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Pyromania2667
2023-01-30, 01:32 AM
(Open to suggestions, everything listed is subject to change and revision by peers)
In the world I'm working on, your emotions play a tremendous party in your ability to manipulate the weave and channel your inner might for physical strength.

Characters are driven by 5 core emotions, though, for the campaign, a fragment of their person has been plucked from them, hence why they’re being driven to go out on this expedition to find what was taken from them… Who knows what may happen. (Yes, there are more emotions out there, but these are the core ones for spellcasting and fighting)

Players can elect to not be missing an emotion and instead lose hp equal to their highest hit dice. Their HD is still considered to be uncompromised for all intents and purposes, the player simply has less health

Players have an invisible stat that controls their emotional state. Players will have a decent idea of its state, and a neutral state is low but not one or zero.

If a player reaches zero in an emotion, they are drained of it. This cannot happen easily through mundane means.
(Stolen emotions for campaign purposes are null, not zero)
When an emotional state reaches zero, a character will begin to feel exceptionally hollow and empty and will take a -2 penalty to ALL rolls. When a player is drained of all emotions, they become catatonic and unresponsive; considered helpless

If a player fails to manage their emotions or certain effects drive it out of hand, they will begin to suffer from an emotional meltdown when it peaks. You can only suffer from one emotional meltdown at a time. Example effects are listed below and may change from what’s listed as well.

Staying at peak emotion for an extended period of time will cause increasing penalties.
This may result in a heart attack in extreme cases.
(Make a fortitude check to determine severity. Take damage up to an amount that sends you to -1 hp and dying. You may become fatigued, exhausted, shaken, stunned or dazed.)

Effects that grant immunity to fear only resists magical-based fear effects. You can still build up fear. Magical fears can still slowly whittle down your resistance, albeit slowly.
You gain +4 to resist non-magical fear effects.
(That’s right, we’re Ravenlofting in this campaign)

With these emotions in mind, here are some issues that may arise when players forego one or let it get out of hand.

Joy
A joyless character will not benefit from things that make them happy and will be unable to smile genuinely. Giving energy to tasks may be difficult.
Certain feats, traits or flaws may be unable to be taken.

At peak Joy, your character is full of hysterical elation as well as laughter & may suffer from varying effects.
This ranges from
50% failure chance to cast spells & do actions that require vocal components through your giddy laughing and smile that simply won't stop beaming.
Make a concentration check to perform any skill. DC will vary depending on task but generally about 12+(level)
Burst into laughter, your attacks are always glancing blows. Spells have half duration
Automatically fail all reflex saves
Spells that increase stats are more effective. Joyful spells are greatly enhanced
Gain a morale bonus = 8 + (level) in temporary hit points.

Sorrow
A sorrowless character will not cry and suffer from a lack of empathy and will not benefit from things that can otherwise help them cope & recover from a rough emotional battle.
Certain feats, traits or flaws may be unable to be taken.

At peak Sorrow, your character is drowning in hysterical tears as well as regrets and may suffer from varying effects.
This ranges from
All targets have 50% concealment, blurred from your tears.
Make a concentration check to perform any skill. DC will vary depending on task but generally about 12+(level)
Automatically fail all fortitude saves
Burst into tears, your damage rolls are minimized!
Become roused with empathy. Aiding another effects are doubled (& +5 for skills)
Double the duration of a debuff you apply, if it has a duration.

Rage
A Rageless character cannot be angered and will be unable to channel certain strengths from within. Classes that Rage are instead given the Heroism (https://www.dandwiki.com/wiki/SRD:Heroism) effect and 8 temporary hit points for the duration. Greater Rage doubles the Heroism effects and HP. Indomitable Will increases the saves by +1.
Certain feats, traits or flaws may be unable to be taken. You cannot take any rage feats or breath attack feats.

At peak Rage, your character is overwhelmed by hysterical fury, growing hot and may suffer from varying effects. (A character using a Rage class feature is not considered at peak but is set high)
This ranges from
Inability to distinguish friend from foe!
Automatically fail all skill checks
Decrease the attitude of all nearby people by one stage
Suffer a heart attack (higher chance here than all other meltdowns)
Become roused by rage. Damage rolls are empowered! (+50% dice roll)
Gain an extra standard action on your turn (Or +1 attack at max BAB on a full round attack)

Fear
A fearless character will not be frightened or scared and will struggle to realize the danger they may be in. You cannot be shaken. Spells and effects that cause frightened will instead daze (https://www.dandwiki.com/wiki/SRD:Dazed) you for at least one turn. Spells and effects that caused Panicked stun (https://www.dandwiki.com/wiki/SRD:Stunned) you for one turn (or longer, varyingly).
Take a -2 penalty to searching for traps & disable device as you are not as cautious as you should be.
Certain feats, traits or flaws may be unable to be taken.

