Thaumaturgis

Sanity

The Mind Is the Last Fortress

Hit points measure what the world can do to your body. Sanity measures what it can do to everything else. In the Fading, the second number runs out more often than the first — and unlike the first, it does not come back with a night's sleep.

Starting Sanity
INT + WIS + CHA
The test
d20 + WIS mod vs DC 15+
Three threats
Violence · Helplessness · the Unnatural
At zero
No treatment brings you back

What Sanity Is

Sanity Points (SAN) are the resilience of your character's mind against the world as it actually is. With high SAN, your character still trusts their understanding of things despite the hardships. With low SAN, the brutal arithmetic of a world in decline has started to win. At zero, the character is gone — not dead, which would be kinder, but gone.

Table note: This system deals in mental trauma, horror, and psychological distress. Before it reaches your table, make sure everyone at it is comfortable with those themes. It is meant first as a roleplaying aid, not a second hit point bar — many tables let players choose the exact shape of their character's fractures, and the game is better for it.

Starting Sanity

Starting SAN  =  Intelligence + Wisdom + Charisma (the scores, not the modifiers)

A character with Intelligence 12, Wisdom 14, and Charisma 10 begins with 36 Sanity Points. Most characters land between 25 and 35. The Character Creator works this out for you the moment your ability scores are assigned.

Work it out: enter the three scores (not the modifiers).

Starting Sanity
30
Sanity test bonus (WIS mod): +0

Background deductions are agreed with your DM at the table — subtract them from this number.

From that total, subtract points for what your character carried into play. This is a conversation with your DM, not a shopping list:

Background experienceCost
Learning forbidden lore1–3 per significant piece
Knowledge of Deep Speech3 per language
Knowledge of infernal or abyssal tongues2 per language
Knowledge of celestial or divine tongues1 per language
Surviving a great tragedy or personal loss1–10 by severity
Prior exposure to Wyrdrents or harmonic anomalies1–10 by severity

Maximum Sanity

The ceiling is 99 — for those who know nothing. Characters with proficiency in Arcana checks concerning harmonic theory, the Wyrd, or the forces behind the decline reduce their maximum by twice their proficiency bonus. Those with expertise in such checks, or formal training from the Smritipal, reduce it by three times their proficiency bonus.

This is the system's quietest rule and its cruelest: the more you learn about why the world is ending, the less room your mind has left to live in it.

Sanity Tests

When the world demands one, roll a d20 and add your Wisdom modifier against DC 15 plus the severity of the trauma (typically 0 to 5). Losses are written as two numbers: 0/1d4 means you lose nothing on a success and 1d4 on a failure; 1d6/1d10 means even success costs you.

Rules of thumb: if failure costs 1d6 or less, success usually costs nothing. If failure costs 1d8 or 1d10, success usually costs 1. A natural 20 means you lose the least possible; a natural 1 means you lose the most. Some encounters are worse than the rules of thumb allow for.

Roll a Sanity test: d20 + your Wisdom modifier (taken from the calculator above) against DC 15 + severity.

Describe the loss. When SAN goes, say what it looks like. The stumble backward. The voice that doesn't hold. And if your character kills someone and loses nothing — say what that looks like, too.

The Three Threats

Sanity is lost to violence, to helplessness, and to the Unnatural. The categories overlap (being made to fight in Nexipol's arena while your family starves is both of the first two at once), and each makes the others worse.

Violence

Taking a life is not instinctive, whatever the veterans tell you. In combat, a given trauma forces a test the first time it happens in that fight; outside combat, every incident counts.

Suffering violenceDCLoss
Ambushed by enemies150/1
Find a corpse or badly mangled creature150/1
Find mutilated remains of a child or loved one160/1d4
Stabbed, poisoned, or seriously wounded160/1d4
Suffer a permanent injury170/1d6
Set on fire, by any means170/1d6
Reduced below half HP170/1d6
Tortured180/1d8
Inflicting violenceDCLoss
Incapacitate or cripple an innocent160/1d4
Dispose of allies' bodies to hide evidence160/1d4
Kill in defense of oneself or another*160/1d4
Kill a threatening enemy in cold blood*170/1d6
Torture a victim180/1d8
Accidentally kill an innocent180/1d8
Kill an innocent in cold blood, even for a very good reason*191/1d10

*On a failed roll, add 1 per victim beyond the first, up to the maximum possible roll.

