You attempt to make your target(s) content with their current situation/life. Choose up to 5 targets you can see. They must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. On a success, the target creature cannot be affected by this spell again for 24 hrs. If a creature fails its saving throw, it is affected by the following effects.
- You suppress any effect causing a target to be charmed, frightened, or despairing. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
- The target creature becomes indifferent to all external factors, including damage. They stay still and smile and don't take actions or reactions except to protect themselves (e.g. shield) or to heal themselves (e.g. with potions or spells).
- While not charmed, they are agreeable to suggestions that don't require them to move or do anything. Aloof in speech, they are more willing to share information.
The spell takes one action to cast. You concentrate on the spell for up to one minute. At the end of their turns, the affected can reroll their save. On a success, the spell no longer affects them for 24 hours. After the minute of concentration, the effects will persist for an hour with no more opportunities to save.
After the spell ends, the target remembers everything that happened during the spell yet everything that occurred magically seems normal to the target. Starting from the end of the spell, the target assesses the current situation and responds accordingly only accounting for things that happened before the spell was cast. (Examples: If used on friendly or non-hostile creatures, you can damage the creature for the hour, and after the hour, they'll assume you hurt them accidentally and will continue to be friendly or non-hostile.)
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