At peak Fear, your character is overwhelmed by their thoughts and hysterical fears. Roll d% on your next turn.
(1) Suffer a heart attack
(2 - 25) Total defense action
(26 - 35) Act normally
(36 - 66) Breakdown, drop anything in your hands, becoming prone in a panic
(67 - 99) Flee at top possible speed in perceived safest direction (ideally away from everyone)
(100) Become stunned for one turn, then lose peak fear (basically set one point away)
While at peak fear, a character may suffer from varying effects; this ranges from
Rerolling from the chart
Constant shaken effect & fail all fear-based saves
Make a concentration check to perform any skill. DC will vary depending on task but generally about 12+(level)
33% failure chance when casting spells that require somatic components from shakiness
Attempt to resist ally assistance (spells or otherwise)
Gain 10ft to all available speeds
Gain +5 to reflex saves

Affection
An affectionless character cannot be intimate, form romantic relationships and will struggle to show appreciation and platonic affection to others.
Certain feats, traits or flaws may be unable to be taken.

At peak affection, your character is overwhelmed by hysterical passion toward the one who has afflicted them, everyone in general or a loved one and may suffer from varying effects.
Become Fanatical (http://dmreference.com/SRD/Epic/Skills/Diplomacy.htm) to someone
Make a concentration check to cast spells (10 + your caster level + spell level)
Make a concentration check to perform any skill. DC will vary depending on task but generally about 12+(level)
Automatically fail all will saves
Refuse to harm someone with attractive traits to you (can be as simple as gender)
Gain a +2 morale bonus to damage, attack rolls and save DCs for your spells/effects when a target you’re affectionate to is harmed (not applied when you hit them)
Become immune to mind-affecting effects but fail any from source of affection


Q: What’s an (emotion)ful spell?
A: Spells that evoke emotion, get a little creative! This is D&D, after all! The answer may be obvious. (A few examples are listed further below)

Joy
Blissful Caster
Prereq: Ability to cast 2nd level spells.
Joy spreads and contentment arises as you well up your emotions into a blissful flurry.

Ignore some penalties to spellcasting during a joyful meltdown. Once per encounter, upon entering a joyful meltdown, you can choose to empower, extend or enlarge a spell at no additional cost or preparation to the spell before-hand, but you may increase the intensity of your meltdown. During a joyful meltdown, your caster level is increased by one and spells have a 15% chance to not consume the spell-slot. 33% if it’s a joyful spell.

Joy Distillery
Prereq: Non-evil Alignment, Blissful Caster, cannot have Drowning Pains
You are adept at carefully extracting bliss from others into tangible form.

Once per day, you may cast Distilled Joy (https://dnd.arkalseif.info/spells/book-of-exalted-deeds--52/distilled-joy--105/index.html) (see casting time below) on an appropriate target as a spell-like ability. Ambrosia you extract, when consumed, restores 10 hit points and restores 3 points of ability damage or drain from all attributes.

Using Ambrosia as an optional material component on any spells you cast increases your caster level by 3. You must be in a joyful state to benefit from this part of the feat.

Spreading Cheer
Prereq: Cha 15, Blissful Caster, At least one metamagic feat listed below
Your infectious energy transfers to your spells, allowing you to help others with a smile across your face.

Spells or spell-like abilities marked as (harmless) and with a non-personal range can benefit from one of the following metamagic feats at no additional cost or needing special preparation before casting
Extended (https://www.dandwiki.com/wiki/SRD:Extend_Spell), Enlarged (https://www.dandwiki.com/wiki/SRD:Enlarge_Spell), Quicken (https://www.dandwiki.com/wiki/SRD:Quicken_Spell), Repeat (https://www.dandwiki.com/wiki/SRD:Repeat_Spell), Reach (https://www.dandwiki.com/wiki/SRD:Reach_Spell), Widen (https://www.dandwiki.com/wiki/SRD:Widen_Spell) add Afterglow if you have the Afterglow feat or Affectionate Caster feat. (See afterglow below)

You must be in a joyful state to activate Spreading Cheer. Doing so will increase joy further.

Splendid Life
Prereq: Augment Healing
As the vitality of your allies flourish, so too will the spells you cast that surround them.

Healing effects on others restore 33% more health on targets above 50% hp. Once per target per encounter, overhealing a target gives them temporary hit points equal to half the overhealing.

Overhealing targets will greatly increase your joy.

Splendid Life applies 100% of your healing as temporary hit points once per target in an encounter during a joyful meltdown, even if the target is below 50% health.


Sorrow
Melancholic Caster
Prereq: Ability to cast 2nd level spells.
Your tears fuel your spells and regret guides your actions to the best possible choice.

Ignore some penalties to spellcasting during a sorrowful meltdown. Once per encounter, upon entering a sorrowful meltdown, you can choose to empower, extend or enlarge a spell at no additional cost or preparation to the spell before-hand, but you may increase the intensity of your meltdown. During a sorrowful meltdown, your caster level is increased by one and spells have a 10% chance to not consume the spell-slot. 33% iff it’s a sorrowful spell.

