damage per character level as you twitch and writhe in mental agony. After the damage is dealt, your Insanity gauge is reset to half your maximum. For every 2 Insanity points that you have, you suffer a minus 1 penalty on Will Saves and all Wisdom and Charisma based skillchecks.
Induce Spells
Induce spells are mostly buffs and debuffs and have as a side effect that they increase your Insanity gauge. Each Induce Spell puts a certain amount of Insanity points in your Insanity gauge (See the spells for the precise numbers). Your insanity gauge is emptied after 8 hours of rest. Induce Spells can be cast at will and count as supernatural abilities for the purpose of spellresistance and the like. If you cast an Induce Spell, you can choose not to gain the Insanity point. (If you are 1 away from full for example).
However, every time you cast a Induce Spell, they erode your sense of self. When Inducing insanity in yourself, you must restrain yourself not to delve deeper into madness. Every time after the first you cast an Induce Spell, make a make a modified insanity caster check (1d20 + your insanity caster level + half the number of Insanity points you have). The DC for this check is 10+total number of Insanity points you have. (For example, if you have 6 Insanity points and are a level 3 Delirionist, then youll have a modifier of +6 against a DC of 16). If you succeed on the check, your induce spell functions normally. On a failure, the spell has no effect and you do not gain an Insanity point, and you are unable to cast any additional Induce spells for 10 minutes. The DC's for Induce spells reset after 8 hours of rest together with the Insanity point reset.
In general, Induce spells do not have DC’s, either because they are buffs or they rely on ranged touch attacks. They scale with the combined casterlevel of all Insanity casting classes that the character has. If, for some reason, a Induce Spell gets a DC, it has a DC of 10+half class level+1/2 your total Wis and Cha reduction.
Madness Spells
Madness spells are Insanity made form, the corrosion of your soul solidified in magic (For so far magic is solid). They are more powerful depending of the measure of insanity present in the caster.
Madness spells can’t be cast at will. You have a number of “Spellslots” equal to the amount of Insanity points you have, up to a level based cap (See below). These slots are used to casts Madness Spells with. You can cast a Madness spell a number of times equal to the amount of spellslots you have. You can only use a certain spell slot once, so if you heal or reduce your Insanity points in some way, you do not gain additional spellslots if you gain more Insanity points.
For Example, at level 3, you have a maximum of 4 slots. You also, in a certain situation, have 4 insanity points, so you have 4 slots, due to you having 4 Insanity Points. If you remove the Insanity points in some way, you would not be able to gain another slot until you have at least 5 Insanity Points, at which point you gain 1 extra slot.
However, you can only benefit for a certain amount of mental damage to fuel your unusual magic. The more proficient you become with this magic, the more mental abuse you can use to become more powerful. This amount is dependent on your level, as shown below.
Class Level
Amount of Insanity points to Slots
1st
2
2nd
3
3rd
4
4th
5
5th
6
6th
7
7th
8
8th
8
9th
9
10th
9
11th
10
12th
10
13th
10
14th
11
15th
11
16th
11
17th
12
18th
12
19th
12
20th
13
In the above example, on level 3, if you had 5 Insanity points, you would only gain 4 spell-slots, because your mind cannot hold that much madness yet.
You also gain 1 bonus Madness spellslot per point of Charisma or Wisdom modifier. The stat used for this must be chosen at character creation and cannot be changed ever again.
Note that DC's do keep on scaling. (but is it worth the risk having your Insanity gauge so high? That's up to you to decide :smallamused:)
The DC for an Madness Spell is 10+Number of Insanity points you have.
Madness Spells count as Supernatural abilities and gain all the benefits and drawbacks thereof.
You need an degree of Insanity for casting stronger Madness Spells. More Insanity equals more power! Individual Spells have a Insanity point prerequisite and some spells also have a level or spell prerequisite.
If you read through all of that (Congrats!), you can see that the number of individual Induce and Madness spells is given on the right side of the class table.
Delirious Mind (Ex): At second level, you become more resistant to enchantments. You gain a bonus on Will saves against enchantments equal to the amount of Insanity point you have (Effectively canceling out the penalty, so you get a +1 bonus every 2 Insanity points).
Insane Personality (Ex): At third level, your demeanour becomes more charismatic or intimidating. You gain a bonus equal to the amount of Insanity Points you have on Bluff, Diplomacy, Intimidate and Gather Information (Effectively canceling out the penalty, so you get a +1 bonus every 2 Insanity points).
