The spell utilize the harmonious aspect of the force of law and negation of harmful energies. Everything within range becomes harmonious, calm, and peaceful. Strong winds in the area die down, earthquakes effects are calmed, and intelligent creatures cease all violent actions. Hostile creatures in the area can choose to make a Charisma saving throw to resist the effect. The spell has no effect on constructs, undead, or creatures with an Intelligence of 2 or lower. On a failed save, creatures become pleasurably relaxed, making slow, simple movements. Enemies might strike up conversations or call a truce, but most affected creatures will just sit or lie down on the ground peacefully. If they leave the area of effect, they retain their calm demeanor for the duration. The spell ends for a creature if it feels intimidated by you or your companions, if it takes any damage, or if it witnesses any of its friends being harmed. Creatures calmed for the entire duration can immediately spend one Hit Die to regain hit points.
Only the spell’s area of effect is calmed. Harsh weather still occur outside the area, but their effects cannot be felt within the spell’s area. Objects such as trees blown over and falling into the area of effect fall harmlessly to one side, and tumbling boulders sent in by an avalanche come to a gentle stop. Until the spell ends, creatures within the area are also protected from any damage-inflicting spell of 4th level or lower that mimic natural disturbances, even if the spell is cast using a higher level spell slot. Such spells include earth tremor, erupting earth, snilloc's snowball swarm, call lightning, tidal wave, ice storm, and storm sphere. The area of harmony is excluded from the area of these spells. The DM has latitude in ruling what other spells, if any, are affected.
Optional prerequisite: Bard, Cleric (Life or Nature domain), Paladin (Oath of Redemption), Wizard
* - (a bit of rubber and scarp of silk)
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Posted Feb 23, 2019Adapted from a 3rd edition spell.