Calm
Ability Type
Spell
Groups
Angel Default, Anti-Paladin Default, Avenger Default, Balanx Default, Battlemage Default, Beguiling, Benedictions, Chaos Weaver Default, Cleric Default, Confessor Default, Crusader Default, Enchantor Default, Giant Basics, Illusionist Default, Mage Default, Mentalist Default, Paladin Default, Priest Default, Runesmith Default, Shadowknight Default, Shaman Default, Shukenja Default, Transmuter Default
Duration
15 ticks (about 10 min 15 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Help File
help Calm CALM Syntax: cast '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 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. See also - BEGUILING