Drowning Pains
Prereq: Non-good alignment, Melancholic Caster, cannot have Joy Distillery
Knowing suffering, you are adept at extracting unfiltered pain from others in distress.

Once per day, you may cast Liquid Pain (https://dndtools.org/spells/book-of-vile-darkness--37/liquid-pain--211/) (see casting time below) on an appropriate target as a spell-like ability. When you consume Agony, you choose to be afflicted by great sorrow or overwhelming pleasure when the drug’s stun effect expires.

Using Agony as an optional material component on any spells you cast increases your caster level by 3. Also grants a 33% chance to daze any afflicted targets for one turn. You must be in a sorrowful state to benefit from this part of the feat.

Ebbing Remorse
Prereq: Melancholic Caster, Ability to cast 4th level spells
As your grief spreads, so does your ability to weaken your foe’s ability to resist magic.

While in a highly sorrowful state, your spells and spell-like abilities ignore spell resistance. You can use this feat a number times per day equal to your spellcasting ability modifier plus one.

During a sorrowful meltdown, make a caster level check against your target’s spell resistance when you cast a spell. On success, they are forced to drop their spell resistance until their next turn. If you fail, their SR drops by an amount equal to your caster level. Doing this also causes your spell resistance to drop, if you have any.

Mourning Life
Prereq: Augment Healing

The sight of your ally’s strength waning fills you with mourning, you’d do anything to save them.

Healing effects on others restore more health, up to 100% depending on the target’s missing health (100% requires ally to be at 0 hp or lower. Round to the nearest 10% interval). The lower their health is, the more sorrowful you’ll become upon healing your target. Mourning Life is always at maximum effectiveness during a sorrowful meltdown.

Rage
Aggravated Caster
Prereq: Ability to cast 2nd level spells.
As your rage builds, so too does the potency of your spells.

Ignore some penalties to spellcasting during a rageful meltdown. Once per encounter, upon entering a rageful meltdown, you can choose to empower, extend or enlarge a spell at no additional cost or preparation to the spell before-hand, but you may increase the intensity of your meltdown. During a rageful meltdown, your caster level is increased by one and spells have a 15% chance to not consume the spell-slot. 33% if it's a rageful spell.

Envy
Prereq: Aggravated Caster, Ability to cast 3rd level spells
Jealousy spreads in a white-hot ire through you. Controlling this anger allows you to draw power from others.

When a target is affected by a morale or rage effect, you may attempt to draw it from the target. The will save to resist your effect is equal to 10 + your caster level + spellcasting ability modifier. Targets can apply spell resist against Envy. During a rageful meltdown, there is no save.

If you successfully steal the effect, you can instead transfer it to another target within 40ft of you, including yourself. You can also store the effect for one hour, but if not transferred when the hour passes, it will instead affect you. The duration of the effect is paused whilst stored and resumes normally when reapplied. You can only have one effect stored but can still transfer another effect with Envy if you have one currently stored.

When the effect is transferred, you bestow some of your envy, which may make the target more rageful.

You must be in a rageful state to activate Envy

Seething Magic
Prereq: Aggravated Caster, Ability to cast 4th level spells
Wrath courses through you, leaving you determined to destroy anything with your magic.

While you are in a rageful state, you can choose spells to ignore up to 10 points of resistance but your will save is halved until the end of your next turn (rounded down). If the target is immune, then you deal up to 10 damage, based on the spell’s damage.

During a rageful meltdown, you ignore all points of resistance but your will save is reduced to zero until the start of your next turn.

You must be in a highly rageful state to benefit from Seething Magic

Fear

Frightened Caster
Prereq: Ability to cast 2nd level spells.
Accustomed to fear and always wary, you let instinct guide your magic.

Ignore some penalties to spellcasting during a fearful meltdown. Once per encounter, upon entering a fearful meltdown, you can choose to empower, extend or enlarge a spell at no additional cost or preparation to the spell before-hand, but you may increase the intensity of your meltdown. During a fearful meltdown, your caster level is increased by one and spells have a 15% chance to not consume the spell-slot. 33% if it's a fearful spell.

Manifested Fright
Prereq: Frightened Caster
Being afraid is your natural state, allowing you to draw out your fears and expel it upon foes.

When afflicted by a fear effect, you can, at the start of your turn, end the effect immediately, causing your fear to become drained and cast Fear (https://www.dandwiki.com/wiki/SRD:Fear_(Spell)) for free as a swift action (DC 15) in the target area with a 1 round effect.

Haunt
Prereq: Frightened Caster, Will +5
Your spells harrow your foes, leaving them susceptible to danger as dread surmounts them.

When casting a fear-based spell, targets who fail their saves suffer a penalty to all their saves equal to the spell’s level plus one . The duration is rounds equal to your spellcasting ability modifier.

You must be in a fearful state to activate Fright. During a fearful meltdown, the penalty to saves is doubled.

Distressed Dispels
Prereq: Frightened Caster
Magic, as horrifying and unpredictable as it can be, is something you are accustomed to. You try to find constants, and in them, you know how to undo magic.

