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Soap Distribution and Emotion 3.0

Hello, another post concerning bizarro-magic  !! yaaay !! Look, are you guys using Heroism, Rage, or Crushing Despair ? -i don't want in no way diminishing their vallue if you picked em. There's this spell that tickles me to ask: Emotion ( Player's Handbook 3.0 , p. 199) Enchantment ( Compulsion ) [ Mind-Affecting ] Level: Bard 3 , Sorcerer 3 , Wizard 3 , Charm (DD) 4, Charm (FRCS) 4, Components: V , S , Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: All living creatures within a 15-ft. radius Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes This spell arouses a single emotion of your choice in the subjects. You can choose any one of the following versions: Despair: The enchanted creatures suffer a —2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (despair) dispels emotion (hope). Fear: The enchanted creatures flee from you whenever they are in sight of you. Emotion (fear) dispels emotion (rage). Friendship: The enchanted creatures react more positively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (friendship) dispels emotion (hate). Hate: The enchanted creatures react more negatively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) dispels emotion (friendship). Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) dispels emotion (despair). Rage: The enchanted creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC. They are compelled to fight heedless of danger. Emotion (rage) does not stack with barbarian rage or with itself. Emotion (rage) dispels emotion (fear). -I would like to furthermore including the 3.0 version that i be allowed from selection:   ^Will^ and ^Greed^ and that we make the effects together in this post maybe ? -Provided i am allowed to ave the all emotion in one spell version :  To legit craft em into soap bars require Wondrous Item Feat ? or is there another legit method without feat that escapes me? Of course i would like the spell version to be 15ft but it's soap version to be singular . If we really make Emotion interesting: I'll pick it...  you see. i like my food alive , not Fireball cooked !    -Doctor Sidsaspi
I suggest    Cringe: Dazed for one round.
It does bother me a bit all the spells i select are a bit...yeah.  Goddamn !  ...why do i ave to be suuuch a f. snake ?  Idk... for my defence, snaky kindom was 3.0...
The 3.0 PHB isn't Core, so if you want access to such a spell in the campaign you'd have to develop it through spell research. The final result would need to end up higher level or less powerful/flexible, since as you pointed out, this one can do a whole bunch of stuff that other Lv3 spells can only do separately in 3.5. Crafting spell effects into soap would probably be Craft Wondrous Item, though, yeah. Or maybe Brew Potion, with some juryrigging... like a tiny, one-use hotel soap that grants the effect on use. The main power scale difference between them is that Wondrous Items are generally multiple use or grant non-spell effects (or grant spell effects in unusual ways, like a Love Potion  applying the charm person  effect to the next person the drinker sees), while potions/oils generally just apply the basic spell effect directly (also, the level limit on potions). As for a Greed effect, maybe something like the target refusing to use any consumable magic items for the duration, and attempting to steal anything obviously valuable whenever possible? I'm not sure exactly what you mean by "Will", though. Like, willpower? Maybe a big morale bonus to just Will saves?
