Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Save: Charisma
Conditions: Charmed
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
Appeal to the creatures' most basic instinct to even the playing field. If there are more allies or enemies, a number of creatures within 60' of you that fail a Charisma saving throw equal to the difference are charmed, if they can be, and prevented from engaging in combat for the duration. If you cannot make an even number of allies and enemies through this means, this spell fails. For every hostile enemy that leave the area of effect or perishes, a random charmed enemy becomes hostile again.
Verbal Component:
Actum Trutinor
Classes: Bard, Cleric, Paladin
Tags: Charm
Source: Magic from the Multiverse
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).