You attempt to amplify all different emotions in a group. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, a wave of magic washes over them and their emotions become magnified ten fold.
When a creature's emotions are amplified, depending on whether or not they were already affected by a spell or condition, constructive interference might occur and the effect will double:
If a creature who is raging fails their saving throw, the creature goes berserk, and must attack the nearest creature it can see. If no creature is near enough to move to and attack, the creature attacks an object, with preference for an object smaller than itself.
If a creature who is affected by calm emotions is indifferent, and fails their saving throw, the creature becomes aggressively apathetic towards everyone, and will refuse to speak or interact with any other creature for the duration of the effect.
If a creature who is affected by hideous laughter fails their saving throw, the creature will start suffocating from laughing too hard. When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it loses consciousness.
If a successful Calm Emotions is cast on the creature who failed its saving throw, and is chosen to be made indifferent, Calm Emotions will take priority over Amplify Emotions until the spell's effect ends.
The spell's effects end after 1 minute, or after the target succeeds in a charisma saving throw at the end of their turn. When the spell ends, the creature's emotions return to their previous state, unless the DM rules otherwise.
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