2nd-level enchantment
Casting Time 1 action
Range 60 feet
Components V S
Duration Conc. Up to 1 minute

Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw. A creature can choose to fail this save. If a creature fails its saving throw, choose one of the following effects:

  • You can suppress any effect causing them to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired.
  • You can make them indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target takes damage or if it witnesses any of its friends being harmed.

When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

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