The Thieves Guild
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Spells & Rituals

Calm Emotions

Level 2 •
Enchantment

Casting Time: 1 action
Range: 60 ft (20 ft
)
Components: V, S
Duration: Concentration
, up to 1 minute
Save: Charisma
Conditions: Charmed
, Frightened

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 DM rules otherwise.
Verbal Component: Arresto Sensus
Verbal Component (Alternative): Lets not get mad and cause commotion, be at ease, calm your emotion.

Classes: Bard, Cleric

Domain: Charm

Tags: Charm, Social

Source: Player's Handbook [5th Edition] (page 221)

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