Main / M-Calm

Chapter 2 - Spells

Mage Spell

Calm

Level: 3
School: Enchantment/Charm Song
Range: 0
Components: V, S
Duration: 1 hour
Casting Time: 3
Area of Effect: 70 foot radius
Saving Throw: Special
Casting Subtlety: +2
Knockdown: None
Sensory Signature: None
Rarity: Very Rare

Insects, animals, Demi-humans, Humanoids and monsters of 5 Hit Dice of levels -or less- within the spell’s area of effect lose their will to fight when this spell is cast, even if engaged in combat to the death.

The calm spell affects only those creatures within the area of effect at the instant of casting. The caster can deliberately exclude up to 1 creature per level presumably, friends or allies) from the spell’s effect. Magic resistance against this spell is lowered by 15%, saving throws vs. spell against it are made at a -2 penalty

Calmed creatures cannot bring themselves to attack any other living thing, although they defend themselves normally, and their actions are not restricted otherwise. A creature under this spell’s influence that is attacked gains an immediate saving throw with a +3 bonus to shake off the calming effect. Any calmed creature remains so for one hour (6 full turns) or until attacked, even if it leaves the area.

Notes: Common for witches; otherwise very rare.

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Discussion on use cases: