Calm
Keywords:
CALM
Category:
magic:spell
Syntax: commune 'calm'
One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violent activity there is in a room, the harder the spell, and, codewise, it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is.
The below RP-Combat information is a temporary fix until Sheylynn and/or Tirrian are able to update it, as needed. Please be aware that this information is subject to change at anytime.
RP-Combat Information:
Spell Type: AoE
Attack Syntax: 1d20 [Check for Critical Failulre]
Damage: N/A
Damage type: N/A
Automatic Hit / Saving Throw: Yes
Duration: 1 round
Range: 60 ft (20 ft)
Remarks: Each humanoid in a 20-foot-radius Sphere centered on a point the caster chooses within a 60-foot range must make a Charisma saving throw against <spellcaster DC>. A creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, the caster will choose one of the following two Effect. This will affect all that are calmed with this one Effect. You cannot have various calmed individuals affected by one or the other. It's one Effect only.
You can suppress any effect causing a target to be Charmed or Frightened. When this spell ends, any suppressed effect resumes, provided that its Duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is Hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its Friends being harmed. When the spell ends, the creature becomes Hostile again, unless the DM rules otherwise.