Once per encounter, you may attempt a Targeted Dispel on a target. Your caster level is halved for dispel attempts if the target is hostile (allies are not considered hostile for the purpose of dispelling effects on them). This effect has a range of up to 20 ft.

If failing on an ally, gain high fear. If failing on an enemy, immediately suffer a fearful meltdown.

Affection

Passionate Caster
Prereq: Ability to cast 2nd level spells.
Your magic is fueled by passion, not only the drive for yourself, but others as well.

Ignore some penalties to spellcasting during an affectionate meltdown. Once per encounter, upon entering an affectionate meltdown, you can choose to empower, extend or enlarge a spell at no additional cost or preparation to the spell before-hand. During an affectionate meltdown, your caster level is increased by one and spells have a 15% chance to not consume the spell-slot. 33% if it's an affectionate spell.

Embracing Magic
Prereq: Ability to cast 3rd level spells.
With a unique bond and expensive trinkets, you join your spells with another.

At the start of the day, you can cast Spell Meld (http://www.hambo.com/rpg/tarrastra/sex.html) (3rd party) on a willing target. This takes an hour and can be done whilst preparing spells. The effect can be drawn upon when both you and your target have a moderate amount of affection. Embracing Magic fades when either target takes a long rest and can be reapplied after both targets take a long rest.
(Spell Meld allows you to cast spells from each other’s spell list. Make sure you prepare spells properly! Spontaneous is still spontaneous)

If one target is undergoing an affectionate meltdown, either target casting spells from the shared spell list has a 15% chance of not consuming a spell-slot

Each target of Embracing Magic must be wearing one of two golden bracelets, necklaces or other jewelry worth no less than 500g each that have been made together.
You go girl, get your matching BFF necklaces!

Afterglow (Metamagic)
Prereq: Ability to cast 2nd level spells
You have the ability to duplicate your magic when it expires or is dispelled.

When a spell’s effect expires or is dispelled, you may elect to recast it on the same or another applicable target in range. Afterglow cannot be used on spells with a duration of Instantaneous. You must cast this within two turns of the spell effect expiring or upon being dispelled

An Afterglow spell uses a spell slot one level higher than normal.

If you have the Passionate Caster feat, twice per day, while under an Affectionate meltdown, you may enhance a spell with Afterglow; doing so does not increase the spell level or require you to prepare it specially beforehand.

Although the secondary ability does not increase the spell's level, you must be able to cast spells of the level the spell would be if you applied the metamagic feat normally. For example, an Afterglow Luminous Armor, Greater would normally require a 4th-level spell slot. With this ability you may cast an Afterglow Luminous Armor, Greater as a 4th-level spell, but you must still be able to cast 5th-level spells.



While this does take more of a caster focus, I didn't want martial classes to be left out. I could use more inspiration here, though.
Also, not all of them deal with offense, some are more utility or involve skill checks.
General
Hollowing Hew
Disregarding pathos, you quell your emotions and focus on harnessing your attacks.

When your emotions are growing high, gain a +2 to hit and +1 to damage and decrease any higher emotions slightly on a successful hit. You cannot use this feat during an emotional meltdown

Fighters can take this as a bonus fighter feat (and other similar bonus feat martial classes)


Joy

Blood to Life
Prereq: BAB 6/1, non-evil alignment, can’t have Pains and Sorrows
You can bring the joy of combat into ambrosia

When felling a foe with a physical strike, you may be able to extract Ambrosia (https://dnd.arkalseif.info/spells/book-of-exalted-deeds--52/distilled-joy--105/index.html) from your weapon or projectile, given you have a vial to store it in.The blood or similar gore fades into a sparkling liquid as you extract it. This process takes 3 rounds and the vial will fill over the next 10 minutes

You must be in a joyful state to attempt Blood to Life. Being in a joyful meltdown tremendously increases the chance to extract Ambrosia.

Glee
The joy of combat leaves you hardy, difficult to strike down with a smile almost impossible to wipe away.

Successfully striking an opponent may raise your joy slightly.

When taking a total defense action, fighting defensively or similarly, you gain DR 4/- and gain 4 resistance to fire, cold, acid and electricity. This bonus stacks with all other sources. The bonus increases to DR 6/- and resistance 6 during a joyful meltdown. You have slightly better control in a joyful meltdown

Glee deactivates when you are no longer in a highly joyful state.

Sorrow

Pains and Sorrows
Prereq: BAB 6/1, non-good alignment, can’t have Blood to Life
The pain of combat is distressing, yet you know how to draw out the agony.

When felling a target with a physical strike, you may be able to extract Agony (https://dndtools.org/spells/book-of-vile-darkness--37/liquid-pain--211/) from your weapon or projectile, given you have a vial to store in it. The blood or similar gore coalesces into a thick, red and viscous liquid as you extract it. This process takes 3 rounds and the vial will fill over the next 10 minutes.

You must be in a sorrowful state to attempt Pains and Sorrows. Being in a sorrowful meltdown tremendously increases the chance to extract Agony, but may intensify the meltdown.

