Mind · control

Calm

Calm attempts to briefly interrupt one target's aggressive actions. It can create room for words, retreat, or a change in a tense situation. On success, an ordinary target does not attack unless attacked, but can still speak, take cover, or leave. The spell therefore does not erase its personality or force it to accept every demand.

Timing matters, because the effect is brief and attacking the target breaks its calm. The party should know whether it wants to use the opportunity for negotiation or a safe departure. A main opponent receives only the listed penalty to its next attack instead of having its attack interrupted. The limit per target prevents the same influence from being repeated continuously.

Exact effect: On success, an ordinary target does not attack unless attacked; it can speak, take cover, or retreat. A main opponent instead takes −2 to its next attack. Bonus: +0 to MATK. Target: 1 creature within sight. Duration: until the end of the target's next turn. Restrictions: once per target per scene; the main-opponent rule applies. Using it requires at least Intelligence 7, the appropriate casting ability, and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Calm
Spell illustration • MindCalm
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Mind
Type
control
Min. Intelligence
7
Min. Level
—
Bonus
+0 to MATK
Target
1 creature within sight
Duration
until the end of the target's next turn
Restrictions
once per target per scene; the main-opponent rule applies
Exact effect
On success, an ordinary target does not attack unless attacked; it can speak, take cover, or retreat. A main opponent instead takes −2 to its next attack.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.