The biggest problem of this is the what dispel/counters what ?&nbsp; feels Willpower should not counter greed right?&nbsp;&nbsp; Greed: The only thing close to it are the Domain selection : <a href="https://dndtools.net/spells/domains/greed/" rel="nofollow">https://dndtools.net/spells/domains/greed/</a> &nbsp;, entice gift is pretty close to desired effect Will: If Willpower is not made to be a escalator of other emotions , let it be just a simple Boost to Will save and even the weakest of all boost on its own BUT with no dispel counters * +3 to all will saves and stacks with any emotions to give a +1 to effective variable. Should be the only effect that does not obligate to caster's concentration and given a lvl/round time limit&nbsp;&nbsp; So lets say... Casting the effect of Willpower and followed by Frienship effect would up a NPC attitude 2 degree instead of 1 Hope followed by Willpower would make the morale bonus +3 , etc... Avarice (Orange) is countered by Mercy (Purple) if we really can't think about it's dispel counter, just make a Mercy/Compassion effect (i'm good with 7 effects if it's the case , i don't really need Despair&nbsp; actualy if we can make a Mercy effect instead) For a Compassion/Mercy effect: I would say something in the lines of ^Target can't kill, otherwise suffer penalty^ i am sure a spell in there represent it well, i don't ave one in mind but quite certain a lvl 2 or 3 spell emulates this effect. Make it highter level spell ? i am indiferent about that...&nbsp; to my oppinion, maybe it should since it would diminish the current 3.5 ones if it aint a nerfed version ,&nbsp; to make it a ... Emotion Sequencer Spell probably deserve a lvl4 slot , whoever if we do this, it will make the DC of it's regular version stronger, most of the suggested effects are lvl 2 effects drawn by a lvl 3 spell .&nbsp; This is why i am indiferent quite really; make it a lvl 5 spell ? -the compulsion will just be more irresistible.&nbsp; Sure i would use the Despair if we settle on 8 emotions... if it's the case; just make Will and Despair pairable with any color of the spectrum since similar to Will, Despair mixes well with any of the emotions including hope in my oppinion... If this can help our speculation we don't really need to take from green lantern mythos either, DC only simplified it... <a href="https://www.psychologytoday.com/ca/blog/color-psychology/202202/why-links-between-colors-and-emotions-may-be-universal" rel="nofollow">https://www.psychologytoday.com/ca/blog/color-psychology/202202/why-links-between-colors-and-emotions-may-be-universal</a>
Grey is Despair and Green is Will, they are top prominent on the spectrum as you can see.
Entice gift &nbsp;is more about the caster's greed, though, while the spell effects for emotion &nbsp;are more about inciting those feelings in the subject. If anything, a Greed emotional effect should be the opposite, right? Maybe that would be the counter? (unless that's what you meant) Having Willpower increase the other effects as a side benefit is pretty interesting. I like that kind of thing in spell design, and combos make for more interesting gameplay. For a Mercy effect, "can't kill" is a bit too vague. Maybe something like... won't use death effects, coup de grace, or attack unconscious/helpless/fleeing enemies. Or another way to go is that they won't attempt to deal lethal damage at all. More options will definitely increase the spell level, though the concentration duration does mitigate it a fair bit (I didn't notice that before). For 8 emotional options, even if the effects are nerfed down, we're probably looking at a lv4 spell at the least. Maybe lv3 if another big downside is added, like an expensive focus or material components.
Yes, i meant the opposite effect of the variables of Entice Greed, where the target gets the compultion of wanting something badly immediatly at any cost. It's supposed to be as effective as a lvl2 spell so i would assume the casted does not determine what. Something like: If the spell succeed: the target direct himself to grab as many valued wares and will ignore anything else than protecting is goods. Once the target is full , he can choose to Run or Defend himself or fight&nbsp; whotever he conciders would take is valuables. Mercy/compassion effect sound good with the variables you suggest: since to hit non-lethal with lethal weapon gives already -2 including&nbsp;won't use death effects, coup de grace, or attack unconscious/helpless/fleeing enemies., its willpower stack could give him -1 penalty instead. Overall, Duration : Concentration shoud be singular to one emotional effect EXEPT Willpower or Despair with the exeption of Fear don't stack with Willpower and Despair don't stack as mentioned in the spell; with Hope.&nbsp; It should either be: stack with Despair OR Willpower but not both or it auto-breaks concentration counting as a new spell . I don't think Despair should up any wariable like Willpower does:&nbsp; the -2 to everything is regular effect is sufficient.
