Gizmogidget
2018-10-28, 07:24 PM
I'm in a campaign working for a telepath who I am very suspicious of. However, ordinary telepathy blockers such as mind shielding rings, or lead will not be effective, as it would arouse suspicion. I have created a homebrewed spell for this and would like to know if you think it is too powerful (or weak) for its level. I plan to run it by the DM, and want it to be appropriate.
Excite Emotions
3rd Level Enchantment
Casting time 1 minute (Ritual)
Range: Self or Touch
Components: V, S
Duration: 24 hours
Cast this spell on a willing creature or yourself. The spell only works on creatures with an intelligence of 4 or higher. While affected, you can select 2 emotions of your choosing to enhance, each additional enhanced emotion halves the duration of this spell. While these emotions are enhanced the creature adopts certain personality traits. If the creature does not possess the ability to have the emotion in the first place, is immune to telepathy, or otherwise protected from mind-altering magic, the spell will not work.
Creatures possessing telepathy will see all thoughts in the light of the enhanced emotions. A successful Insight check contested by the spellcaster's save DC will reveal the alteration. Otherwise the telepath will be unable to recognize opposing emotions in the creature, and has a 50% chance assuming (provided the DM believes it to make sense), that the primary motivation for an action is the enhanced emotion. For joy this is sadness or distraught, for anger this is fear, for anticipation this is surprise or shock, and for trust this is disgust or suspicion.
Trust - The affected creature now has a greater sense of trust. The affected creature feels no need to do Insight checks or Deception checks, unless it can be proven to the DM that said creature would be very confident that not making the check could result in harm in the immediate or
near future.
Anger - The affected creature is immediately filled with righteous fury. This is a targeted emotion that greatly amplifies the anger towards an individual or group of individuals. While amplified the creatures base state is hostile in all interactions with that creature, and is thoroughly obsessed. While obsessed the speed at which research, searching, or planning related to the target doubles.
Anticipation - The affected creature immediately becomes excited about an upcoming event in its life. This is a targeted emotion. While amplified, all topics of conversation must eventually converge on the event. The affected creature is more willing to make risky, but not life-threatening decisions, in order to ensure that the event will be as "exciting" as possible. If the event does not live up to stated expectations the creature falls into a short depression lasting 4 hours, where no actions can be taken.
Joy - The affected creature immediately becomes carefree and generally satisfied with its lot in life. The everyday stresses of life are completely suppressed in the creature. For instance, the creature will not care about ongoing money issues, but would still be affected by a sudden event, such as the death of a loved one.
Excite Emotions
3rd Level Enchantment
Casting time 1 minute (Ritual)
Range: Self or Touch
Components: V, S
Duration: 24 hours
Cast this spell on a willing creature or yourself. The spell only works on creatures with an intelligence of 4 or higher. While affected, you can select 2 emotions of your choosing to enhance, each additional enhanced emotion halves the duration of this spell. While these emotions are enhanced the creature adopts certain personality traits. If the creature does not possess the ability to have the emotion in the first place, is immune to telepathy, or otherwise protected from mind-altering magic, the spell will not work.
Creatures possessing telepathy will see all thoughts in the light of the enhanced emotions. A successful Insight check contested by the spellcaster's save DC will reveal the alteration. Otherwise the telepath will be unable to recognize opposing emotions in the creature, and has a 50% chance assuming (provided the DM believes it to make sense), that the primary motivation for an action is the enhanced emotion. For joy this is sadness or distraught, for anger this is fear, for anticipation this is surprise or shock, and for trust this is disgust or suspicion.
Trust - The affected creature now has a greater sense of trust. The affected creature feels no need to do Insight checks or Deception checks, unless it can be proven to the DM that said creature would be very confident that not making the check could result in harm in the immediate or
near future.
Anger - The affected creature is immediately filled with righteous fury. This is a targeted emotion that greatly amplifies the anger towards an individual or group of individuals. While amplified the creatures base state is hostile in all interactions with that creature, and is thoroughly obsessed. While obsessed the speed at which research, searching, or planning related to the target doubles.
Anticipation - The affected creature immediately becomes excited about an upcoming event in its life. This is a targeted emotion. While amplified, all topics of conversation must eventually converge on the event. The affected creature is more willing to make risky, but not life-threatening decisions, in order to ensure that the event will be as "exciting" as possible. If the event does not live up to stated expectations the creature falls into a short depression lasting 4 hours, where no actions can be taken.
Joy - The affected creature immediately becomes carefree and generally satisfied with its lot in life. The everyday stresses of life are completely suppressed in the creature. For instance, the creature will not care about ongoing money issues, but would still be affected by a sudden event, such as the death of a loved one.