Mad Epidemic(Su): At fourth level, you can spread your insanity with a touch. At will as a standard action, you can use a touch attack that deals 1d2 points of Wisdom or Charisma damage. Which one you can choose at the time you use this ability. This ability also bestows 1 Insanity point on you, which you cannot decline.The damage increases to 1d4 at level 8, 1d6 at level 12, 1d8 at level 16 and 1d10 at level 20. You can use this attack to make attacks of opportunities. This is a mind effecting effect.
Madman’s Perception (Ex): At fifth level, when you have Insanity points, you gain enhanced perceptive abilities as per the table below. The range of the defined abilities is 5 ft./point of Insanity Point. The abilities gained are cumulative.
{table=head]Insanity Points | Benefit
1-4 | Darkvision
5-8 | Blindsense
9-12 | Blindsight
13-16 | Mindsight
17 and up | Truesight [/table]
Psycho Surge (Su): At sixth level, you can go on when normal people would be knocked unconscious. When you reach full Insanity points, you can, as an immediate action, snap all the chains that still bind you to your sanity. You do not take the damage you usually take, instead you take 1 Wisdom and 1 Charisma damage. In the next round, you can cast one Madness spell as a swift action, use your Mad Epidemic once as a free action and all your movement modes are doubled. In addition, the spells you cast in this round gain a +2 on the save DC. At the end of the round, your Insanity points are reset to half maximum value. You can use this once per day on level 6 and one additional time per day per four levels.
Absurd Senses (Ex): At seventh level, your insanity somehow enhances your perception of your environment. You gain a bonus on Spot and Listen equal to the number of Insanity Points you have. (Effectively canceling out the penalty, so you get a +1 bonus every 2 Insanity points).
Nightmare Mind (Ex): At ninth level, your mind becomes so nightmarish that it can be lethal for the ones trying to access your mind. If you are subject to a Detect Thoughts or other spell/effect that tries to read or gain information directly from your mind, you can make the caster subject to an effect that acts like a Phantasmal Killer spell as an immediate action. Your caster level is your Delirionist level and the DC is 10+half class level+1/2 Insanity Points. This is not a mind effecting ability.
Reaches of Madness (Su): At eleventh level, you can use your Mad Epidemic supernatural ability as a ranged touch attack with a range of 5 ft./Insanity Point (Max 60 ft.). However, if you use this version of the ability, the ability damage die goes down 1 step (From 1d4 to 1d2 for example). This is because it is hard to transfer your insanity over distances, where you can’t really make good contact with the souls of your foes.
Mind Step (Su): At thirteenth level, you can use the minds of others as transportation. As a full round action, you can access the mind of a creature within 200 ft. and appear in its shadow. A unwilling target gets a Will-save to block this teleportation (DC 10+Half Class level+1/2 Insanity points).
Nightmare Mind (Greater) (Ex): At fifteenth level, when someone tries to read your mind, you can instead of the normal effect, make the caster subject to an Insanity spell instead. Your caster level is your Delirionist level and the DC is 10+half class level+ 1/2 Insanity Points. This is not a mind effecting ability.
Total Insanity (Su): At level 16, the Delirionist reaches the zenith of his power and insanity. His spells are now so potent that they affect every creature, even if they are normally immune for mind-effecting effects. This also reaches to his Mad Epidemic and Reaches of Madness abilities.
Hair-Trigger Lunacy (Su): At seventeenth level, you behave so erratically that you can fire spells in a blink of an eye. Once per day, you can cast a Madness spell as a swift action.
Alien Aura (Ex): At eighteenth level, you radiate so much madness that it can damage your enemies. Every enemy within 20 ft. of you takes 1 Wisdom or Charisma damage each round. Which one you choose at the time of activation of this ability. You can activate and deactivate this ability as a swift action. You can use this ability a total number of round per day as your maximum Insanity gauge capacity.
Maw of Delusion (Su): Once per week, as a full-round action, a Delirionist can create a whirling tornado of pure insanity that fractures the minds of every enemy that gets caught up in it. Every enemy within a 100 ft. radius of the Delirionist takes Wisdom and Charisma damage equal to half the amount of Insanity points you have. A Willsave 15+Insanity Points halves this damage. If they fail their save, they are also affected by a Insanity spell, permanently.