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Cedric D. said: Something like: If the spell succeed: the target direct himself to grab as many valued wares and will ignore anything else than protecting is goods. Once the target is full , he can choose to Run or Defend himself or fight&nbsp; whotever he conciders would take is valuables. I like the first part, though "full" is kind of a vague term for 3.5. Maybe a limit like max carrying load? Or a value limit, though that would be based on the target's Appraise skill... maybe the Greed effect could give a bonus to Appraise though, that would be interesting too. Cedric D. said: Mercy/compassion effect sound good with the variables you suggest: since to hit non-lethal with lethal weapon gives already -2 including&nbsp;won't use death effects, coup de grace, or attack unconscious/helpless/fleeing enemies., its willpower stack could give him -1 penalty instead. Nonlethal with a lethal weapon is actually -4 to hit. Willpower and despair being special cases for duration and synergy makes sense, in that they're opposites but can both be force multipliers for other effects. That way you could, for example, cast the spell for Willpower for a set duration, then cast it again for a positive emotion and it would be amplified. Though, I think it would be interesting if Despair also had some specific multiplier effects. Like maybe it increases the Fear penalty (hopeless terror), and increases the effects of Rage BOTH ways (more bonus to Str/Con/Will, but more penalty to AC, in the grim "nothing left to lose" kind of mindset). Conversely, Willpower might counteract Fear and have no affect on Rage.
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GM said I like the first part, though "full" is kind of a vague term for 3.5. Maybe a limit like max carrying load? Or a value limit, though that would be based on the target's Appraise skill... maybe the Greed effect could give a bonus to Appraise though, that would be interesting too What i'm thinking about ^full^ is not by strengh because it would be OP but by slots and pockets and can use is sword and shield per example (if he as this in sight) or if he's single handed he could be holding a teapot he saw beside him just to keep him ^full^ . Whoever... if the target ave a magic bag or charriot in is possession or decides to target one as is item... it should cancel the Run feature. (basicaly, a REAL hoarder is more affected than per say... a monk with minimal inventory space) GM Said Though, I think it would be interesting if Despair also had some specific multiplier effects. Like maybe it increases the Fear penalty (hopeless terror), and increases the effects of Rage BOTH ways (more bonus to Str/Con/Will, but more penalty to AC, in the grim "nothing left to lose" kind of mindset). Conversely, Willpower might counteract Fear and have no affect on Rage. I dissagree with Despair hemping any emotion any other way than being what it is because already the stacking despair makes them less resistant or in another way to say it, despair alone does not suck on its own compared to the effect of Willpower acting on it's own. Despair effect should remain mint, Willpower effect; shitty unless paired. Otherwise, you would ave to nerf despair in order for it to ave a secondary effect , i don't really wanna nerf despair, just allowing it to synergize instead of Willpower is pleanty sufficient to me. Example: Despair+Frienship does not do anything more than reduce the DC because of the -2 despair brought &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Will+Friendship only had +1 to the oppinion variable but DC remains unchanged
The Rage Synergy is brilliant BTW , i just think a negative variable is not as easyly appliable as a positive one for most of the emotion, but the Rage one does makes sence , if i'm looking at the other ones tho... idk, how would you break your mind to interpret Despair+Greed without it being nothing more than a lvl2 power?&nbsp; &nbsp; &nbsp;Rage+Despair: Totaly agree that it should not diminish the rage and make it worse but if i look at the others, the -2 already stacked ieaves them balanced.
