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 violence 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. Those who are berserked or frenzied are immune to calm.
SEE ALSO: BENEDICTIONS, BERSERK, FRENZY, CASTING