Pilpin's Insanity
(Enchantment/Charm)

Range:  5 yards per level
Components:  V, S, M
Duration:  Permanent
Casting Time:  5
Area of Effect:  One creature
Saving Throw:  Negates

This spell can be rather harmless, or fatal. A person (as defined in charm person) that does not save versus spell is struck with a random type of insanity. Roll a 1d20 on the following table to determine type (consult the Dungeon Master's Guide, page 83, for explanations):

	D20 Roll	Insanity	D20 Roll	Insanity
	1	dipsomania	11	dementia insanity praecox
	2	kleptomania	12	lunacy
	3	schizoid	13	paranoia
	4	pathological	14	manic-lair depressive
	5	monomania	15	hallucinatory
	6	catonia	16	sado-masochism
	7	melancholia	17	homicidal
	8	megalomania	18	hebephrenia insanity
	9	delusional	19	suicidal mania
	10	mania	20	schizophrenia

A person affected by this spell will not notice anything different about himself, and - depending on the type of insanity - those around him may not notice any difference. The insanity is permanent until negated by a heal, restoration, limited wish, wish, or a successful dispel magic.
The material component of this spell is a nut shell from a tree standing alone in a field or plain, picked on a new moon, using a clean, white glove.