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Cedric D. said: GM said I like the first part, though "full" is kind of a vague term for 3.5. Maybe a limit like max carrying load? Or a value limit, though that would be based on the target's Appraise skill... maybe the Greed effect could give a bonus to Appraise though, that would be interesting too What i'm thinking about ^full^ is not by strengh because it would be OP but by slots and pockets and can use is sword and shield per example (if he as this in sight) or if he's single handed he could be holding a teapot he saw beside him just to keep him ^full^ . Whoever... if the target ave a magic bag or charriot in is possession or decides to target one as is item... it should cancel the Run feature. (basicaly, a REAL hoarder is more affected than per say... a monk with minimal inventory space) You know you can use the forums' Quote function for this, right? This approach is kind of mechanically inconsistent. It's usually better to have a mechanism that the player casting the spell can easily understand and predict, and leave corner case judgments up to the DM.&nbsp; Although, a very vague and subject-dependent spell effect can be fun too. "The subject steals as much as they can carry" seems like the kind of effect that would be very fun for players like you or Josh, and annoying for players like Nate or Dawi. :P I like those a lot as the DM, since it lets me characterize NPCs by how they react, and having NPCs always respond very in-character is one of my favorite parts of DMing. Cedric D. said: GM Said Though, I think it would be interesting if Despair also had some specific multiplier effects. Like maybe it increases the Fear penalty (hopeless terror), and increases the effects of Rage BOTH ways (more bonus to Str/Con/Will, but more penalty to AC, in the grim "nothing left to lose" kind of mindset). Conversely, Willpower might counteract Fear and have no affect on Rage. I dissagree with Despair hemping any emotion any other way than being what it is because already the stacking despair makes them less resistant or in another way to say it, despair alone does not suck on its own compared to the effect of Willpower acting on it's own. Despair effect should remain mint, Willpower effect; shitty unless paired. Otherwise, you would ave to nerf despair in order for it to ave a secondary effect , i don't really wanna nerf despair, just allowing it to synergize instead of Willpower is pleanty sufficient to me. Example: Despair+Frienship does not do anything more than reduce the DC because of the -2 despair brought &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Will+Friendship only had +1 to the oppinion variable but DC remains unchanged This kind of multi-effect modal spell is very hard to balance, probably a big part of the reason it was changed so much in 3.5 edition. But yes, I generally agree that an emotion that can pump other emotions needs to be slightly weaker on its own. Cedric D. said: The Rage Synergy is brilliant BTW , i just think a negative variable is not as easyly appliable as a positive one for most of the emotion, but the Rage one does makes sence , if i'm looking at the other ones tho... idk, how would you break your mind to interpret Despair+Greed without it being nothing more than a lvl2 power?&nbsp; &nbsp; &nbsp;Rage+Despair: Totaly agree that it should not diminish the rage and make it worse but if i look at the others, the -2 already stacked ieaves them balanced. Some emotions not interacting while others do makes good sense. After all, we often think of some emotions as overlapping or amplifying each other. Depair+rage is fairly balanced in that it makes one effect better and another worse, though it might need adjustments (maybe only +1 to the Str/Con/Will bonuses, but -3 to the AC penalty). Maybe a creature subject to a fear effect and &nbsp;despair goes to a higher degree of fear instead of the normal despair effects? It's also worth considering that these emotions exist on their own even without the spell, so the interactions would still apply to natural sources or other magical sources. For example, despair stacking with fear would apply even to a creature suffering from Frightful Presence, or just afraid for their own personal reasons. If despair stacks with rage, it would also stack on a raging barbarian, or someone just normally enraged for mundane reasons.
