Convert Faith

9th-level enchantment

Casting Time: 1 action

1 action Range: Self

Self Components: M, V (A holy book, scripture, or artifact relating to the faith in question, a piece of glass or crystal worth at least 10000gp (Consumed in the process))

M, V (A holy book, scripture, or artifact relating to the faith in question, a piece of glass or crystal worth at least 10000gp (Consumed in the process)) Duration: Instantaneous.

In order to create a cult, spread your religion, or accomplish some other strange task, you attempt to force a faith or philosophy of your choice onto all beings in your vacinity. The spell effects a 500 ft. radius sphere around yourself. Additionally, while casting, you must verbally make a statement describing two vital details:

The persons, beings, or concepts that are to be worshipped.

A desription of the document that outlines the tenants, rules, and philosophies of the new faith. This document is the material component of the spell.

Each humanoid within range makes a wisdom saving throw. On a failed save, they become strict believers in the new faith. If a creature knows about the details of the spell before it occurs, it has advantage on the saving throw. Additionally, before the spell is cast, the caster may select a number of creatures equal to the caster's level + their spellcasting modifier to automatically succeed the saving throw.

If the document used for the spell is destroyed, the effect of the spell is nullified for all original targets. Those affected by the spell initially are devout to their new faith, but there beliefs can be swayed over time like any other religion.

There are certain conditions that, either due to the characteristics of the creatures themselves or the rules of the created faith, give them advantage or disadvantage on their saving throw, or even just immunity to the spell. Advantages do not stack for creatures, but they do cancel out with disadvantages. If a creature has causes for advantage and one for disadvantage, it ends up with one instance of advantage.

A creature with an intelligence score of 2 or lower is immune to the effects of the spell.

Forcing a change in a creature's alignment gives them advantage on the saving throw

A creature who already has or is part of a faith has advantage on the saving throw.

A creature who is an exceptionally devout member of a faith, such as cleric, paladin, or religious leader, has immunity to the spell.

Inciting violence against creatures (War, ritual sacrifice, and major self harm to small populations fall under this) gives affected creatures advantage on the saving throw.

Encouraging mass suicide, mass martyrdom, or overall self-harm and self destruction to a population nullifies the spell.

Having characteristics or traits that are favored or preferred in the new faith (race, certain shaped horns, etc.) gives creatures disdvantage on the saving throw.

Being generally unhappy with their position in society gives creatures disdvantage on the saving throw.

Influencing Larger Populations If the spell is cast on a number of targets too large for the DM to calculate, you can use a percentile system instead.

First, determine the most common wisdom modifier of the population (Humans, for example, usually have a wisdom score of 10, and a modifier of +0). Subtract that modifier from the casters save DC (Remember 16-(-2) is 16+2, both being 18), and multiply the sum by 5 to determine the starting percentage.

Then reference the following table. The table gives an amount of d10 to roll, which subtracts from the starting percentage to determine the final percentage of creatures affected by the spell.

Population % Reduction Less than one eighth of the population Subtract 1d10 One eighth to one quarter of the population Subtract 3d10 One quarter to one half of the population Subtract 7d10 One half to three quarters of the population Subtract 11d10 Over three quarters of the population Subtract 15d10