Enchantment Level 2
STANDARD
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 DM rules otherwise.
Spell Variants & Exotic Components – level 2
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 action
Range 60 feet
Components V, S
Duration Concentration, up to 1 minute
Target a humanoid you can see within range. This spell variant suppress strong emotions and let the target think clearly. The target gets advantage on Charisma skill checks related to diplomacy and interactions with NPC and non-hostile monsters. In addition, the target may repeat a failed saving throw against a spells of 3rd level or lower that belongs to the enchantment school of magic, however this ends immediately the effect of the spell.