Yeah, feel we are close to nailing Greed but not there yet...&nbsp; if&nbsp; equipement slots is too vague and weight too megalomaniac peraps we can settle it in between to : Trigger spot and appraise check to immediatly try to obtain the most valued items he sees (most likely a full plate or weapon in battle cases) Thats easy , fair &amp; not too vague.... Maybe with a special close like: If the item cannot be disarmed or be taken , the user can attack the way to is greed instead and or only allow a unfair trade .&nbsp; &nbsp; example: spots &nbsp;the 30K magic full plate : attack &amp; extort weilder until he can remove it from him or negociate maximum of half value for it right now. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; spots a 50K Firebrand weapon: Manuvers to disarm the weilder to get it faster or negociate to pay 25K &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;spots a huge chunk of raw uncut adamant on the cave wall: &nbsp; Proceeds to try anything to remove it, including trying to disasrm is buddy with a oricalcum hammer to do it or simply leaving the cavern to get the tools. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;knows the hightess value item is the red king crown &nbsp; see it as best to hire goons worth half price max of the estimated valued of it. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; IMO Greed should not trigger blood unless the weilders negociation fails or the Greed guy is confident enough to attack. Since its a compulsion similar to charm person too, he should get +5 will if he gets injured.&nbsp; &nbsp;As in:&nbsp; &nbsp;Example: Greedy Anti tries to disarm Avariel's 80K sword , until he deside to slap him in the face, at witch point Greedy Anti should reroll DC with +5 or spell ends. And finally, yes personalities should apply, of course:&nbsp; Example:&nbsp; Greed affected Sidsaspi respect Ering so will tries to extort him or hide the theft of is one and only Summon meteor scroll rater than confront him to a battle to the death .&nbsp; Greed effect this way^ should not be too OP, nor complicated if you get +5 once clapped back to reality and borderline the power of a lvl1 spell. Basically: Secure the item until spell ends.&nbsp; &nbsp;Secure being key word for : Safekeeping.&nbsp; If the target manages to do all that before the spell ends, he just goes for number 2 on the greedy list... until spell ends or is ^Hit^ to trigger the +5. Lemme know what you think of this version
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Range Medium (Univesal to Emotion spell so yes location matters)^ so whatevers target knows a short walk of 1/4 or 1/2 a Kilometer away at best, so of course they would need to look at a palace to imagine the crown and thats only if their appraise or spot failed to miss the adventurer with a 500K cape beside them.&nbsp; If the target fails spot , appraise or knowlegde, it becomes GM's choice i guess since greed is not forcefully related to money only.&nbsp; Maybe the target wants is Tricorn because its a nice hat. Should it be left to the players very OWN source of greed if in range? -Probably , but it would make the spell complicated again, so NO . It should be monetary to a spot, apraise, knowledge check or GM's own selection of visible items to settle on. You ave a vague idea of what your players want anyways. Player gets affected by greed ; Fails monetary checks ; Tell him you ave this, this , this and this that should be yours ; choose one you want the most; your character focuses on securing the item for himself in compultion.&nbsp; If the item desired&nbsp; is given, he moves on to the next item you gave him on GM's choice or monetary check suceed.&nbsp; The max time limit and emanation from target is Universal to Emotion:&nbsp; my own concentration anyway: However long i can keep myself undisturbed focusing on peoples emotions or crit failing.&nbsp; &nbsp;
With mind-affecting spells, it's generally a good approach to keep the mechanical effects vague since the situation and personality of the subject will have such a big effect on what happens. Too many nitty-gritty factors usually either make the spell irrelevant or have to be worked around anyway. Cedric D. said: It should be monetary to a spot, apraise, knowledge check or GM's own selection of visible items to settle on. You ave a vague idea of what your players want anyways. Player gets affected by greed ; Fails monetary checks ; Tell him you ave this, this , this and this that should be yours ; choose one you want the most; your character focuses on securing the item for himself in compultion.&nbsp; If the item desired&nbsp; is given, he moves on to the next item you gave him on GM's choice or monetary check suceed.&nbsp; So yeah, I think something like this is the best compromise: the subject makes checks to identify the most valuable items nearby, then must take whatever actions they deem fit to secure one or more of those while the spell is in effect. It adapts to the situation, allows for the subject's particular talents and personality, and still serves to be very disruptive. And it would work both in and out of combat. It also potentially allows for a clever ally to neutralize it (for example, someone makes Spellcraft and just tells the subject's target to give them the item until the spell ends), which makes for better interactive gameplay and can also be a tool for character development or showcasing ethical alignment differences.
