Soothing Presence

EliteIllusion, Arcane

Calm and pacify a wild beast, allowing you to befriend or control it without the need for force.

When its last active effect on you ends, the log shows “Ended Soothing Presence”. Expiration, dispelling and actions that break the effect all count; refreshing it does not.

See Allies and summoning for control, clone and replacement rules.

Mana
77 → 119 (+25% at first)
Action points
60
Duration
11 → 14 turns
Delivery
Target
Target
An enemy
Tier proficiency
7
Reference build can cast from
Level 2 (Mage, Illusion 6)
Chance to learn
19% → 100%

Effects

EffectFirst castableLevel 2, Illusion 6At its bestLevel 50, Illusion 10
Mind Control AnimalOn the target+17% for 11 turns+30% for 14 turns
Cast by a Mage, the class that can take Illusion furthest. Its casting attribute (Intelligence) was 5 at first and 10 at its best. The minimum respects the level’s proficiency budget; other attribute allocations and equipment can change when you can afford it.

Cast in a test arena at its best: spent 119 mana.

Effect strengths describe potential output. Projectile and area contacts are not simulated, and abilities that need a chest, trap or another special target still require that situation in play.

Who can learn it

ClassIllusion capStanding
Mage10Reaches the tier
Bard6Below tier: needs 7, costs more mana, hard to learn
Monk5Below tier: needs 7, costs more mana, hard to learn
Cleric4Below tier: needs 7, costs more mana, hard to learn
Druid4Below tier: needs 7, costs more mana, hard to learn
Spell Sword4Below tier: needs 7, costs more mana, hard to learn
Thief2Below tier: needs 7, costs more mana, hard to learn
Paladin2Below tier: needs 7, costs more mana, hard to learn
Ranger2Below tier: needs 7, costs more mana, hard to learn
Warrior1Below tier: needs 7, costs more mana, hard to learn
Barbarian1Below tier: needs 7, costs more mana, hard to learn
Shaman1Below tier: needs 7, costs more mana, hard to learn