When this spell is cast, the caster chooses a point within range. Each creature in a 20 foot radius must make a Wisdom saving throw or be subject to a single emotional reaction. The following are typical:
1. Courage: This emotion causes the creatures affected to become berserk, fighting with a +1 bonus to the attack dice, causing +3 points of damage, and gaining 5 temporary hit points. The recipients fight without shield and regardless of life, never checking morale. This spell counters (and is countered by) fear.
2. Fear: The affected creatures are frightened and must use their action to move away from the caster. If there's nowhere to move, the creature can use the Dodge action. It counters (and is countered by) courage.
3. Friendship: The affected creatures react more positively (for example, tolerance becomes goodwill). It counters (and is countered by) hate.
4. Happiness: This effect creates joy and a feeling of complacent well-being, granting advantage on all Charisma checks from the caster and making attack unlikely unless the creatures are subject to extreme provocation. It counters (and is countered by) sadness.
5. Hate: The affected creatures react more negatively (for example, tolerance becomes negative neutrality). It counters (and is countered by) friendship.
6. Hope: The effect of hope is to raise morale, saving throw rolls, attack rolls, and damage caused by +2. It counters (and is countered by) hopelessness.
7. Hopelessness: The affected creatures submit to the demands of any opponent: surrender, get out, etc. Otherwise, at the start of their turns, the creatures must roll 1d4. On a 1 they take no action, on a 2 they to turn back or retreat, and on a 3-4 they can act and move normally. It counters (and is countered by) hope.
8. Sadness: This creates unhappiness and a tendency toward maudlin introspection. This emotion gives disadvantage on attack rolls and initiative rolls. It counters (and is countered by) happiness.
At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Level
4th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Concentration
10 Minutes
School
Enchantment
Attack/Save
None
Damage/Effect
Comments