Enchantment • Legacy Emotion Magic

Emotion

Expressive figures in a painting used to represent the power of emotion magic
Painting by August Macke, retained from the original page. Select to enlarge; exact artwork title and original collection attribution remain unverified.

Emotion can bend a crowd toward hope, despair or other overwhelming feelings. The original D&D 3.0 spell offered six different emotional responses, while the Moon 4 archive version preserved here supplies only hope or discouragement. They use different targeting and duration rules; neither is automatically a core D&D 3.5e, Pathfinder or fifth-edition spell.

Emotion at a Glance

5.5e / 2024 No official SRD 5.2.1 spell by this name
5e / 2014 No spell by this name in the 2014 core list
Pathfinder 1e Good Hope and Crushing Despair are distinct spells, not an unmodified Emotion conversion
D&D 3.5e / Legacy d20 The 3.0 Emotion spell had six emotional effects and required concentration; this page also preserves a separate Moon 4 adaptation with two effects and a 1-minute/level duration

Edition warning: choose a historical source or the Moon 4 adaptation explicitly; do not combine their targets, duration or other mechanics.

Spell Rules by Edition




Emotion — 5.5e / 2024

Status: no official SRD 5.2.1 spell by this name.

Emotion — 5e / 2014

Status: no core 2014 spell by this name.

Emotion — Pathfinder 1e

Status: use Pathfinder’s individual emotion spells rather than treating this archive form as a PF Witch spell.

Emotion — D&D 3.5e / Legacy d20

Source distinction: the original Emotion spell was printed in the D&D 3.0 Player’s Handbook (p. 199). It was not carried into the 3.5e core spell list as a single unchanged spell. The Moon 4 archive variant below has different targeting and duration; it must not be mistaken for the original 3.0 entry.

Historical D&D 3.0 spell — reference only

School Enchantment (Compulsion) [Mind-Affecting]
Level Bard 3, Sorcerer/Wizard 3 in the 3.0 Player’s Handbook
Casting Time 1 action
Range Medium (100 feet + 10 feet/level)
Targets All living creatures within a 15-foot-radius area
Duration Concentration
Saving Throw Will negates
Spell Resistance Yes

The 3.0 spell offered despair, fear, friendship, hate, hope and rage as distinct emotional directions. That six-option, concentration-based spell is not the limited Moon 4 variant preserved below. 3.0 historical source record.

Preserved Moon 4 archive variant — source-specific adaptation

The following legacy material is retained from this page. Its original publication and rules lineage have not yet been independently established; do not present its targets, duration or two choices as the official 3.0 spell or an official 3.5e conversion.

School Enchantment (Compulsion) [Mind-Affecting]
Level Moon 4
Components V, S
Casting Time 1 standard action
Range Medium (100 ft. + 10 ft./level)
Targets One living creature/level, no two more than 30 ft. apart
Duration 1 minute/level
Saving Throw Will negates
Spell Resistance Yes

Choose one emotional direction for all targets. A hopeful effect grants +2 morale on saving throws, attack rolls, ability checks, skill checks and weapon damage rolls. The opposite effect imposes –2 on the same rolls.

What Changed?

  • D&D 3.0: Emotion offers six responses (despair, fear, friendship, hate, hope and rage), uses a 15-foot-radius area and lasts while concentrating.
  • Moon 4 archive variant: the retained hope/despair effect uses one living creature per level within a 30-foot grouping and lasts one minute per level; its source is not fully established.
  • D&D 3.5e: the full D&D 3.0 spell is not a named core 3.5e spell. Do not assume the archive variant is an official 3.5e revision.
  • Pathfinder 1e: later spells such as Good Hope and Crushing Despair cover related effects under separate rules.
  • 5.5e / 2024 and 5e / 2014: no identical named core spell or unsupported conversion is supplied here.

Edition Boundary

Later d20 and fifth-edition rules split this broad concept into separate spells and conditions. Do not treat this archive version as the universal modern Emotion spell.

Using Emotion in Play

Emotion is a group morale spell. The hopeful form supports allies before a difficult exchange; the discouraging form weakens a group without directly controlling individual actions. Its strength comes from affecting several rolls at once rather than forcing a specific behaviour.

Related Magic

  • Calm Emotions — suppresses strong emotion rather than amplifying it.
  • Fear — a dedicated fear effect in later rules.
  • Haste — compare with later-edition party buffs that improve performance without using the old morale package.

Worked Example: Rallying a Faltering Company

Preserved Moon 4 archive variant, caster level 8: its Medium range is 100 + (10 × 8) = 180 feet. The caster may designate up to eight living creatures, with no two targets more than 30 feet apart, and the effect lasts up to 8 minutes. Each target has the listed Will save and spell resistance.

If the caster chooses hope, an affected soldier whose weapon attack bonus is normally +6 uses +8; a weapon dealing 1d8 + 3 damage instead deals 1d8 + 5. With despair, the same attack becomes +4 and damage becomes 1d8 + 1. The other specified saves and checks change by the same two-point morale modifier. All targets in a single casting receive the same chosen emotional direction.

Historical D&D 3.0: do not apply those eight-target or eight-minute figures to the original Emotion spell. That spell uses a 15-foot-radius area and requires concentration, with six distinct choices.

Counterplay and Rulings

Both forms are mind-affecting magic; immunity to mind-affecting effects blocks them where the chosen legacy rules apply. Will saves and spell resistance must be resolved under the selected source. Morale modifiers of the same type do not automatically stack. Dispel Magic and Counterspell operate under the rules of the edition being played. The Moon 4 version does not compel targets to obey commands, and no 3.0 friendship, hate or rage option should be imported into its two-effect version without a separate ruling.

Mythical Context

Ancient Greek myth imagined emotions as supernatural presences. Elpis embodied hope and expectation, while Lyssa personified uncontrollable rage and frenzy; in tragedy she could be sent to overwhelm a hero’s mind. These contrasting figures offer a mythic vocabulary for the spell, though they supply none of its numerical bonuses or target limits.

Elpis, spirit of hope — ancient testimony · Lyssa, spirit of frenzy and rage

Historical Context

Greek theatre gave anger, hope, fear and foolishness recognisable faces through recurring dramatic roles. A group of fifteen terracotta comic actors from late fifth- to early fourth-century BCE Greece, now in the Metropolitan Museum of Art, documents this tradition of stylised emotional expression. These artefacts show the importance of performed emotion, not evidence of a literal mind-affecting spell.

The Met: Group of fifteen terracotta comic actors, late fifth–early fourth century BCE

Rules Sources and Licensing

Historical rules reference: Dungeons & Dragons Player’s Handbook, 3.0 edition (2000), p. 199, “Emotion”. The 3.0 rules summary here is identified as historical; it is not an official 3.5e conversion. Historical spell listing and edition details.

Moon 4 adaptation: this page retains an older site-archive variant that uses the Good Hope-style target and duration structure for a two-effect Emotion spell. The original third-party publication, any applicable Open Game Content designation and the complete inherited copyright notice chain are not yet verified. Do not attribute the variant to the 3.0 Player’s Handbook, or claim full OGL licensing on this evidence alone. The original image also requires a confirmed work title and collection attribution.

For a modern comparison, see Pathfinder 1e — Good Hope and Fear. These are comparisons, not replacements for the legacy source.

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