1. Abilities

Incite Emotions

Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Minute
School
 Enchantment
Attack/Save
CHA Save
Damage/Effect
Charmed


You attempt to enhance and incite emotion in a creature. A creature you can see within range must make a Charisma saving throw. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following effects.

You can force the target to react to certain emotional extremes (anger, sadness, joy, etc.) of your choice. For 1 minute, that creature is considered charmed by you. When the spell ends, the creature returns to its previous emotional state provided that any effect causing that emotional state has not, also, expired in the meantime.

Alternatively, you can make the target engage in a certain activity associated with an emotional state so long as this activity does not endanger the target's health or life. This effect ends if the target is attacked or harmed or if they witness a friend or family member being harmed. When the spell ends, the creature returns to its previous emotional state and is aware of what has happened possibly causing the target to become hostile in response, unless the DM rules otherwise.

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