You attempt to increase the strength of the emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. You can choose to fail. If a creature fails the save they have the following happen. Charmed, frightened, and/or enraged creatures gain disadvantage on the saving throws to resist the conditions. Creatures with a rage ability are forced to activate it even when out of uses. They are kicked out of rage when the spell ends. The creature feels their strongest emotion amplified causing a variation of effects:
Fear - They gain the frightened effect towards all creatures within their line of sight.
Anger - They attack whatever the closest creature to them is whether ally, enemy, or neutral.
Happiness - They gain disadvantage on perception and insight checks against deception. All creatures gain advantage on persuasion checks made against them.
Sadness - They start crying and gain the incapacitated condition.
Greed/Envy - They try to steal the thing they want or are envious of by any means necessary.
Pride - They refuse to listen to anyone but themself.
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