Calm
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)
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