Laying out the few options of greed should be: Attack/steal or Barter/extort . Like, a true greed should not even pay let alone even concider max price.&nbsp;&nbsp; It could also lead to a sorta geas (see examples) example: spots &nbsp;an enemy wearing 30K magic full plate : attack &amp; extort weilder until he can remove it from him or negociate maximum of half value and bellow for it right now. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; spots a 50K Firebrand weapon on is friend: Manuvers to disarm the weilder to get it faster or negociate to pay 25K and bellow &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;spots a huge chunk of raw uncut adamant on the cave wall: &nbsp; Proceeds to try anything to remove it, including trying to disasrm is buddy with a oricalcum hammer to do it or simply leaving the cavern to get the tools. &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Can't open a locked golden Vault : proceeds to investigate to find the Key immediatly in compultion &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;knows hes underpowered: &nbsp; see it as best to hire goons worth half price max of the estimated valued of it. (yes, you are right the alingment and relationship should totally apply because the greed emotion is not inhirentingly as violent) I totally see Avariel asking ^please^ and a ally giving him what he covet without thinking twice with no commotion until spell ends.&nbsp; About targets or entourage finding out with spellcraft the effect. yes, of course anyone looking at me casting could discern the color patern of the emotions and if they are mixed with Will or Despair. witch would make them totally aware the people in the radius could be effected If the target knows hes under witch compultion, it won't change much the acts tho.... i think...&nbsp; :&nbsp; let me give an extreme high lvl example on this one The hand of Vekna stand of the pedestal , no evil is around it,&nbsp; Limars Brain gets blasted with Greed and picks it up ; Limar would not cut is hand since he is not evil but he would probably try to secure is conquest during the time the spell runs, every evil that would see him would go straight to him like a magnet to get it tho regardless. Until the caster stop concentrating : or time limit if it was coming from a trap&nbsp; &nbsp;Since Limar is not evil: It would not be the effect of the Greed spell that would make it ^equip^ it&nbsp; since him holding it claims it as conquered already.&nbsp; &nbsp; Also if he equips it in the scenario^ its totally because the Item is god tier cool or because HE allows imself to thing he can control it En résume: Emotion Greed ïs a much more inferior Greed than the Hand of Vekna Greed compultion on Evil to remove their arm to permanently equip the thing. Emotion Greed does not force the person to wear or use the source of is greed, THAT is totally on him (the player)
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All right... that's 9 emotion and pretty nailed down, We can had the Brown spectrum of discust now ;p&nbsp; &nbsp; &nbsp;check it out, Acid test it , try to break it Judge it i made it so i need to cast it 2 times to mix it with Despair or Will.&nbsp; Copy/pasta it and make your corrections. Fix the level if you think .&nbsp; my concience tells me adding 3 emotions to select should be the factor to be a Level 4 spell. Emotion (R&amp;D) Enchantment ( Compulsion ) [ Mind-Affecting ] Level: Bard 3 , Sorcerer 3 , Wizard 3 , Charm (DD) 4, Charm (FRCS) 4,&nbsp; or ???????????????????? Components: V, S, Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: All living creatures within a 15-ft. radius Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes This spell arouses a single emotion of your choice in the subjects. The spell can be cast again maintaining concentration to be amplified by either Emotion Will or Despair, but not both. Despair: The enchanted creatures suffer a —2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (despair) dispels emotion (hope).&nbsp; Fear: The enchanted creatures flee from you whenever they are in sight of you. Emotion (fear) dispels emotion (rage). Love: The enchanted creatures react more positively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (Love) dispels emotion (hate). Hate: The enchanted creatures react more negatively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) dispels emotion (Love). Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) dispels emotion (despair). Rage: The enchanted creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a -1 penalty to AC. They are compelled to fight heedless of danger. Emotion (rage) does not stack with barbarian rage or with itself. Emotion (rage) dispels emotion (fear). Mercy: The enchanted creatures will only&nbsp;hit with non-lethal&nbsp; won't use death effects, coup de grace, or attack unconscious/helpless/fleeing enemies. The subjects of this effect activelly seek compassion, giving the dead proper burial , stabilizing those in need or mourn for others. (Emotion Mercy dispels Emotion Greed) Greed: &nbsp;The enchanted creatures roll Spot, Appraise and proper surrounding knowledges: Target choose from independant lists given by morals and alingments; securing each their own.&nbsp; If the desired greed is obtained safely, subjects moves on to the next item on List of choices or check sucess. If the subject is denied; is particular talents, personality , items, commands and connections can be used to secure the priority of is greed to a maximum of half the coveted greed's worth.&nbsp; (Emotion Mercy dispels Emotion Greed) Will: The enchanted creatures gain a&nbsp;+3 to all will saves . Emotion: Will stacks with any emotions exept Despair to give a +1 or -1 moral bonus to&nbsp; see respective emotion variables table amplified .
