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Calm Emotions

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Calm Emotions
  • Level: 2
  • School: Enchantment
  • Class: Bard, Cleric
  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.

Tactical Usage

When to Choose Calm Emotions:

  • Essential for de-escalating hostile social encounters
  • Excellent for clearing fear and charm effects from allies
  • Strong choice for crowd control and riot management
  • Valuable for creating negotiation opportunities

Effect Selection Strategy:

  • Immunity Option: Choose for allies affected by fear or charm
  • Indifference Option: Choose for hostile enemies to reduce aggression
  • Individual Targeting: Can apply different effects to different creatures
  • Area Coverage: 20-foot radius affects multiple targets

Duration Management:

  • 1-minute duration sufficient for social resolution
  • Concentration allows other non-concentration spells
  • Effects end if indifferent creatures take damage
  • Temporary nature requires quick follow-up action

Spell Combinations

Social Enhancement:

  • Suggestion: Follow up indifference with behavioral commands
  • Charm Person: Convert temporary indifference to positive relationship
  • Comprehend Languages: Facilitate communication with calmed groups
  • Zone of Truth: Encourage honest discussion in calm environment

Protective Synergies:

  • Sanctuary: Additional protection for diplomatic characters
  • Shield of Faith: AC boost during tense negotiations
  • Bless: Enhance social skill attempts during calm period
  • Guidance: Assist with crucial social interaction rolls

Material Component Details

Verbal and Somatic Components:

  • Soothing Words: Calming phrases that ease emotional tension
  • Peaceful Gestures: Movements that radiate tranquility
  • No Material Cost: Available without component investment
  • Universal Language: Works regardless of spoken language barriers

Roleplay Opportunities:

  • Describe words that carry inherent peace and tranquility
  • Reference gestures that seem to slow and calm the air itself
  • Use tone and cadence to convey the spell's soothing nature
  • Emphasize the magical influence on emotional states

Creator Notes

Adjudication Guidance:

  • Choose effect individually for each affected creature
  • Indifference ends immediately if creature takes damage
  • Humanoid targeting limits effectiveness against many monsters
  • Charisma save represents emotional resilience

Social Encounter Integration:

  • Can completely change hostile encounter dynamics
  • Provides non-violent resolution to many conflicts
  • May create opportunities for negotiation or escape
  • Effectiveness depends on follow-up social actions

Balancing Considerations:

  • 2nd-level slot appropriate for powerful social utility
  • Limited duration prevents long-term abuse
  • Damage vulnerability maintains combat relevance
  • Humanoid restriction balances wide area effect

Environmental Interactions

Emotional Atmosphere:

  • Creates palpable sense of peace in affected area
  • May influence emotions of nearby creatures outside area
  • Could calm agitated animals or magical beasts (Creator discretion)
  • Generates aura of tranquility that's obvious to observers

Social Dynamics:

  • Dramatically alters group behavior and interaction patterns
  • May be seen as magical manipulation by some cultures
  • Could be viewed as divine blessing or peaceful intervention
  • Affects how witnesses perceive ongoing conflicts

Magical Detection:

  • Creates detectable enchantment aura
  • May trigger responses from emotionally sensitive creatures
  • Could interfere with emotion-based magical effects
  • Obvious to those with magical sight or sensitivity

Common Rulings & Clarifications

Frequently Asked Questions:

Q: Can I target non-humanoids with this spell? A: No, the spell specifically affects only humanoids.

Q: Does indifference prevent all hostile actions? A: Yes, toward specified creatures, but ends if they take damage.

Q: Can I choose different effects for different targets? A: Yes, the effect is chosen individually for each creature.

Q: What happens if I lose concentration? A: All effects end immediately and emotions return to normal.

Alternative Applications

Conflict Resolution:

  • Riot Control: Calm large crowds during civil unrest
  • Diplomatic Mediation: Create neutral ground for negotiations
  • Family Disputes: Ease domestic conflicts and arguments
  • Religious Tensions: Reduce sectarian or factional hostility

Creative Problem-Solving:

  • Temporarily calm aggressive guards for infiltration
  • Create peaceful environment for important ceremonies
  • Ease tension during high-stakes social gatherings
  • Provide breathing room during overwhelming social situations

Emotional Magic:

  • Remove Fear: Specific fear condition removal
  • Charm Person: Positive emotional manipulation
  • Enthrall: Attention and fascination control
  • Sympathy/Antipathy: Long-term emotional influence

Social Control:

  • Command: Direct behavioral control
  • Suggestion: Behavioral influence through ideas
  • Zone of Truth: Honesty compulsion
  • Mass Suggestion: Group behavioral influence

2nd-Level Alternatives:

  • Hold Person: Physical incapacitation
  • Suggestion: Behavioral manipulation
  • Invisibility: Stealth alternative to social resolution
  • Mirror Image: Protection during social encounters

Scaling Analysis

Level Progression:

  • Early-Mid Game: Essential tool for social encounters
  • High-Level Play: Remains useful but competes with more powerful options
  • Resource Efficiency: 2nd-level slot cost remains reasonable

Social Impact:

  • Area effect provides significant crowd control value
  • Dual functionality addresses multiple social scenarios
  • Concentration cost manageable for social situations
  • Immediate effect provides instant conflict de-escalation

Long-Term Viability:

  • Social utility never becomes obsolete
  • Humanoid limitation becomes more restrictive at high levels
  • Essential tool for diplomatic and social character builds
  • Unique effect not replicated by higher-level spells

Narrative Flavor

Extended Description: You speak words that seem to carry the weight of universal peace, and your gestures flow with the rhythm of calm waters and gentle breezes. A sphere of tranquility emanates from the point you designate, washing over everyone within its influence like a warm, soothing balm. Anger dissolves, fear evaporates, and hostile intentions soften into neutral disinterest as the magic gently reshapes the emotional landscape of all it touches.

Sensory Details:

  • Emotional: Overwhelming sense of peace and tranquility
  • Atmospheric: Tension visibly draining from affected individuals
  • Visual: Relaxed postures and softened expressions
  • Energetic: Calming aura that seems to slow time itself

Cultural Context: Calm Emotions represents the power of magic to heal not just physical wounds but emotional trauma and social discord. Different traditions may view this as divine blessing, natural harmony, or sophisticated mental manipulation, influencing how its use is perceived and accepted.