Calm
Calm
Level 2 Concentrate
An action with this trait requires a degree of mental concentration and discipline.
Emotion
This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
Incapacitation
An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Mental
A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
area: 10-foot burst
duration: 1 min.
legacy_name: Calm Emotions
range: 120
saving_throw: Will
source: Player Core pg. 319
spell_type: Spell
tradition: DivineOccult
type: Spell
You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.
Critical Success The creature is unaffected.
Success Calming urges impose a –1 status penalty to the creature’s attack rolls.
Failure Any emotion effects that would affect the creature are suppressed and the creature can’t use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm.
Critical Failure As failure, but hostility doesn’t end the effect.