angille
Explorer
It could be the game you want is Masks. (Ah, sorry, didn't see the post above - but yes. Masks is all about emotions.)
...please look at Masks (and possibly The Veil).There's no counterplay. There's no sense of progress where an enchanter wears down your mental defenses, or where you can lay a mental trap, or where you can try to 'disarm' them of some attack ability they have. I was thinking of 'emotion conditions' as a parameter that could matter in psychic combat, while having the bonus effect of playing into some heroic tropes of having characters get an emotional 'power up' at intense moments.
tbh, it probably swings all the way in the other direction, in that there are no hit points (or rigidly defined cover/concealment/gear/etc), but combat is literally abstracted to the point where your (and the villains' for that matter) "hit points" are emotional conditions. once you're carrying all of afraid/angry/guilty/hopeless/insecure, you give up. some of the playbooks capitalize on these (like the Bull which uses Angry to get more powerful), giving you that "emotional 'power up' at intense moments" bit.
like I said before, not sure there's an easy way to "snap on" this kind of thing into a skirmish simulator like 5e. though I think there's still a capacity for certain trad-leaning games (like Genesys) to have emotional/mental "combat" worked in.