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The close range, and the fact that it relies on concentration, really weaken it a lot. So f or the spell level and classes, we can drop Charm, and let's change it to Bard 2, Sor/Wiz 3. Let's make the area an emanation, that feels like the right vibe for this kind of psychic wave spell. If Sidsaspi researches and creates the spell, it would also be customary to name it for himself, maybe something like Sidsaspi's empathic induction I'll clean up the wording a bit, and make adjustments to make it a bit more interactive: This spell arouses a single emotion of your choice in the subjects. It affects all subjects in its area at any given time, even if they leave that area, as long as you maintain concentration. If the spell dispels a pre-existing strong emotion in a subject, whether mundane or magical, it has no further effect on that subject but still affects others normally. The DM adjudicates whether a natural emotion is strong enough to interact with this spell, and Sense Motive can be useful in making such determinations. If you choose Despair or Will, you can cast the spell a second time while concentrating without breaking concentration; in this case, choose a second emotion (not Despair or Will) and both effects will apply as long as you maintain concentration (even to affected creatures that have left the spell's area). Any creature affected by the first casting does not recieve a saving throw or benefit from Spell Resistance against this second casting. Some effects may be enhanced or weakened, as noted below. Despair: The enchanted creatures suffer a -2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Despair dispels positive morale effects (including Hope,&nbsp; bless &nbsp;and good hope , a paladin's Aura of Courage, or a bard's Inspire Courage) of the same level or lower &nbsp; (use a character's relevant class level or racial HD to determine the level of a positive morale ability like Inspire Courage) . Fear: The enchanted creatures are frightened whenever they are in sight of you. Fear dispels rage effects (including rage , and the Rage abilities of barbarians and badgers)&nbsp;of the same level of lower (use a character's relevant class level or racial HD to determine the level of a Rage ability). If Despair is active on an affected creature, they become panicked in sight of you instead. If Will is active on an affected creature, they become shaken in sight of you instead. This spell gains the [Fear] descriptor. Love: The enchanted creatures react more positively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next more favorable tier (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). If a creature's attitude in combat shifts to indifferent or above, it may stop fighting. Love dispels hate effects of the same level or lower. This spell gains the (charm) subschool. Hate: The enchanted creatures react more negatively toward others. Their attitude on the Influencing NPC Attitude Table (see NPC Attitudes in the Dungeon Master's Guide) shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Hate dispels love effects (including charm spells) of the same level or lower. This spell gains the [Evil] descriptor. Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Hope &nbsp;dispels negative morale effects (including Despair and a blackguard's Aura of Despair, and possibly including&nbsp; crushing despair ) &nbsp; of the same level or lower. If Will is active on an affected creature, they gain a +2 morale bonus to all other rolls (in cases where a higher roll is worse, apply it as a penalty instead, so that it always improves the chances of a good outcome for them). Rage: The enchanted creatures gain a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a -1 morale penalty to AC. They are compelled to fight, heedless of danger, so long as a foe remains. Rage does not stack with rage &nbsp;or other Rage abilities. Rage dispels fear effects (including Fear, bane ,&nbsp; fear , and&nbsp;Frightful Presence) of the same level or lower &nbsp; (use a character's relevant class level or racial HD to determine the level of a fear ability). If Despair is active on an affected creature, their bonuses and penalty all increase by 1 (this means the AC penalty is -2). Mercy: The enchanted creatures will only use non-lethal attacks; they won't use death effects or coup de graces, or attack helpless, yielding, or fleeing enemies. They are filled with compassion, giving the dead proper respect, stabilizing those in need, and mourning even for enemies. Mercy dispels greed, hate, and selfishness effects (including Greed and Hate) of the same level or lower. If Despair is active on an affected creature, they are likely to try to stop a battle peacefully and to mourn the fallen with earnest wails and tears. This spell gains the [Good] descriptor. Greed: The enchanted creatures are filled with covetous desires. They immediately roll Spot, Appraise, and any suitable Knowledge or Knowledge-like skills to identify nearby items of the greatest obvious value (this is somewhat subjective to the individual, but if they have no unusual preferences it defaults to monetary value). Once they have identified this item, they seek to obtain it to the exclusion of all other activities, using whatever means are available to them. Once they have obtained the item, they keep it desperately so long as the spell lasts on them, but otherwise act normally. Greed dispels generosity effects (including Mercy) of the same level or lower. If Will is active on an affected creature, they are able to delay the effects of Greed for 1 round. Will: The enchanted creatures gain a +3 morale bonus to all Will saves.
