PropertyValue
rdf:type
rdfs:label
  • Calm Emotions
  • Calm emotions
rdfs:comment
  • [[Category:]] Calm emotions was an enchantment spell that attempted to negate strong emotions in a group of creatures.
  • Calm Emotions is an 3rd-level ritual.[Dr405] You perform this ritual while speaking. When you complete the ritual, nonhostile humanoid creatures within 5 squares of you, other than those you exclude from the ritual’s effect, become calm and reasonable. The ritual grants a +2 power bonus to Bluff checks, Diplomacy checks, and Nature checks made against the affected creatures. If you roll initiative, the ritual’s effect ends.
  • Level: , , Components: V, S, DF Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: Creatures in a 20-ft.-radius spread Duration: Concentration, up to 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
  • 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 spe
  • Description: This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also removes the confused condition from all targets.
  • 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.
Level
  • 3
dcterms:subject
immunities
  • Mind-Affecting
innatelevel
  • 2
spellresistance
  • Yes
dbkwik:dnd4/property/wikiPageUsesTemplate
dbkwik:forgotten-realms/property/wikiPageUsesTemplate
dbkwik:forgottenrealms/property/wikiPageUsesTemplate
dbkwik:freed20/property/wikiPageUsesTemplate
Category
  • Deception
Range
  • Medium
Name
  • Calm emotions
school3e
school5e
domains3e
dbkwik:nwn/property/wikiPageUsesTemplate
Components
  • 2
  • V, S
Price
  • 175
Duration
  • 1
  • 600.0
Skill
  • Arcana or Religion
Description
  • This spell automatically suppresses any morale bonuses granted by spells such as bless, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also removes the confused condition from all targets.
  • This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell.
ImageName
  • Is calmemot.jpg
School
Time
  • 60.0
casterlevel
  • Bard 2, Charm 2, Cleric 2, Law 2
targettype
  • Creatures in a 20 ft. radius spread
savingthrow
  • Will negates
spellname
  • Calm Emotions
descriptors
  • Mind-Affecting
abstract
  • 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 DM rules otherwise.
  • Description: This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell. This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also removes the confused condition from all targets. Custom spell: This spell is part of the Grimoire and is not part of standard Neverwinter Nights.
  • [[Category:]] Calm emotions was an enchantment spell that attempted to negate strong emotions in a group of creatures.
  • Calm Emotions is an 3rd-level ritual.[Dr405] You perform this ritual while speaking. When you complete the ritual, nonhostile humanoid creatures within 5 squares of you, other than those you exclude from the ritual’s effect, become calm and reasonable. The ritual grants a +2 power bonus to Bluff checks, Diplomacy checks, and Nature checks made against the affected creatures. If you roll initiative, the ritual’s effect ends.
  • 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.
  • Level: , , Components: V, S, DF Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: Creatures in a 20-ft.-radius spread Duration: Concentration, up to 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
is 2nd spell of