Helplessness

The essential impulse of a sentient being is to act. Watching your community, your Bonds, your way of life come apart while you can do nothing is its own category of wound — and in the Fading, it is the commonest one.

ExperienceDCLoss
Exiled from one's community150/1
Nearly get a Bond hurt or killed150/1
Unexpected loss of status or property150/1
A friend suffers permanent harm or gains a disorder150/1
A Bond's score reduced to 0160/1d4
Sentenced to imprisonment or servitude160/1d4
Waking paralyzed or blind160/1d4
Find a friend's remains160/1d4
A Bond suffers permanent harm or gains a disorder160/1d4
Witness magic-warped creatures feed on sentient beings160/1d4
Forced to fight as a gladiator170/1d6
See or hear a friend gruesomely killed170/1d6
Learn a Bond has been killed170/1d6
See or hear a Bond gruesomely killed180/1d8

The Unnatural

Last, the things that exist wholly outside mortal experience: Wyrd phenomena, tears in the world, the shapes that harmonic instability leaves behind. The Unnatural wounds by opening gaps in understanding that nothing can close. This is why Wyrdtouched knowledge lowers your maximum SAN — and why there is no adapting to it. Every encounter is the first one.

ExperienceDCLoss
Attempting Sant-Rakshak techniques on someone who lost SAN to the Unnatural150/1
Witness an apparently benign supernatural effect150/1
Witness a violent supernatural effect170/1d6
See a corpse walk170/1d6
Subjected to an overtly supernatural effect170/1d6
Suffer a violent supernatural assault181/1d8
Becoming partially Wyrdtouched181d4/1d10
Witness a failed Sant-Rakshak ritual191d6/1d12
Witness a tear in the fabric of reality201d6/1d12
Direct contact with... something... from beyond201d8/1d20
Encounter the dracolich Zephyraxan201d8/1d20

Thresholds and Breaking

As Sanity falls, the mind starts making trades it cannot take back:

ThresholdReached when SAN drops below
Mild Flaw (neurosis)20 points, or 2/3 of starting SAN
Moderate Flaw15 points, or 1/2 of starting SAN
Severe Flaw (psychosis)10 points, or 1/3 of starting SAN
Nonfunctional0 — the character becomes an NPC. There is no ordinary recovery.

The DM calls the threshold; the player should have the loudest voice in what the flaw actually is. A disorder should grow out of the trauma that caused it — the scholar who watched a friend burn develops a fear of fire, not a butterfly collection.

Temporary Insanity

Lose 5 or more SAN in a single roll and your character breaks — briefly. Control passes to the panic, in one of three shapes, chosen with your DM:

Flee. Away from the stimulus at top speed for CON modifier + 1 rounds (minimum 1), then collapse with a level of exhaustion — or until they feel "safe," whichever comes first.

Struggle. Lash out at the nearest threat, however insurmountable, until killed, unconscious, or restrained.

Submit. Shut down. Catatonic and paralyzed until the DM decides otherwise; on waking, the trauma is likely suppressed, and dredging up details takes a DC 15 Intelligence check and costs peace of mind.

If circumstances are calm, someone can attempt a DC 15 Wisdom (Medicine) check to talk your character down.

Disorders

A disorder is the mind's release valve — an irrational adaptation to intolerable stress. It lurks under the surface as a chronic condition and erupts in acute episodes when triggered. During an episode, the character obeys the disorder's internal logic; a DC 15 Wisdom (Medicine) check can diagnose it, and a second such check can talk them down over a few minutes.

The lists below are suggestions, grouped by the wound that typically produces them. Work with your DM.

From violence: Addiction, Depression, Intermittent Explosive Disorder, Sonophobia, Paranoia, Traumatic Stress Disorder, Sleep Disorder, Totemic Compulsion.

