Greetings once again, seekers of arcane wisdom. Today, we delve into the enchanting realm of the School of Enchantment, where spells hold dominion over the hearts, minds, and emotions of others. In this article, we shall explore the mystic art of Emotion and Mind Control Spells, which allow enchanters to influence and manipulate the innermost thoughts and feelings of their targets. Old Nan shall be your guide on this journey of enchantment.
Enchantment, dear readers, weaves spells that transcend the physical realm and delve into the profound mysteries of the psyche. Emotion and Mind Control Spells are the epitome of this school, enabling enchanters to forge connections with emotions, alter thoughts, and bend the will of individuals to their desires.
Within your spellbook, you shall discover the means to stir passions, soothe troubled souls, and even command the actions of others with a mere thought. These spells grant enchanters the power to navigate the intricate labyrinth of the human mind, making them both stewards of compassion and wielders of dominion. Now, let us embark on an exploration of Emotion and Mind Control Spells, where emotions and thoughts intertwine to create enchanting effects. Below is a list of spells that beckon the hearts, minds, and emotions of those who encounter their magic.
Vicious Mockery: Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You, a cunning spellcaster, direct a stream of insults, each word dripping with a touch of enchantment, toward a creature of your choosing within your reach. It matters not if the target comprehends your words, for the magic takes hold through the sense of hearing. This spell weaves a web of doubt and confusion in their mind, forcing them to endure a test of wisdom. Should their willpower falter, they suffer a sting of psychic pain, a 1d4 of damage to their very psyche. But the true treachery lies in the lingering effect, for the victim’s next attempt to strike back is marred by disadvantage, leaving them vulnerable to the whims of fate.
As you grow in power, so too does the might of your verbal onslaught. At 5th level, the damage rises to 2d4, and it continues to escalate at 11th level (3d4) and 17th level (4d4), making your words all the more potent as you journey through your adventures.
Dissonant Whispers: 1st-level
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
Listen closely, for I shall recount the mystic verses of the ‘Dissonant Whispers’ spell, a haunting melody that inflicts torment upon a single chosen soul within your reach.
As you utter this discordant tune, a creature of your choosing, one that can hear your eerie melody, must confront its inner demons. The target is compelled to make a test of its own wisdom. If it succumbs to the disharmony, it suffers a grievous wound to its psyche, taking 3d6 points of psychic damage. Additionally, it is gripped by an overwhelming urge to flee your presence, using its immediate reaction to move away from you as far as its swiftness allows, avoiding any obvious peril in its path, like flames or chasms. However, should the creature have lost the gift of hearing, it can effortlessly withstand this torment, resisting the spell’s effects.
Now, imagine the heights to which this incantation can ascend with your growing mastery of magic. Should you cast it using a 2nd-level spell slot or higher, the psychic damage inflicted upon the target increases by an additional 1d6 for each level beyond the first, making the pain even more excruciating.
Tasha’s Hideous Laughter: 1st-level
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Allow me to weave for you the tale of ‘Tasha’s Hideous Laughter,’ a whimsical enchantment that turns the world into a stage of mirth and amusement, at the expense of a single chosen character within your gaze.
With a wave of your hand and an incantation, a creature you select becomes utterly ensnared in a web of uproarious hilarity. The world, to them, transforms into a theater of jests and jesters, causing them to tumble into uncontrollable laughter. However, they must prove their mental fortitude with a test of wisdom. If they succumb to the enchantment’s merriment, they fall to the ground in fits of laughter, unable to stand or perform any action. This spell, though, holds no sway over those whose intelligence is limited to a score of 4 or less.
Yet, the mirthful grip eventually loosens. At the close of each of their turns, and whenever they endure harm, the affected soul can strive to break free from this enchantment’s clutches. If their willpower holds strong, they can make a fresh wisdom saving throw, with an advantage if provoked by harm. Should their inner strength prevail, the laughter spell fades away, and they are free to rejoin the world, the echoes of their laughter the only remnants of their strange ordeal.
Command: 1st-level
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
With but a single word, you can bend the will of another creature to your desires. However, this magic only works on those who possess the gift of wisdom.
Imagine you wish to compel a creature to obey. First, choose a target you can see and speak your command. Then, the creature must wrestle with its own wisdom, attempting to resist your power through a Wisdom saving throw.
Should it fail, the creature is compelled to follow your command on its next turn. But beware, this spell holds no sway over the undead or those who do not understand your words. Also, you must be cautious, for if your command directly threatens harm, the spell will not take hold.
There are many commands you can issue, each with its own effect. You may command a creature to approach, causing it to move closer to you. Or perhaps you wish to make it drop whatever it holds. Flee, grovel, or halt may also serve your purpose.
And should your mastery of magic grow stronger, know that you can extend your command to multiple creatures, but they must be close to one another when you speak your will.
Crown of Madness: 2nd-level
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Picture in your mind a single person, a mere mortal, standing before you. With ‘Crown of Madness,’ you delve into their thoughts, seeking to bend their will to your command.
