Difference between revisions of "Calm"

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''Calm stops all fighting within a [[:Category: Rooms |room]].  This is an area effect, so the [[:Category: Spells |spell]] neither requires nor permits a target.  In addition to stopping combat, the calm spell sometimes temporarily overrides the fighting instincts of [[:Category: Mobs |creatures]] or [[:Category: Characters |characters]] in the [[:Category: Rooms |room]]; these victims will find their combat abilities hampered for a time.  Even with this possible effect, it is likely that [[Aggressive Mobs |aggressive]] [[:Category: Mobs |monsters]] will still be able to attack after only a short lull.  [[:Category: Hero |Heroes]] may wish to note that Calm has the same effects as the [[:Category: Psionicist Skills And Spells |psionic spell]] [[Awe |Awe]].''
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Prerequisite(s): [[Fear |Fear]].
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Syntax: [[Cast |cast]] 'calm'.
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This spell is most useful at moments of mortal peril by pausing battle long enough (hopefully) to allow those nearly-dead to escape to safety. Many players setup an alias for "calm" that quickens the spell for to increase the odds of escape (e.g. alias calm quicken 9:cast calm:quicken off)
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[[Category: Skills And Spells]]
 
[[Category: Skills And Spells]]
[[Category: Lowmort Cleric Skills]]
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[[Category: Spells]]
[[Category: Lowmort Druid Skills]]
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[[Category: Divine Spells]]
[[Category: Hero Archer Skills]]
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[[Category: Archer Hero Skills And Spells]]
[[Category: Hero Assassin Skills]]
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[[Category: Assassin Hero Skills And Spells]]
[[Category: Hero Black Circle Initiate Skills]]
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[[Category: Black Circle Initiate Hero Skills And Spells]]
[[Category: Hero Fusilier Skills]]
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[[Category: Bladedancer Hero Skills And Spells]]
[[Category: Hero Mage Skills]]
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[[Category: Cleric Lowmort Skills And Spells]]
[[Category: Hero Mindbender Skills]]
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[[Category: Druid Lowmort Skills And Spells]]
[[Category: Hero Monk Skills]]
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[[Category: Fusilier Hero Skills And Spells]]
[[Category: Hero Psionicist Skills]]
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[[Category: Mage Hero Skills And Spells]]
[[Category: Hero Rogue Skills]]
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[[Category: Mindbender Hero Skills And Spells]]
[[Category: Hero Sorcerer Skills]]
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[[Category: Monk Hero Skills And Spells]]
[[Category: Hero Warrior Skills]]
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[[Category: Psionicist Hero Skills And Spells]]
[[Category: Hero Wizard Skills]]
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[[Category: Rogue Hero Skills And Spells]]
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[[Category: Sorcerer Hero Skills And Spells]]
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[[Category: Stormlord Hero Skills And Spells]]
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[[Category: Warrior Hero Skills And Spells]]
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[[Category: Wizard Hero Skills And Spells]]

Latest revision as of 17:51, 19 October 2022

Calm stops all fighting within a room. This is an area effect, so the spell neither requires nor permits a target. In addition to stopping combat, the calm spell sometimes temporarily overrides the fighting instincts of creatures or characters in the room; these victims will find their combat abilities hampered for a time. Even with this possible effect, it is likely that aggressive monsters will still be able to attack after only a short lull. Heroes may wish to note that Calm has the same effects as the psionic spell Awe.

Prerequisite(s): Fear.

Syntax: cast 'calm'.

This spell is most useful at moments of mortal peril by pausing battle long enough (hopefully) to allow those nearly-dead to escape to safety. Many players setup an alias for "calm" that quickens the spell for to increase the odds of escape (e.g. alias calm quicken 9:cast calm:quicken off)