Inflame Emotions

3rd-level Enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, 1 minute

You attempt to strengthen strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the two following effects.

You can strengthen an existing worry, anxiety, or concern into actual fear. The creature becomes frightened of whatever it was originally anxious about; for instance, a merchant worried about his goods being damaged might become panicked, while a guard being intimidated by a warrior might flee in fear. When this spell ends, the creature returns to its previous emotion, remembering that it had briefly panicked, but not remembering why.

Alternatively, you can make a target become hostile about creatures of your choice that it was previously indifferent or conflicted about. You may not make friends or companions hostile towards one another, unless they were already engaged in a dispute or disagreement. While this spell lasts, the target quarrels loudly with the creatures you specify, arguing with them over petty and trivial matters. A normally non-violent creature will not resort to violence unless responding to violence done against it. However, a normally easily angered or aggressive creature might attack the creatures you mentioned Once this spell ends, the target’s inflamed anger calms, but it may remain hostile if actions taken by the other creature would be sufficient to anger it.
Usable by: Bard, Cleric, Wizard