But the path to domination is treacherous. This humanoid must make a choice, a test of wisdom. Should their willpower falter, they become your charmed pawn, crowned with an eerie wreath of jagged iron.
While under your sway, this thrall is compelled to act with violence. They must, before all else, lash out with a melee attack against another creature of your choosing, a dark puppet dance. Yet, if your will falters or no suitable target lies within reach, they regain control over their actions.
To maintain this sinister dominion, you must dedicate your action on each subsequent turn. Fail to do so, and the spell will slip from your grasp. The thrall, too, has a glimmer of hope, for with each passing moment, they can make a bid to break free, a test of their own wisdom.
Such is the dance of ‘Crown of Madness,’ a dark puppetry born of magic and the fragile threads of the mind.
Suggestion: 2nd-level
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
Listen now, for ‘Suggestion’ weaves a tapestry of influence and persuasion. With but a few whispered words, you plant a seed of thought within the mind of another, guiding their actions as you see fit.
To work this magic, you must have the attention of your chosen target, and they must understand your words. Be aware, though, that some minds are too resilient to be swayed by such charms, so tread carefully.
The suggestion you make must be reasonable, for no soul would heed a call to harm themselves or commit a foul act. Such words would break the spell’s delicate thread.
Your target’s wisdom is their shield in this battle of wills. If it fails them, they shall embark upon the path you set, following your instructions to the best of their ability, even for hours on end. Yet, if the task can be completed swiftly, the spell’s influence fades as the deed is done.
Moreover, you may stipulate certain conditions that, when met, trigger a specific action. Picture this: a knight giving her loyal steed to the first beggar she encounters. But take heed, for should these conditions remain unmet, the suggested task remains but a whisper in the wind.
Remember, though, my dears, this enchantment’s magic is delicate. Should you or your companions raise a hand against the charmed one, the spell’s sway shall crumble like leaves in autumn.
Calm Emotions: 2nd-level
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Imagine a moment when you, the enchanter, stand at the heart of a magical sphere, 20 feet wide, with your chosen focal point at its center. Your purpose is to tame the emotions of the humanoids within this sphere. Each of them faces a choice, for they may willingly surrender to the spell’s effect. Yet, if they resist, they must muster their inner strength in a contest of charisma.
Now, should they yield, you have two paths to tread. Firstly, you may extinguish any charm or fear that binds their hearts, offering them respite from the magic’s grasp. But beware, for when the spell’s magic fades, the enchantment may return unless its duration has fully passed.
Alternatively, you can whisper to the target’s soul, urging it to set aside its enmity for those it despises. A temporary indifference shall befall them, but this truce shatters like glass should violence rear its ugly head or harm befall the target’s comrades. And, when the spell’s embrace finally releases them, the cold grip of hostility returns, unless the fates decree otherwise.
Confusion: 2nd-level
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (three nut shells)
Duration: Concentration, up to 1 minute
Imagine yourself, a wielder of this arcane power, standing at the center of a mystical sphere, 10 feet wide, its heart chosen by your hand. As you unleash this enchantment, every creature within the sphere is faced with a trial of wisdom, for their minds are vulnerable to the spell’s influence.
The victims, if their wisdom fails them, find their destinies controlled by the roll 1d10. Each dawn heralds a new chance, as they blindly follow the dice’s decree:
- A ‘1’ sends them careening in a random direction, akin to a leaf in the wind, actions frozen.
- ‘2’ through ‘6’ condemn them to stillness, unable to act or move.
- A ‘7’ or ‘8’ compels them to lash out with a melee strike at whoever fate selects, or else they remain idle.
- ‘9’ or ’10’ bring back clarity, allowing free will to reign once more.
But do not despair, for with each day’s dawn, the spell’s grip may weaken. A victim of its trickery may resist the madness, breaking free if their wisdom holds strong.
And remember, should you possess the power of a higher-level spell, the sphere’s influence shall expand, ensnaring even more minds within its twisted grasp.
Guidance on Using Emotion and Mind Control Spells
In your pursuit of mastering Emotion and Mind Control Spells, it is vital to approach this magic with the utmost responsibility and ethics. The power to influence others should never be taken lightly.
- Consent: Always seek consent whenever possible. Respect the autonomy of individuals and use these spells sparingly and ethically.
- Intent: Examine your motives before employing such spells. Ensure that your intentions are just and benevolent, seeking to aid and not to harm.
- Consequences: Be mindful of the consequences your actions may bring. Domination and manipulation can breed resentment and distrust if used recklessly.
- Duration: Remember the duration of your spells. Long-term influence should only be used in situations of utmost necessity and when the target’s well-being is truly at stake.
- Awareness: Maintain an awareness of the potential ramifications of your enchantments. Be prepared to undo your spells if they no longer serve the greater good.
With these principles as your guide, you shall navigate the alluring world of Emotion and Mind Control Spells. May your enchantments be wielded wisely and with compassion.
Guiding your heart and thoughts through the arcane,
Old Nan