Difference between revisions of "Dispel Emotion (spell)"
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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 throw. | + | '''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]]. |
{{Spelltable | {{Spelltable | ||
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− | 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 [[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. | + | 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. |
'''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. | '''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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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. | 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. | ||
− | [[Category: Illusionary Spells]][[Category: | + | |
+ | See [[Confusion (spell)]] | ||
+ | |||
+ | [[Category: Illusionary Spells]][[Category: Reviewed]] |
Latest revision as of 20:16, 31 October 2023
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.
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) |
Contents
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.