Oblivion talk:Calm

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Spell Level[edit]

Please, forgive my ignorance, but I've a question. Is the Level listed in the spell the max level it can affect enemies of? If so, does it simply cease to function at Level 25? Information in this regard would be exceptionally helpful. Thank you. 24.108.128.150 13:11, 29 June 2007 (EDT)

See Magnitude to Level Conversion. --NepheleTalk 13:22, 29 June 2007 (EDT)
Thank you. 24.108.128.150 16:32, 29 June 2007 (EDT)

Undead and daedra[edit]

According to the manual, page 31, this does not affect undead and daedra, but this article states the contrary. --Sbrockway 21:58, 9 August 2007 (EDT)

UESP has it right. just calmed a zombie. --Wurm 18:28, 23 April 2010 (UTC)

Use of spell?[edit]

I have never really understood the use of this spell, as normally, with a high enough personality, the player can just yield to an NPC to stop them from attacking, or use a charm spell, then yield. Therefore, the only use of this spell is for creatures. That leads me on to my main question: How does it actually effect the creature? Will it just stop attacking? Will it reassume attacking when the spells duration is over? And will attacking the creature while calmed trigger it to attack you again? Or will it make the creature flee (I thought this was the Demoralize spell- but the two seem to be intrinsically linked, and I was wondering if therefore the effects were similar.) Finally, when is it considered to use a Calm spell over a demoralize spell or even destruction magic spell? I always thought the point of the creatures was to kill them! :P Any opinions would be most helpful.

Auguil 01:00, 17 July 2009 (UTC)

You can add this spell effect to custom spells which incorporate destruction magic damage over time (and, importantly, weakness spell effects used for spell stacking). This keeps the target frozen in place - an effect preferred to demoralize because aiming your subsequent high cost finishing spell (which may cost you the battle if you miss) will be tremendously easier. I don't know the cost/benefit in regard to magicka at endgame, but I can't imagine it's too severe because I have encountered no issues whatsoever at level 20 (albeit max illusion).
Enemies do begin attacking after the duration. Attacking a calmed opponent breaks the spell. Further use of this effect alone include: casting on enemies one doesn't want to fight (see: level 30+ where every encounter between destinations may be a time/resource consuming minotaur lord); cheapest crowd control for non-undead (2% cheaper than demoralize); and evading guards while resisting arrest (to keep one's bounty from rising dramatically). A very useful and highly under-rated spell, in my opinion.
Havik / 24.80.166.34 11:31, 3 September 2009 (UTC)
Also, when using it to -temporarily- remove opponents from combat, to reduce incoming damage, aka 'crowd control', calm, unlike demoralize, does not cause opponents do not run away. Calmed opponents and therefore do not have to be chased as far. — Unsigned comment by Anarchangel (talkcontribs) at 20:50 on 30 December 2009‎

Combat Dummy?[edit]

There are of course multiple characters and creatures that can be used to raise skills, that will not fight back, but I am wondering: I have not tested it, but it would seem possible to reverse pickpocket a continuous calm effect, perhaps, and make a creature into a practice dummy? Continuous effect heal would help, of course. Anarchangel 20:50, 30 December 2009 (UTC)

I don't see how could you make an enchanted item with a calm (or restore health) effect without using the console. Besides it would be a real mess since the calm effect gets dispeled once you hit the affected creature or NPC, if you play on the PC you can try to find out what happens. --MC S'drassa T2M 21:05, 30 December 2009 (UTC)
Thank you. And, PC, yes. But Vista, so no console. Anarchangel 01:02, 31 December 2009 (UTC)
Console for Vista isn't ruled out by default. See Oblivion:Console for details on solving that problem. --Timenn-<talk> 11:11, 8 January 2010 (UTC)

Mechanics, Unicorn[edit]

Is the effect of Calm a unique code? Or does it affect the Aggression statistic? Whether or not this is so, it should be possible to Calm the Unicorn, so that it does not attack armed NPCs? Anarchangel 20:50, 30 December 2009 (UTC)

It is a similar effect to paralyze, except that it gets dispeled once the affected target is damaged by anything (even if you don't hit it), and no it doesn't affects any of the unique NPC attributes. Only Demoralize, Rally and Charm affect the agressiveness and disposition of an NPC. As for the unicorn, I haven't tried it but I think it would work, after all command creature works on it so I don't see why calm wouldn't (calm even affects Jyggalag).--MC S'drassa T2M 21:05, 30 December 2009 (UTC)
Thank you. See the Unicorn talk, where I added this same Q, and will give a precis of your A. Anarchangel 01:02, 31 December 2009 (UTC)
Calm will not prevent the Unicorn from attacking NPCs. Calm doesn't affect Aggression, and the value for the Unicorn is set as thus that it will attack an NPC who has unsheathed a weapon. --Timenn-<talk> 11:11, 8 January 2010 (UTC)

Too much information?[edit]

I see this on article: Casting Calm will dispel the invisibility, but only after the spell actually hits the enemy. In order to be detected before the spell reaches its target, couple the Calm effect with any "on Self" effect (for example, Light for 1 sec on self) in a single spell. . First of all, what's the point of being seen before casting a calm spell? Second, why create such a complicated spell when you can cancel invisibility any time you want by just pressing the middle mouse button? Eth 23:33, 7 March 2010 (UTC)

If you read it you would have known it does not work if you aren't detected. You have to be seen for it to work, having the light effect spell is just more of a guarantee that they detect you, the AI does not always see you. — Unsigned comment by ‎184.59.197.174 (talk) at 03:29 on 16 August 2010