From helplessness: Anxiety Disorder, Conversion Disorder (blindness, deafness, or paralysis under stress), Dissociative Identity Disorder, Agoraphobia or Claustrophobia, Obsession, Obsessive-Compulsive Disorder.

From the Unnatural: Amnesia, Depersonalization, Fugues, Megalomania, Sleep Disorder.

Most acute episodes impose disadvantage on ability checks, attack rolls, saving throws, or Sanity tests while they last; several are triggered by losing 2+ SAN in a single roll. Calming preparations (shantirasayana, manashanti, or plain drink and dreamleaf) can grant advantage or a bonus to repress an episode, at the price of disadvantage on everything for 1d4 hours and a straight road to Addiction.

At 0 SAN the character is lost for good — catatonic, delusional, or worse. The Sant-Rakshak have a word for the worst kind, and they do not use it above a whisper. Those who return from zero are not empty. Nobody who has met one says what fills them.

Resisting

Adaptation

Survive a category of trauma often enough and it stops cutting. Lose SAN to violence or helplessness three times in a row without going temporarily insane or hitting a threshold, and your character adapts to it: they automatically succeed on Sanity tests of that kind, forever.

The price is written in the character, not the character sheet — but the sheet keeps score too. Adapting to violence permanently costs 1d6 Charisma and the same from every Bond: empathy is what got worn away. Adapting to helplessness permanently costs 1d6 Wisdom: the drive went with it.

There is no adaptation to the Unnatural. The only minds it makes sense to are the ones at zero.

Bonds

Bonds are the people, places, and ideals that hold your character together, rated 1–10; most characters start with two to four. They can absorb what your character cannot: when losing SAN, spend a Hit Die and roll it (no modifiers) — if you still have at least 1 HP, reduce the loss by the roll, and reduce a Bond's score by the same amount. You can spend a Hit Die the same way to repress temporary insanity or an acute episode, followed by a DC 15 Sanity test. Either way, the strain lands on someone who loves you. Decide what that looks like the next time you see them.

Recovery

There are few roads back, and none of them are fast:

MethodRecovery
Long restDC 13 Wisdom save → recover 1 SAN
Full day of genuine restRecover 1 SAN, automatically
48+ hours of therapy or peaceful time with BondsDC 15 Wisdom save → recover 1d4 SAN
Leveling upRecover SAN equal to your proficiency bonus
Overcoming the UnnaturalBanishing an entity or sealing a tear restores the minimum loss for encountering it (1d6/1d12 → regain 1d6), for everyone directly involved

Bards deserve a line of their own: a successful Performance check after a short rest restores 1 SAN to listeners. In a world with one bloodline of Bards left, that is not a small thing.

Class Notes

Sant-Rakshak gain proficiency in Sanity tests — and owe regular harmonic rituals for the privilege, at risk of SAN loss if neglected. Bards restore it in others, as above. Characters of strong faith have advantage on Sanity tests against helplessness, though the Unnatural tests that faith hardest of all. Certain spells interact with the system: calm emotions can suppress an acute episode, lesser and greater restoration can remove a level of temporary insanity but never restore permanent SAN loss, and protection from evil and good gives advantage on tests triggered by otherworldly entities.

Optional Rules

Keep SAN secret. Knowing Jaladhara has exactly 12 SAN feels very different from knowing that Jaladhara hasn't been the same since the chambers beneath Nexipol's arena. Some tables hide current SAN from other players; some DMs hide it from everyone.

Insight at the cost of sanity. A character below half their starting SAN may roll with advantage on certain Investigation or Insight checks concerning Wyrd phenomena — the unstable mind sees what the stable one refuses to. Each use demands a DC 15 Sanity test or costs 1d4 more SAN. The DM may also feed such characters visions and whispered truths that saner minds would reject. Whether they are truths is another question.

Building a character? The Character Creator shows your starting Sanity live as you assign ability scores, and again on the final review sheet. Background deductions are agreed with your DM at the table.