I found some sanity rules online that I liked because they were streamlined and simple. I'm not sure how closely I'll cleave to those rules as I'm writing these after having read those some time ago and doing so from memory. Those rules were based on Wisdom, which makes a lot of sense to me.
Sanity
There are times when PCs encounter horrific things. Every time some new horror is encountered, the PC's sanity is at stake. Sanity is based on the PCs Wisdom score.
Wisdom Sanity
Score Level
1-2 Insane, uncontrolled, no longer saves vs. Sanity
3 Unstable, unpredictable, -3 to saving throw vs. Sanity
4-5 Irrational, consistent outbursts, -2 to saving throw vs. Sanity
6-8 Semi-Sane, prone to random outbursts, -1 to saving throw vs. Sanity
9-11 Sober, generally of good mental health
12-15 Stable, gain WIS bonus to saving throw vs. Sanity
16-17 Very Stable, gain WIS bonus to saving throw vs. Sanity
18+ Balanced, gain WIS bonus to saving throw vs. Sanity
Sanity is in danger when a PC encounters a new horror: the first time encountering undead, for example, a horrific, grisly scene, the first time a party member dies, or when a party member dies in a particularly terrible way, when a party member dies from friendly fire, etc. Every time such events occur, the PC makes a save vs. death magic, applying bonus or penalty as appropriate. If the save is made, the PC has retained his or her grip on reality. If the save is failed, he or she loses 1d6 points of WIS, including all the penalties which that might impose. The WIS loss is temporary, returning, as do all attribute loses, at a rate of one per day. A Restoration spell** will restore WIS (sanity) loss along with all other reduced Attributes.
** Restoration is a Ritual in Daen Ral roleplaying (higher level spell than Clerics can cast, so special rules will apply to spells like Restoration, Raise Dead, etc.)
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