Woah, you made despair / Hope the goats of emotions and anti/pro faith... pretty darn top usefull. Despair is pretty much self-explanitory on any stack since it reduces save resistance...plus it negates Rage fixing it's one contradictive stack.&nbsp; the logic is all there, I think you nailed Despair Whoever, where do you place Will and what would it dispel or stack? -Willfull Despair&nbsp; : Should not work -Willfull Fear&nbsp; &nbsp; &nbsp; &nbsp;: Are opposites -Wiffull Love&nbsp; &nbsp; &nbsp; &nbsp;: Is basically, ^Love more those you already love^ .... i am not against the target getting a +3 to resist the effect, but of course a success should ave greater result ...&nbsp; &nbsp;if its not to give it a +1 on the Friendlyness table , maybe it could make it so i would go against is principle and the target would still love me ?&nbsp; &nbsp;Example:&nbsp; &nbsp;I succeed Willfull-Love on target and kill is ally going against is principle, he don't get to roll save with +5 (+8 du to Will) to dispel the effect until end of spell. -Willful-Hatred : Should give people TDS...&nbsp; ^Hate more those you already hate^&nbsp; i am not against the target getting a +3 to resist the effect, but of course a success should ave greater result ... give it -1 on the table or simply turn it into a more targeted and conscious form of Berserk maybe? You also made hate evil, probably can expand on this too. Example: A Willfull Hate make the Ogre so mad that he no longuer sees a humanoid enemy but sees it as a 3int, 3wiz and 3cha aberation that is not even suposed to exist.&nbsp; &nbsp; (anyway, beyond hate exist in D&amp;D and Aberations ave that label, maybe it can make it so it attach this label to IS hatred)&nbsp; -Willfull Hope: More buffs in 2 spells, yaay ! Not complicated. -Willfull Rage: Pairs up well only if the User is willing. otherwise&nbsp; i am not against the target getting a +3 to resist the effect, but of course a success should ave greater result.&nbsp; especially if it counter the juxtaposed Despair. - Willfull Mercy: Mh....&nbsp; i am not against the target getting a +3 to resist the effect, but of course a success should ave greater result. Such as: Add: Will risk is/her life for it. -Willfull Greed: Oof i'm thinking long and hard on this one.... maybe add: Wants EVERYTHING... haha XD, again...i am not against the +3 to resist it either if it turn any emotion: Super with a ^Super^ change of failure... About spiritual aspect &nbsp;Any of these emotion can be applied to an object or a concept,&nbsp; what i mean is:&nbsp; the caster should not ave any control on any of them other than dictating witch one the target is on: (It's not a charm person spell type effect)&nbsp; &nbsp; What i mean by this is: If i fuel the emanation with Love singled out as an emotion, it should be Love everything in sight up a rank on the table...&nbsp; &nbsp;the grass, the cloud, the trees, the 2 trolls and your 3 allies, it all goes up +1 on the friendlyness table . Same thing with Hatred, i don't see why the targets should specifically not hate the caster too. Other than dictated, they should ALL be incontrolable to the caster, IMO.&nbsp; Its in buff/debuff category, not control spell.&nbsp; ^Charm^ as naught, non?