Level
3rd
Casting Time
1 Minute Ritual
Range/Area
30 ft.
Components
V, M *
Duration
Special
School
Enchantment
Attack/Save
None
Damage/Effect

You use a combination of magic and science to put a creature at ease. Choose a creature you can see within range. The target must succeed on a wisdom saving throw. The target may choose to automatically fail this saving throw. On a failed save you may choose up to two effects from the following list for the target to experience.

Analgesic The target's sensitivity to pain is drastically lowered and they gain resistance to psychic damage for the next 24 hours.

Antidepressant The target's spirit is bolstered. For the next 24 hours, any symptoms of depression and anxiety they experience are lessened and they gain temporary hit points equal to 1d4 + your spellcasting ability modifier.

Antipsychotic The target's psychosis is temporarily treated. For the next 24 hours, any hallucinations, delusions, and mania symptoms they experience are lessened and they gain advantage on checks to determine if an object is an illusion.

Medication The target regains hit points equal to 1d4 + your spellcasting ability modifier.

Sedative The target is flooded with a feeling of tranquility. They have advantage on wisdom saving throws to avoid being frightened for the next 24 hours.

Therapeutic The target experiences a strong sense of closure. Any negative changes made to their wisdom score are undone for the next week.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, you may add another effect for the target to experience on a failed save for every two slot levels above 3rd.

* - (A cup of mint tea with lemon, a stick of lavender incense, and a medicinal dosage worth 25 gold pieces)

Available For: Cleric (Legacy) Druid (Legacy) Paladin (Legacy) - Oath of Redemption Artificer (Legacy) - Alchemist (Legacy)

BVRbarrage

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