(Consuming this drug will stun then remove a sorrowful meltdown and is rather pleasurable)

Harrowing Subdue
Prereq: Con 13
Through your tears, you can see things as they’re meant to be, ignoring defenses and building up the wall to hold back your emotions as well.

Once per target per encounter, you may activate Harrowing Subdue. When striking a target with temporary hit points, you ignore any temporary hit points and transfer a portion of it to yourself equal to damage dealt. If the target has no temporary hit points, you relieve some of your sorrow to gain temporary health equal to a quarter of the damage dealt.

During a sorrowful meltdown, you steal all temporary hit points from the target before dealing damage.

You must be in a sorrowful state to activate this feat.

Company in Misery
As sorrow overwhelms you, you can always be a shoulder for an ally to cling onto.

While sorrowful, all skill checks you make on or with allies gain a +6 morale bonus.

Rage
Wrathful Assault
Prereq: BAB 6/1
You can channel your inner rage into a powerful force.

Expending some of your anger, you can deal bonus damage on your next strike equal to your level. This bonus is affected by criticals. During a Rageful meltdown, the damage is tripled but you will become Drained of rage.
Using this during a rage or morale effect might cancel it early

You must be in a rageful state to use Wrathful Assault.

Fury Strikes
Prereq: Str 15, BAB 8/3

Your rage rouses you, you can ignore up to 10 points of damage resistance, but during this time, you take 1d4 points of extra damage every time you suffer damage.

You must be in a highly rageful state to use Fury Strikes

Fear
Shaky Feint
Prereq: BAB 4, Int 13
You become harder to read when attempting a feint while you’re in a fearful state. Add your base attack bonus to your feint attempt, but you may increase your fear while doing so.


Shrouded Security
Prereq: BAB 4, Hide 5 ranks, Move Silently 5 ranks
You feel safe when out of sight.
When you are hidden or invisible (or presumed to be), your attacks deal bonus damage equal to your character level, have the critical range doubled and automatically confirm criticals.

Being revealed or noticed will increase your fearfulness. The fear gain increases the lower your fear is.

Affection

Impress
Prereq: Cha 13
You don’t mind putting on a little show, however it has to be, there’s always an audience!

When attacking a target, make a strength or charisma check to impress a target (even the one you struck!)
For enemies, the DC is a will save equal to your roll. Target you struck gains +6 to their save
For allies, you have to beat 8+(ally will save)

Impressing an ally gives you a +2 morale bonus to all attack rolls for the remainder of the encounter and may infuse them with affection toward you
Impressing an enemy gives you a +2 morale bonus to all damage rolls for the remainder of the encounter and infuses them with affection
This effect stacks, but each application after the first is only +1

You cannot use Impress with low affection.


Ego
You enjoy putting in a bit of extra effort to show off from time to time but failure is awkward.

Activate Ego to gain a +5 morale bonus to any skill check when made in an attempt to show off (generally toward someone you’re affectionate to)

If you fail a skill check after activating Ego, you become embarrassed and Ego deactivates until after a long rest. You are shaken for one hour.

Ego can only be used with moderate affection.The bonus is increased to +8 during an affectionate meltdown.

White Knight
Prereq: Combat Reflexes, Dex 13
Form a bond with a target. As a sign of devotion, you will devote your defenses to protect them.

Whenever they take damage and you are within 5ft of them, you can instead enter their occupied space and redirect all the damage to you. Whenever your bonded target takes damage, your next damage roll is maximized.

Redirecting damage to you expends and requires an attack of opportunity.

You gain a +1 morale bonus to all saves as long as your bonded target is within your line of sight.
Your speed is increased by 20ft when moving toward your bonded target.

You can only have one targeted bonded at a time.

White Knight deactivates when your affection is low.



Many spells do benefit from your emotional state, though, some are also penalized as stated previously. Additionally, some spells can be drawn from multiple or a variety emotions.
The [emotional] tag means that a spell can ONLY be cast when in high feelings of emotions it specifies.
General & Multiple
Paladins gain access to 2 level 0 spells starting at level 3, this increases to 3 at level 10. See the cleric’s level 0 spell list.
Casters gain more level 0 spells per day equal to spellcasting mod. (max 5)
Most casters get access to level 0 spells, had they previously not. DM me about a spell list. (Calm Emotions, Lesser is for virtually every caster. Why? In case people don’t like the system)

Spells and effects like Calm Emotions sets the emotional state of all emotions to low for affected targets.
Calm Emotions - If you concentrate for the full duration or the target willingly fails their save, the effect no longer suppresses emotions and morale effects but has dispelled them instead. Target gets another save to resist this effect. Targets undergoing an emotional meltdown always resist Calm effects.

Agony and Ambrosia
These are powerful bottled emotions that can only be extracted from targets in great suffering by casting Liquid Pain or absolute rapture by Distilled Joy.

