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Calm Emotions: differenze tra le versioni

Da D&D Next.
Import Spells_batch1: Calm Emotions
 
Pubblicato da SRD 5.1
 
(10 versioni intermedie di 3 utenti non mostrate)
Riga 1: Riga 1:
### Calm Emotions
== Calm Emotions ==


*2nd-level enchantment*
''2nd-level enchantment''


'''Casting Time:''' 1 action
'''Casting Time:''' 1 action
Riga 16: Riga 16:


Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.
{{Licenza|versione=5.1}}
 
[[Categoria:Incantesimi]]
[[Categoria:Incantesimi]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]

Versione attuale delle 23:48, 9 lug 2026

Calm Emotions

2nd-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.