Tome of Magic Version[]
This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a subject other than the priest.
The first method affects only the priest and allows him to shield his true emotions from magical examination. Thus, it can block wizard spells such as ESP or priest spells such as emotion read. While emotion control is in effect, anyone using one of these spells will sense the emotion designated by the priest rather than his true emotions. When the priest casts emotion control, he designates the false emotion he wishes to be revealed.
This use of emotion control also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. When any of these spells are cast on the priest, he is immediately aware of the attempt, although he does not learn the source of the spell.
If another character casts emotion read, ESP, or a similar spell on the priest, the priest must make a saving throw vs. spells with a +1 bonus for each 5 levels of the priest. If the priest successfully saves, the other spellcaster reads the false emotion; if the priest fails the saving throw, the spellcaster reads the priest's true emotion.
The second use of this spell allows the priest to create a single emotional reaction in the subject(s) (similar to the wizard spell emotion). Some typical emotions follow, but the DM may allow other similar effects.
Courage: The subject becomes berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subject need never check morale, and receives a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear.
Fear: The subject flees from the priest for the duration of the spell, even if this takes him out of spell range. Fear counters (and is countered by) courage.
Friendship: The subject reacts positively to any encounter; in game terms, any result of a roll on the Encounter Reactions table (Table 59 in the DMG) is moved one column to the left. Thus, a threatening PC becomes cautious, an indifferent PC becomes friendly, etc. Friendship counters (and is countered by) hate.
Happiness: The subject experiences feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. The subject is unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.
Hate: The subject reacts negatively to any encounter; in game terms, any result of a roll on the Encounter Reactions table is moved one column to the right (i.e., a friendly PC becomes indifferent, a cautious PC becomes threatening, etc.). Hate counters (and is countered by) friendship.
Hope: The subject's morale is improved by +2. His saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.
Hopelessness: The subject's morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, all subjects must immediately make a morale check. Hopelessness counters (and is countered by) hope.
Sadness: The subject feels uncontrollably glum and is prone to fits of morose introspection. All attack rolls suffer a -1 penalty and initiative rolls suffer a +1 penalty. The subject's chance of being surprised is increased by -2. Sadness counters (and is countered by) happiness.
All subjects of the second version, even willing targets, must save vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell.
The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.
Priest's Spell Compendium Version[]
This spell can be cast in one of two ways: in a manner that affects the priest, or in a manner that affects a creature other than the priest.
A) Priest: This casting affects only the priest. It shields true emotions from magical examination. When casting the spell, the priest designates a false emotion to be projected. If spells such as ESP or emotion read are used on the priest, then the priest is allowed a saving throw vs. spell, with a +1 bonus for each 5 levels of experience. Success means the other caster reads the false emotion; failure means the priest's true emotion is revealed. This use also gives the priest a +2 bonus to saving throws against the following spells: spook, taunt, irritation, know alignment, scare, emotion, fear, and phantasmal killer. The priest instantly knows when any of these spells are cast on him or her, but the source of the spell is not revealed.
B) Other: The second use of this spell allows the priest to create a single emotional reaction in one creature per five levels of experience, similar to the wizard spell emotion. All affected creatures must be within a 20-foot cube. All creatures possibly affected by this spell, even willing creatures, must make a successful saving throw vs. spell to resist the emotion. In addition to all other modifiers, the saving throw is modified by -1 for every three levels of the priest casting the spell.
Some typical emotions follow, but the DM may allow other, similar effects.
Courage: The subjects become berserk, gaining +1 to attack rolls and +3 to damage, and temporarily gaining 4 hit points (damage against the subject is deducted from these temporary points first). The subjects need never check morale, and receive a +5 bonus to saving throws against the various forms of fear. Courage counters (and is countered by) fear.
Fear: The subjects flee from the priest for the duration of the spell, even if this takes them out of spell range. Fear counters (and is countered by) courage.
Friendship: The subjects react positively to any encounter. Any result on the Encounter Reactions table (Table 39 in the DMG) is moved one column to the left. Thus, a threatening creature becomes cautious, an indifferent creature becomes friendly, etc. Friendship counters (and is countered by) hate.
Happiness: The subjects experience feelings of warmth, well-being, and confidence, modifying all reaction rolls by +3. They are unlikely to attack unless provoked. Happiness counters (and is countered by) sadness.
Hate: The subjects react negatively to any encounter; any result on the Encounter Reactions table is moved one column to the right (for example, a friendly creature becomes indifferent, a cautious creature becomes threatening, etc.). Hate counters (and is countered by) friendship.
Hope: The subjects' morale is improved by +2. Their saving throw rolls, attack, and damage rolls are all improved by +1 while this emotion is in effect. Hope counters (and is countered by) hopelessness.
Hopelessness: The subjects' morale suffers a -10 penalty. In addition, in the round in which the emotion is initially established, they must immediately make a morale check. Hopelessness counters (and is countered by) hope.
Sadness: The subjects feel uncontrollably glum and are prone to fits of morose introspection. All initiative rolls suffer a +1 penalty and attack rolls suffer a -1 penalty. Their chance of being surprised is increased by 2. Sadness counters (and is countered by) happiness.
The material component for both versions of the spell is a small bunch of fleece or uncarded wool that is consumed in the casting.
Notes: Common for priests with major access to the sphere of Thought, uncommon for priests with major access to the sphere of Charm (ToM).