Are you stuck with an enemy who is acting unreasonably? Won't listen to anything you say? Attempts at reasoning failing miserably? Pissed off the wrong barbarian? Then you need new CALM DOWN spell. CALM DOWN works on a neurological level. When cast, it reduces the endorphins in your target's brain and lowers their rage. Once calm enough to see reason, you can freely talk it out. Even better, CALM DOWN works for up to 24 hours, during which your target will not be able to feel angry while speaking. This means you can freely make your point without having to worry about re-enraging them. Perfect for reasoning with more difficult enemies. Try CALM DOWN TODAY!
WARNING: Using calm may result in the target exploding! Targets forced into violence will be more tactical because they are calmer and better at thinking rationally. Do not attempt to use calm down on tarrasque. We do not take responsibility for any mess that results from improperly using calm down.
When using calm down, the enemy must roll a constitution saving throw. On a success, they are automatically calmed down and will stop attacking. Players can now roll with advantage on all pursuasion checks against the target. However, the target will fight back if they are attacked. A calmed enemy will be more aware of their situation and gains a +10 to their wisdom while fighting.
If the constitution saving throw fails, the target explodes leaving a big mess. Players must roll a dexterity check at disadvantage. If they pass, they have successfully avoided the explosion. On a failure, they are now covered in blood and guts from the target. If this happens, ALL ROLLs are at a disadvantage until they clean themselves.
* - (voice)
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