School echantment [charm, language-dependent, mind-affecting]; Level Paladin 1
Casting Time 1 standard action
Components V, S,
Range close (25 ft +5 ft per level)
Target 1 creature that can understand you
Saving throw: none Spell Resistance: yes
You beg a creature with all the compassion you can muster to follow a particular course of action in line with your alignment. You make either a Diplomacy check or an Intimidate check (your choice) against the target with a +5 bonus to try and get them to do as you would in their situation. You can attempt to inspire, cajole, plead, or convince them into acting. Highly reasonable suggestions may grant you an additional +2 bonus on the check, at GM’s discretion.
Here’s a way to get Paladins to stop killing teammates and laying waste to random stubborn people with little provocation. You may not be able to change the mind of the big bad guy, but Paladins should be able to convince the local captain of the guard to stop bringing corrupt charges forward, or get a goblin to take his family and leave in peace. Paladins should not resort to violence as a first option, but as a last. This spell is an attempt to help fight against “lawful stupid.”
This spell reflects the more functional uses of Diplomacy and Intimidate rather than the strict rules-as-written versions. You’ll also notice that Paladin’s Plea allows for the possible existence of paladins of alignments other than Lawful Good, should that ever be necessary.