An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| Effect | Description | |
|---|---|---|
| 1 | Panicked Escape | The creature uses all its movement to run away from the nearest creature, disengaging if possible. It may move into hazardous areas without concern. |
| 2 | Attack Nearest Ally | The creature is unable to distinguish between friend and foe and attacks the nearest ally with full force, as determined by the GM. |
| 3 | Random Direction Movement | The creature uses its full movement to move in a random direction. Roll a d12 (clock face) to determine direction. The creature disregards hazards and may enter dangerous terrain. |
| 4 | Lost in Thought | The creature becomes dazed and does nothing on its turn, unable to understand its surroundings or take any action. |
| 5 | Frenzied Attack | The creature attacks the nearest creature, friend or foe, and gains the Reckless status until the start of its next turn. |
| 6 | Moment of Clarity | The creature regains focus for a brief moment and acts normally until the end of its turn. |
| 7 | Self-Harm | In its confusion, the creature attacks itself with a melee or natural weapon, one time, automatically dealing damage as if it hit. Then the creatures turn ends. |
| 8 | Paranoia | The creature believes everyone around it is a threat. It attacks a creature or creatures that the GM selects with full force. |