Calm Animals

Name
Calm Animals
Type of Magic
Priest
Spell Level
1st
School
Enchantment and Charm (House Spurius)
Sphere
Animal
Reversible?
No
Range
180 ft.​
Components

Somatic, Verbal

Duration
1 turn + 1 rd./level ​
Casting Time
​4​
Area of Effect
Special
Saving Throw
Special
Effects
Only creatures with Intelligence ratings of 1 to 4 (in other words, animal‑ or semi‑intelligent creatures) can be affected by this spell.​ This spell soothes and quiets normal animals, which renders them docile and harmless. ​ The caster can calm 2d4 Hit Dice of animals, plus 1 Hit Die per level, so a 4th‑level priest could affect 2d4+4 Hit Dice of creatures.​ The caster can affect any animals he wishes to within the spell’s range, but all the subjects must be of the same species.​ The subject creatures are not allowed a saving throw unless they have magical powers, abilities, or are clearly not entirely natural; a priest could calm a normal bear, war dog, or wolf with little trouble, but it’s more difficult to affect a winter wolf, hell hound, or owlbear.​ While under the influence of this spell, the affected creatures remain where they are and do not attack or flee, unless they are attacked or confronted by a significant hazard such as a fire or a hungry predator. Once roused, the spell’s magic is broken and the animals are free to act in whatever fashion they normally would.​ ​Note that creatures affected by this spell are not helpless and defend themselves normally if attacked.

Created by

thor547.

Statblock Type

ADD2E Spells

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