Using Agony (https://www.realmshelps.net/stores/drugs.shtml) on any Fear, Rage or Sorrow spell has the effects treated as if you had casted it during an emotional meltdown (if applicable) but you are stunned until your next turn.

Using Ambrosia (https://i.4pcdn.org/tg/1510147044556.pdf) on any Affection or Joy spell has the effects treated as if you had casted it during an emotional meltdown (if applicable) and increases your joy or affection.

Calm Emotions, Greater
(Bard 3, Savant 3, Clr 4, Healer 4, etc…)
Ignores Spell Resist
This spell functions as Calm Emotions with a 50ft radius, but the duration is now instantaneous and has a +3 DC to resist.

Calm Emotions, Lesser
(Clr, Sorc/Wiz, Wu Jen, Bard, Healer, Sha’ir, Warmage, Paladin, etc… 0)
This spell functions as Calm Emotions but only affects a single target for three rounds. No concentration
If it lasts the full duration, it will also attempt to dispel the emotion and the target gets another save to resist this effect.

Ebonbolt
Evocation [Emotional]
Level: Sor/Wiz 4, Wu Jen 4, Guttermage 4, Sha’ir 4, etc…
Components: V, S, E
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude (partial)
Spell Resistance: Yes
Foul energy festers at your fingertips as you well up your emotions before launching a black, warbling globule of energy at your foe, full intents to manifest your emotional pain upon them.

This spell deals 1d8 points of irresistible damage per caster level, plus an additional amount depending on the emotional expenditure. A fortitude save will resist the bonus damage from raw emotions. (Note, this will probably be roughly 10 - 20 damage on average)

You take a heavy emotional toll when casting this spell, drastically reducing all emotional states. Additionally, if cast during an emotional meltdown, the spell deals an additional 3 points of damage per caster level and the emotion you expend becomes drained, in addition to any other high emotional states.

Adding Agony as an optional spellcasting component treats it as if you had casted it during an emotional meltdown but you are stunned until the end of your next turn.

Emotional requirement: High rage, fear or sorrow

Bittersweet Ripple
Conjuration [Emotional]
Level: Sor/Wiz 2, Clr 2, Wu Jen 2, Paladin 2, Sha’ir 2, Bard 2, Healer 2, etc…
Components: V, S, E
Casting Time: 1 standard action
Range: 25-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Yes
Spell Resistance: Yes
Contorting your emotions, you pulsate a wave of necromantic and positive energy simultaneously in an intertwining ribbon-like circle of gold and navy colors that flow outward.

The ripple of energy quickly flows out from you, curing 2d6 points of damage +1 point per caster level (maximum +10).to all targets you designate upon cast.
The ripple of energy also deals 2d6 points of damage +1 point per caster level (maximum +10).to all targets you designate upon cast

You must be feeling simultaneous joy and sorrow to cast this spell.
When cast during a joyful meltdown, the positive energy is Maximized then doubled.
When cast during a sorrowful meltdown, the negative energy is Maximized then doubled.
(Doubled also includes CL bonus)

Dying Star
Evocation [Emotional]
Level: Sor/Wiz 4, Cleric 4, Wu Jen 4, Guttermage 4, Sha’ir 4, Bard 4, etc…
Components: V, E
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft / level)
Target: Up to 5 targets
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
With the strength of your body waning, you call upon the universe for a final gambit as your body becomes a volatile swarm of swirling energy. You can only hope that the force of a dying star will finish the fight in your last breath.

Target up to 5 targets, after you finish casting, you die as your body becomes a force of raw, unfiltered energy, propelling out toward your enemies.

Dying Star deals 2d8+3 points of damage per caster level to a single target
2d6+2 points of damage per caster level against two or three targets
Or 2d4+1 points of damage per caster level to four or five targets

Emotional requirement: High rage, fear or sorrow

If you are resurrected, you come back without any spell slots and must spend a day to recover.
Your body deteriorates as you cast the spell, but an interruption causes you to take 1d6 con damage and lose the spell instead

Last Wish
Conjuration (Healing) [Emotional]
Level: Cleric 4, Bard 4, Healer 4, Paladin 3, etc…
Components: V, E
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft / level)
Target: Up to 10 targets
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: None (Harmless)
With the strength of your body waning, you call upon the universe for a final plea as your body becomes a gentle spiral of swirling energy. You rest easy in hopes that your final wish will turn the tide in your ally’s favor.

Target up to 10 targets, after you finish casting, you die as your body becomes a force of raw, unfiltered energy to carry out your dying plea as the remaining energy of your body spreads out to save your allies.

Last Wish dispels all effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of curses, insanity, confusion, and similar mental effects in addition to removing: blinded, confused, dazed, dazzled, deafened, diseased, feebleminded, nauseated, sickened, stunned, paralyzed, petrified and poisoned.
Targets also restore 100% of their maximum hit points, ignoring any effects that may reduce healing received and any severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back.

