For those moments when the very fabric of magical reality warps even further than expected, you will need to have a Sanity score.
This will be rolled for with 3d6, and may be adjusted by prayer, psychology or eldritch interference.

Sanity checks may be used in place of intelligence checks to:

*decipher a script written in a text so alien that it warps the soul
*overcome the lingering effects of madness
*comprehend the effects of alien, far realm magics beyond the ken of Adad-akitu’s laws

Sanity saving throws may come into play during instances such as:

*viewing a creature from the Far Realms for the first…or second time
*resisting some psychic damage effects
*being subjected to spells that attack one’s sanity



City in the Dust Bridthenni