Mass Karma — Group Mental Enhancement Spell

A circle of spellbound strategists gains threefold mental clarity around a map during a medieval siege

Transmutation · Threefold clarity · Group spell

The conspirators bow their heads together. A single spell strengthens their judgement, intelligence and presence—enough to coordinate one dangerous decision before the city watch breaks the doors.

At a Glance

Spell Mass Karma (Karma, Mass)
Source status Archived sixth-level community spell, not an official core spell
Original spell lists Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6
Range Close (25 ft. + 5 ft. per 2 caster levels)
Targets One creature per caster level, no two more than 30 feet apart
Duration One minute per caster level
Effect Each target gains +2 enhancement to Charisma, Intelligence and Wisdom

Many Minds Before the Storm

A company of witnesses must identify a masked conspirator, a circle of wardens must read signs of a coming storm, or a council must agree how to keep refugees alive through the night. Mass Karma lends each participant a modest increase in insight, judgement and authority. It does not merge their thoughts or make their conclusions identical.

The caster must gather the group before the spell. A subject too far from the others cannot be chosen merely because that subject stands within the spell’s Close range. Once empowered, the party still needs evidence, a plan and the willingness to follow it.

Rules by Edition




Mass Karma — D&D 2024

No official spell called Mass Karma.
Published thematic alternative: Enhance Ability, Level 2 Transmutation, cast with a sixth-level spell slot
Casting Time: Action
Range: Touch
Components: V, S, M (fur or a feather)
Duration: Concentration, up to 1 hour

A sixth-level slot allows five creatures total, the first target plus four additional creatures. Choose one ability per target; Charisma, Intelligence or Wisdom may reproduce part of the older spell’s purpose. Each target receives Advantage on ability checks using their selected ability. Different targets can receive different choices.

Example: Two scholars receive Advantage on Intelligence checks, two scouts on Wisdom checks and an envoy on Charisma checks. Each has only their selected ability improved, not all three; the spell grants no +2 ability-score bonus, increased spell DC or extra saving throw modifier.

The 2024 spell uses Touch and Concentration. Do not import the older Close range, target-spacing rule or simultaneous three-score enhancement.

Mass Karma — D&D 2014

No official sixth-level Mass Karma spell.
Published thematic alternative: Enhance Ability, 2nd-level Transmutation, using a 6th-level slot
Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour

Using a sixth-level slot allows five targets. Choose an appropriate Enhance Ability option, such as Eagle’s Splendor for Charisma checks, Fox’s Cunning for Intelligence checks or Owl’s Wisdom for Wisdom checks. Each creature receives a selected effect under the published spell, not a simultaneous +2 to all three attributes.

Example: A group of court messengers benefits from Advantage on appropriate checks while the caster maintains Concentration. This does not improve the entire group’s spell save DCs or Wisdom saving throws.

Upcasting increases the number of recipients rather than combining three effects on every creature. It is an alternative to the older community spell, not an official 2014 version of Mass Karma.

Mass Karma — Pathfinder 1e

Unofficial Pathfinder 1e adaptation of an archived community spell.
School: Transmutation
Level: Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6
Casting Time: 1 standard action
Components: V, S, M (material not identified in the archived base spell)
Range: Close (25 ft. + 5 ft./2 caster levels)
Targets: One creature per caster level, no two more than 30 feet apart
Duration: 1 minute per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The spell works as Karma except that it empowers multiple creatures. Each subject gains a +2 enhancement bonus to Charisma, Intelligence and Wisdom. Apply ordinary benefits to ability checks, Wisdom-based Will saves and applicable spell DCs. Brief enhancement does not grant bonus spells or additional skill ranks; bonuses of the same type do not stack.

Example: A caster of level 13 can choose up to thirteen creatures within Close range, provided no two chosen subjects are more than 30 feet apart. The enhancement lasts thirteen minutes. A target already wearing a headband of mental prowess does not gain duplicate enhancement bonuses to abilities the item already improves.

The old community source gives the sixth-level spell list, group range and target limitation; using it in Pathfinder remains an unofficial adaptation.

Mass Karma — D&D 3.5e

Community-created sixth-level transmutation; not an official SRD spell.
Level: Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6
Casting Time: 1 standard action
Components: V, S, M (the original record does not identify a material)
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per caster level, no two more than 30 ft. apart
Duration: 1 minute per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As the original Karma, except that the caster may select one creature per level under the published group-spacing template. Each receives +2 enhancement to Charisma, Intelligence and Wisdom. Calculate the corresponding ability modifiers separately; do not add this bonus to an existing enhancement bonus of the same type for a particular score.

Example: A twelfth-level caster empowers twelve companions clustered around a council table for twelve minutes. The members who already carry mental-ability enhancement items receive only the higher applicable enhancement for those scores; neither source stacks with an equal bonus.

Corrections to the legacy entry: The archived site’s “Duration” line accidentally contained the target-count text. The number of affected creatures belongs in Targets; the spell inherits Karma’s normal minute-per-level duration. This correction follows the record’s statement that the group spell otherwise functions as Karma.

The Council Before Dawn

The enemy army has broken the outer gates. The city’s surviving commanders meet in a shuttered chamber to decide which district to abandon. Mass Karma can sharpen everyone’s judgement for a few minutes, but it cannot reconcile their conflicting loyalties. The party may have to decide whose plan to follow before the spell fades.

Adventure Hooks

The Council of Seven

Seven ambassadors are brought together under a threefold enchantment. One of them plans to mislead the others into a treaty that surrenders the city’s food stores. The spell makes all of them sharper—including the traitor.

The Watcher’s Last Lesson

At the ruins of an old observatory, a circle of sages is empowered to decipher a warning etched into the stone. Raiders approach before the translation is finished. Who will stay to complete it?

Related Magic

Karma enhances one subject; Improved Karma lasts much longer on a single subject. For published older-edition group enhancements see Mass Eagle’s Splendor, Mass Fox’s Cunning and Mass Owl’s Wisdom. The published modern reference is Enhance Ability.

Source and Archive Note

The legacy site’s Mass Karma record credits Shadowfoot of the former Wizards Community forums. That source is not independently recoverable; the spell is not an official D&D 3.5e or Pathfinder publication. Its group-targeting conventions are consistent with the D&D 3.5e Mass Fox’s Cunning spell. The fifth-edition comparison follows D&D 2024 Enhance Ability and the 2014 spell. The narrative and examples are original.

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