Emotional requirement: High joy, affection or sorrow

If you are resurrected, you come back without any spell slots and must spend a day to recover.
Your body deteriorates as you cast the spell, but an interruption causes you to take 1d6 con damage and lose the spell instead



Joy
Bestow Magic
Universal [Emotional]
Level: Sor/Wiz 2, Clr 2, Wu Jen 2, Guttermage 2, Sha’ir 2, Bard 2, Healer 2, etc.
Components: V, S, E
Casting Time: 1 full round
Range: Touch
Target: One willing creature capable of psionics or casting spells
Duration: Instantaneous
Saving Throw: None (Harmless)
Spell Resistance: None (Harmless)
The joy of magic is an experience to be shared. With a warm smile across your face, you envelop an ally in a hug as you transfer some of your magic to them. Your target is considered grappled until the start of your next turn, escaping early ends the spell prematurely.

When you cast this spell, you allow an ally with the ability to cast spells or use psionics to restore a used spell-slot of 2nd level or lower or regain some power points.
The target can allot the regained spells as they wish.

For instance, if you transfer a 4th level spell slot to a target that knows 4th level spells.
They may regain a 4th level spell
3rd and 1st level spell
Two 2nd level spells
Four 1st level spells.

Chart for Psionic transfer:
1st = 2 | 2nd = 3 | 3rd = 5 | 4th = 7 | 5th = 9 | 6th = 11 | 7th = 13 | 8th = 15 | 9th = 17

When cast during a joyful meltdown, you allow an ally to restore used spell-slots of 4th level or lower.

Special: Applying any metamagic to Bestow Magic will only affect the level of spell you can bestow equal to the extra levels Bestow Magic required. (Joyful meltdown is always 2 higher than normal). - Metamagic gained for free increases the level by a maximum of 1.

Cannot be cast if drained of joy.
~
Elation (https://dndtools.net/spells/book-of-exalted-deeds--52/elation--45/), when cast at high joy, increases in effectiveness. Becomes undispellable and uncounterable during a joyful meltdown. Using ambrosia as a spellcasting component acts as if you casted it during a joyful meltdown.
~
Distilled Joy (https://dndtools.org/spells/book-of-exalted-deeds--52/distilled-joy--105/) casting time is reduced to 1 minute. Afterward, the Ambrosia slowly coalesces inside the vial over the next 9 minutes. The target cannot be subject to another Distilled Joy until they take a short or long rest.
Sorrow
Tears of Denial
Conjuration (Healing) [Water, Emotional]
Level: Sor/Wiz 4, Clr 4, Wu Jen 4, Guttermage 4, Sha’ir 4, Bard 4, Healer 4, Paladin 3
Components: V, E [(M) Optional]
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute per level or expended

Glittery tears begin to sprinkle from your eyes, washing your face in sorrow.
For the duration of the spell, you can resist up to two death effects before the spell is expended (represented by a stream of tears from each eye). When you are reduced to zero hit points, reduced to 0 con or die from other drains, you regain 10% of your max hit points per caster level and restore all damaged or drain con / attributes and become invulnerable until the end of your next turn.

If you have at least 1,000 gp worth of diamond dust, you can expend it at any time in the spell’s duration for the following effect, causing your tears to shimmer with flecks of light.
You can mourn the death of an ally that has passed for no longer than one minute. With a touch, your tears will pour over to your ally’s corpse, or whatever remains of them. They are brought back to life, healing 5% of your max health per caster level and take no level loss but you suffer from an undispellable sorrowful meltdown for at least one hour.

Adding Agony as a spellcasting component grants immunity to death effects & negative levels.
Emotional requirement: This can only be cast at moderate sorrow or higher.

~
Sorrow (https://dndtools.net/spells/book-of-vile-darkness--37/sorrow--171/), when cast at high sorrow, increases in effectiveness. Becomes undispellable and uncounterable during a sorrowful meltdown
~
Liquid Pain (https://dndtools.org/spells/book-of-vile-darkness--37/liquid-pain--211/) casting time is reduced to 1 minute. Afterward, the Liquid Pain slowly coalesces inside the vial over the next hour. The target cannot be subject to another Liquid Pain until they take a short or long rest unless they are going to die as you cast the spell (situationally).


Rage
Red Catastrophe
Enchantment (Compulsion) [Emotional, Mind-Affecting]
Level: Sor/Wiz 5, Clr 5, Wu Jen 5, Guttermage 5, Sha’ir 5, Bard 5, etc…
Components: V, S, E
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30ft radius spread
Duration: Concentration, up to 1 round per three levels
Saving Throw: Will
Spell Resistance: Yes

You snap your fingers, uttering the words of power as a blanket of red light quickly envelops the area. The spell sends everyone who fails their save into a violent frenzy, causing them to attack the nearest target on their next turn through the best means they know how. Rageless characters instead take a total defense action. Passive targets instead become panicked.

All targets have a -5 penalty to hit with their blind rage and undergo a rageful meltdown if applicable.

