Mob Rage

3rd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood or a small flame)

Duration: Concentration, up to 1 minute

You inflame a group of people within range to become an angry mob. They must number at least a dozen, and they must all be within a 30-foot radius of the spell’s target point at the time of casting. You must shout out a target for the mob’s rage, such as “That merchant is cheating us on food prices!” or “The guards are letting that nobleman get away with murder!” The people in the crowd become enraged and immediately take action—shouting, throwing rocks, overturning tables, vandalizing businesses, starting fistfights, and so on. The mob’s rage is initially directed at the target you specified, but may change and move as circumstances shift.

Mob rage affects only living humanoids of Intelligence 3 or higher, who are not immune to Charm effects, and who have a CR lower than 1. Each subject may make a Wisdom saving throw to resist the effects. (For the sake of simplicity, and with the GM’s permission, you may assume that half of all qualifying targets within an area fail the save, rather than rolling for each.) Those who succeed react normally, likely fleeing from the mob.

Casting this spell qualifies as a moderate evil deed (see “The Well of Woe”), and may cause spiritual damage to the caster accordingly.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of effect increases by 10 feet for each slot level above 3rd.

Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.

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