CALM
Syntax: commune 'calm'
One of the most useful and often overlooked abilities of the healer and cleric
is the calm spell, which attempts to relax any agressive creature and those in
combat with the caster. Successfuly calmed targets will lose any violent urges
and in case of mindless creatures stop attacks on the caster's party. Due to
their nature, the Undead are particularly vulnerable to this spell.
This is a Pinacle Calm. 30 mana cost
Spell: calm : modifies damroll by -5 for 8 hours
: modifies hitroll by -5 for 8 hours
This is curse: 20 mana cost
Spell: curse : modifies savingspell by 5 for 29 hours
: modifies hitroll by -5 for 29 hours
I understand that Calm, in order to give a chance to Zerks should not have Curse long time duration. But in PK, the spell is hardly worth casting.
Can we have Calm upped to 9 hours ?
And up the modifiers to -10.
And cut the mana cost to 20-25.
Because Frankly in PK this is only worth it vs Zerks.
Or you can just extend the duration to 25-30 hours, and give a Zerk Rage skill a chance to break the Calm.
"Smash roar in rage overcoming his soothing spirit."
At a mana cost per try. 35 mana cost per rage attempt to break Calm effect.