Another psionic enchantment conversion from Dragon Kings. Masquerade. Don’t get your hopes up about many more conversions from this product. Many of those psionic enchantments don’t really make much sense in 3E. I am pleased with this conversion.
Masquerade/Impostor
Enchantment (Compulsion) [Mind-Affecting] (psionic enchantment)
Spellcraft DC: 51 DC
Components: V, M
Casting Time: 1 minute
Target, effect or area: One single community (a village, a town, a city or even a section of a city)
Duration: 7 days
Saving Throw: Will negates
Spell Resistance: Yes
To develop: 459,000 Cp, 10 days, 18,360 XP. Seed: compel (19 DC). Factors: change target to area (+10 DC). Change area to a single community (ad hoc +80 DC). Level dependent affecting 10 HD per caster level (ad hoc +25). Increase duration by 140 hours (+14 DC). Instill demeaning fiction about leader (+5 DC). Spell is reversable (ad hoc +2 DC). Mitigating factors: psionic enchantment via expenditure of epic power slot (-19 DC). 35d6 backlash damage (-35 DC). Burn 5000 XP (-50 DC).
With this spell, the caster can make the most powerful individuals in a community believe that the spell recipient is their leader. The number of individuals convinced is a function of their Hit Dice or levels, and the caster’s level. The caster can convince 10 Hit Dice or levels per caster level. When casting the spell, the caster must be physically present within the community to be affected along with the recipient of the spell (the caster or someone else). This spell passes over epic characters (individuals or creatures over 21 HD or levels) and they are not counted in the number of HD of individuals affected. The duration is one week. If the recipient of the spell is not the caster, he must be willing, or the spell fails.
The individuals affected are chosen out of the community in descending order of Hit Dice or levels (highest are convinced first, then second highest, etc., until the total Hit Dice or levels have been accounted for). Whether or not the rest of the community believes the spell recipient is their leader depends on the situation. If all the most powerful people in a small village say he is the leader, the entire village might go along with it. However, if a very few powerful people in a large city proclaim the recipient as their new leader, the rest of the population might ignore them or incite civil violence. Often, the rightful leader is affected by the spell, helping to legitimize the deception.
If the area targeted is a section of a city instead of the entire city, then the spell makes the recipient of the spell a local area chief, whatever that position may be.
This spell does not create a coherent narrative about the ‘leader’. It does not make affected individuals share an idea about ‘the one true king returned’ or anything of that nature. Quite simply, the leadership of the recipient of the spell is rationalized by each individual differently.
Sense Motive check against DC 30 can determine that the subject’s behavior is being influenced by this enchantment effect, although it does not give any details about the specifics of the spell.
The spell is inherently fraught with dangers. The reverse of the spell, impostor (casting the reverse version of the spell can be chosen at the time of casting), has the opposite effect, convincing the most powerful people in a community that their leader is a fraud. Again, the situation dictates events, but those affected are absolutely convinced they are right.