Difference between revisions of "Dispel Emotion (spell)"

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[[File:Dispel Emotion (spell).jpg|right|490px|thumb]]
 
[[File:Dispel Emotion (spell).jpg|right|490px|thumb]]
'''Dispel Emotion''' is a spell that quiets aggressive or intense emotions in all creatures within the area of effect, including the caster.  This results in an abrupt shift in behavior, as all become utterly passive and receptive to exchanging ideas and engaging in negotiations while staying in their current positions.
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'''Dispel Emotion''' is a spell that quiets aggressive or intense emotions in all creatures within the area of effect, including the caster.  This results in an abrupt shift in behavior, as all become utterly passive and receptive to exchanging ideas and engaging in negotiations while staying in their current positions.  There is no [[Saving Throws|saving throw]].
  
 
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No creature is able to move further than 10 ft. per round, or 2 [[Combat Hexes|hexes]].
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There is an urge for groups to separate from their previous [[Melee|melee]] positions and join together, but no creature is able to move further than 10 ft. per round, or 2 [[Combat Hex|hexes]].  Since all creatures are affected, player characters must also adopt the spell's limitations, avoiding any planning related to gaining advantage or resentment regarding the situation.
  
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'''The caster alone is unaffected''' by these limitations on emotion — though if he or she moves faster than [[Movement (stride)|stride-1]], all creatures within 20 ft. of the caster are immediately freed from the spell.  Likewise, with the caster and any other aroused person, casting an aggressive spell instantly awakens those within this 20 ft. range.
  
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== Arousing Others ==
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While free of the spell's effect, the caster is able to "arouse" any creature he or she touches, up to three creatures per round.  To bestow this liberty upon another individual, the caster must enter their immediate vicinity, occupying the same hex.  Those released are granted the same freedom possessed by the caster — and may, in turn, free others in the same manner.  However, they too must exercise caution about how fast they move or who they touch, to avoid unintentionally provoking an adversary.
  
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Any creature that is struck, causing damage, will scream with repressed rage and awaken all within 20 ft.  Moreover, even though the spell may not be understood, it's natural for combatants to seize one another, demanding what's wrong or urging their companions to fight.  Thus, once sufficient persons are aroused, a cascading effect sweeps its way through nearly everyone previously affected.
  
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Nonetheless, it's possible for a group of careful adventurers to retreat from a bad situation and regroup, or escape entirely, while the spell is in place.
  
  
Creatures affected will suddenly find themselves behaving quite passively, not only towards their own kind, but in fact towards any other also affected by the spell. All will be open to the sharing of ideas or negotiation, and will for the most part remain in place, moving no more than 10’ a round, and only then in order to bring themselves to a more comfortable distance for communication.
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See [[Confusion (spell)]]
  
Note that the caster’s party and allies will likewise be affected by the spell, just as any other creature. The caster, however, while unable to take part in any aggressive action, or urge others towards aggressive action, will not be compelled to communicate but may move freely to a better advantage point—provided he or she does not do so at a speed greater than 3 hexes per round. Any faster speed will have the effect of breaking the spell for those nearby—see below.
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[[Category: Illusionary Spells]][[Category: Reviewed]]
 
 
== Dispelling ==
 
The caster may also enable others to move freely, so long as he is able to touch them. To touch another individual—and thus give them the power to move freely also—the caster must enter their hex. Thus, the caster can ‘free’ up to three creatures per round of movement.
 
 
 
However, once an aggressively behaving creature (shouting, attacking, etc.) has either moved within 1 hex of an affected creature, or has at a distance physically interacted with a creature (throwing an object, striking with a missile, affecting with another spell), the affected creature will be freed of the spell.
 
 
 
Others, however, will continue to behave as before. Thus, the pattern of breaking the spell will typically be a wave that sweeps from the outside inwards, until either the spell duration is past or all persons have been broken free of the spell.
 
 
 
Note that rapid movement by the caster, or any the caster has ‘freed,’ will be treated as aggressive movement, so those adjacent to a freed person’s entire path of movement will be disenchanted by the disturbance in the spell’s dweomer.
 
 
 
[[Category: Illusionary Spells]]
 

Latest revision as of 20:16, 31 October 2023

Dispel Emotion (spell).jpg

Dispel Emotion is a spell that quiets aggressive or intense emotions in all creatures within the area of effect, including the caster. This results in an abrupt shift in behavior, as all become utterly passive and receptive to exchanging ideas and engaging in negotiations while staying in their current positions. There is no saving throw.

Dispel Emotion
Range self
Duration 3 rounds +1 round per level
Area of Effect 60 ft. radius
Casting Time 2 rounds
Saving Throw none
Level illusionist (4th)

There is an urge for groups to separate from their previous melee positions and join together, but no creature is able to move further than 10 ft. per round, or 2 hexes. Since all creatures are affected, player characters must also adopt the spell's limitations, avoiding any planning related to gaining advantage or resentment regarding the situation.

The caster alone is unaffected by these limitations on emotion — though if he or she moves faster than stride-1, all creatures within 20 ft. of the caster are immediately freed from the spell. Likewise, with the caster and any other aroused person, casting an aggressive spell instantly awakens those within this 20 ft. range.

Arousing Others

While free of the spell's effect, the caster is able to "arouse" any creature he or she touches, up to three creatures per round. To bestow this liberty upon another individual, the caster must enter their immediate vicinity, occupying the same hex. Those released are granted the same freedom possessed by the caster — and may, in turn, free others in the same manner. However, they too must exercise caution about how fast they move or who they touch, to avoid unintentionally provoking an adversary.

Any creature that is struck, causing damage, will scream with repressed rage and awaken all within 20 ft. Moreover, even though the spell may not be understood, it's natural for combatants to seize one another, demanding what's wrong or urging their companions to fight. Thus, once sufficient persons are aroused, a cascading effect sweeps its way through nearly everyone previously affected.

Nonetheless, it's possible for a group of careful adventurers to retreat from a bad situation and regroup, or escape entirely, while the spell is in place.


See Confusion (spell)