When cast during a rageful meltdown, the radius is doubled and the spell no longer requires concentration as well as ignoring spell resistance. If Calm Emotions is cast to dispel a rageful Red Catastrophe, you must make opposed caster checks.
~

Rage (https://dndtools.org/spells/players-handbook-v35--6/rage--2570/), when cast at high rage, increases in effectiveness. Becomes undispellable and uncounterable during a rageful meltdown.

Fear
Spook
Illusion (Phantasm) [Fear, Mind Affecting, Emotional]
Level: Clr 1, Sorc/Wiz 1, Bard 1, Sha’ir 1, Warmage 1, etc…
Components: S, E
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round per level
Saving Throw: Will disbelief

As you raise your arms, a translucent image appears behind you. You cannot see this image by any means, but anyone who looks at you must make a will save or become distressed by a haunting reminder, taking a -3 penalty to all saves and skill checks as well as -2 to attack rolls against you.

Targets who cannot see you are unaffected. Anyone who looks away or closes their eyes is no longer affected. Targets who succeed on their save are unaffected for the spell’s duration.

When cast during a fearful meltdown, the DC to resist increases by 2 and targets also become shaken.
~

Blood Fear
Necromancy [Emotional]
Level: Sor/Wiz 3, Hatred 3, Wu Jen 3, Guttermage 3, Sha’ir 3, etc…
Components: E
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft per level)
Target: One living creature
Duration: 1 round per 2 levels
Saving Throw: Will
Spell Resistance: Yes

Channeling your inner will, you draw upon your body to well up fear in your foe.

The target immediately is wracked by fear, becoming panicked if their HD is less than you or they have less than 33% health remaining. Otherwise, they become frightened.

Upon casting Blood Fear, you retake all damage you took within the past round (but no more than 33% of your max hp). If you have not taken damage, you instead suffer 1d3+1 con damage. Characters without Con cannot cast Blood Fear.

If cast during a fearful meltdown, the effect has a 20ft radius centered on the target.

~

Fear (https://dndtools.net/spells/players-handbook-v35--6/fear--2736/), when cast at high fear, increases in effectiveness. Becomes undispellable and uncounterable during a fearful meltdown

Affection
Leap of Faith
Conjuration [Emotional]
Level: Clr 3, Healer 3, Paladin 2 (Others may be applicable at request)
Components: V
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Yes (harmless)
Spell Resistance: No

You focus your intents on your ally’s very being, wrapping their soul in heavenly feathers as you take hold of your ally from afar, immediately bringing their body adjacent to you. During flight, your target cannot provoke attacks of opportunity.

When cast at high affection, your target is also invulnerable during flight.


Mantle of Love (http://www.hambo.com/rpg/tarrastra/sex.html) (3rd party), when cast at high affection, no longer has a material cost and increases in effectiveness. Becomes undispellable and uncounterable during an affectionate meltdown. (Also has a one turn grace period before wearing off from line of sight)

Charm and Dominate effects have an increased DC to resist when used by characters with high affection. Even higher during an affectionate meltdown.


Mind-Affecting effects can be an easy way to infect someone with emotions. Guilt (http://dnd.etherealspheres.com/eBooks/DnD_3.5/core/Complete.Book.of.Eldritch.Might.pdf) (Book of Eldritch Might, 3rd party, page 129) is an example of a spell you can use on allies or enemies to gradually inflict sorrow. As with many other spells, but be wary, overdoing it can easily cause a meltdown… Unless that’s what you’re going for, then hooray! You, the target ally, or an enemy is now wracked by their emotions!
Lower level spells may be less effective at fostering emotions than higher level ones.
Playing with the enemy's emotions may not be the most effective way to win a battle, but it can prove useful, sometimes.

For each Drained emotion, the player has a 25% chance, increased by 25% for each Drained emotion, to be treated as if they are under the effects of Mind Blank (https://www.d20srd.org/srd/spells/mindBlank.htm) when an effect that Mind Blank would protect them from would apply.

Generally, if a spell/effect clearly would affect or draw emotions in game, it probably affects one of the 5 core emotions.

Something like nauseated or sickened may slightly increase the negative emotions (Sorrow, Rage and/or Fear)

Heart’s Ease (https://dndtools.org/spells/book-of-exalted-deeds--52/hearts-ease--48/) can prevent a Heart Attack

Joy
Perform (Act) or (Comedy) can increase joy. Other performance skills are slightly less effective.
(All performance checks made to influence emotions can take anywhere from at least one minute to an hour. Longer having a stronger effect. Comedy to increase joy can take as short as one to two turns, though, but the DC is higher)

Sorrow
Performance skills can decrease sorrow. Certain performance skills can also increase it, depending on which you go for upon starting a performance.

Rage
Perform (Act) or (Comedy) can decrease rage. Other performance skills are slightly less effective.


Fear
Performance skills can decrease fear and may dispel non-magic fear effects.

The Craven (http://www.theworldofnocturne.com/dndtools/feats/champions-of-ruin--27/craven--484/index.html) feat slightly increases fear you gain from all sources

Affection
Performance skills can increase affection.