Tranquility
Red Age > Rules > Magic > Spells > Tranquility
Calm Emotions (Power 2, 1 action, 60', 20' radius sphere) Choose 1: (instant) Creatures of your choice within the region are purged of powerful mundane or magical emotions (charm, fear, rage, lust, joy, etc). An unwilling creature can Spirit save to resist. A calmed creature is rational and still capable of doing violence or otherwise pursuing its desires. (conc (1 min)) Creatures of your choice within the region must Spirit save or become indifferent toward those they would normally be hostile toward. This ends if it or its allies or possessions are acted against. If given no reason to become angry, it may just decide it chose to let those enemies slip by, rather than bothering with them.
- Sleep ("Apathy")
(Power 1+, 1 action, 90' range, subtle casting) Affects living creatures capable of sleep in a 20' radius sphere (immunity from charm protects against this). Alert targets must Spirit save or become drowsy and listless (distracted for perception purposes). Drowsy targets will snap to alertness if startled, alarmed, etc; otherwise they will remain so for at least an hour. Alarmed targets, and those immune to charm are unaffected. If already drowsy, bored, intoxicated, etc, those that fail a Spirit save +D fall fully asleep (this spell doesn't stack with itself, so its drowsiness can't be deepened). Sleepers will waken to loud noises, pain, jostling, etc. +2 Power: put a willing creature you touch to sleep. If they sleep a full 10 minutes, they gain the benefits of a Short Rest. They can only be affected this way once per Long Rest.
???Heroism? or prot from emotions? resistance to psychic damage?
block mind reading / mind blank
???Sanctuary? zone of sanctuary?
- Sanctuary
(Power 1, 1 minute, 1 bonus, 1 creature, range 30') The target is warded in an aura of peace. Each attempt to direct hostile action toward the target requires the attacker to first Spirit save. Collateral damage aimed elsewhere can still harm them, but the attacker can't intend to use this solely as a workaround. If the warded target takes hostile action toward anyone else, the effect ends, but they may heal or otherwise aid allies.