Calm
Although this can be cast by either nature or divine sparks, the targets of the spells differ depending on that spark. Divine casters can target any creatures of the material plane and cost 6 mana points, while nature casters can only target animals though they cast this spell for 3 mana points.
Effect
For Divine Casters:
- Range: Medium (100 ft. + 10 ft./level)
- Targets: 1d6 creatures/level, all of whom must be within 30 ft. of each other.
This spell calms agitated creatures. The character has no control over the affected creatures, but this spell can stop raging creatures from fighting. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive, except to protect themselves. Any aggressive action or life-threatening damage against calmed creatures immediately breaks the spell on the threatened creatures.
This spell automatically suppresses (but does not dispel) mind-affecting spells such as bless, confusion, emotion, and fear, as well as negating the results of ability to inspire courage or a rage. While the calm emotions spell lasts, a suppressed spell has no effect. When the calm emotions spell ends, the original spell takes hold of the creature again, provided its duration has not expired in the meantime.
For Nature Casters:
- Range: Close (25 ft. + 5 ft./2 levels)
- Targets: Animals, beasts, or magical beasts with Intelligence 1 or 2 within 30 ft. of each other.
This spell soothes and quiets animals, beasts, and magical beasts, rendering them docile and harmless. Only creatures with Intelligence scores of 1 or 2 can be affected by this spell. All the subjects must be of the same species and within a 30-foot sphere. Roll 2d4 + caster level to determine the total number of HD affected. Animals trained to attack or guard, dire animals, beasts, and magical beasts are allowed saving throws. Animals not trained to attack or guard are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (fire, a hungry predator, an imminent attack) breaks the spell on the threatened creatures.
Remove these ads. Join the Worldbuilders Guild

Comments