From: Tome of Gentle Unburdening
This quiet invocation allows the caster to redirect the emotional intensity of another creature. The target’s fear, panic, or rage is softened into calm resignation for a brief time. They remain fully capable but no longer driven by destructive impulse. Works best when the caster speaks a phrase of comfort while touching the target’s shoulder.
Duration: short moment of peace, long enough to speak clearly and decide wisely.
Lore
This invocation originates from the Order of Gentle Hands, a small but ancient branch of healers who believed that the greatest victories happen not in the clash of blades but in the quiet between heartbeats. The spell’s cipher number — 143 — is said to represent the phrase “I Forgive You” in an ancient numerical alphabet.
Legends claim the first caster was a battlefield mediant who halted a duel between two god-blessed generals. By placing a single steadying hand upon each, she transformed rising massacre into solemn truce. The war still ended — but with many more survivors to rebuild.
The spell draws from empathic transmutation instead of domination. It does not command a mind — it rewires the emotional pressure that drives harmful acts. Many ethicists praise it as the most respectful form of emotional intervention magic known.
There is a quiet warning, however:
“Peace granted must not replace peace earned.”
Those who rely on this spell too often may find others leaning on their calm instead of developing their own.
Use (General Purpose)
- De-escalate heated battle moments
- Defuse hostile negotiations
- Halt panic-induced mistakes
- Stabilize an ally in emotional crisis
- Aid a foe in regaining rational thought (even temporarily)
The spell does not remove memory, ambition, or capability — only the destructive surge that distorts decision-making.
Tier-Specific Stats (Saṃsāra System)
| Attribute | Effect |
| Tier 1 | 1 spell (single-use daily limit) |
| Skill Alignment | Empathy or Willpower (caster’s choice each cast) |
| Scaling | DC to resist scales by 9 + caster’s Emp/Will modifier |
| Range | Touch |
| Duration | 1 minute of calm clarity |
| Effect | Removes fear, panic, or rage effects up to minor/mid threat tier; target gains +2 to Wisdom/Reason checks during duration |
| Cooldown | Once per day — overuse causes caster Mental Fatigue |
Tags: Emotional-Stabilization, Crisis-Intervention, Peace-Magic, Mental-Deescalation, Ally-Support, Nonlethal-Control, Battlefield-Mediation, Fear-Negation, Rage-Conversion, Insight-Window, Quiet-Invocation

Perception of Activation — Soothing Yield 143
(Avatar senses and extra-sensory perceptions when the spell is invoked)
Sight
What is Perceived: A soft, muted ripple of warm-toned light flows from the caster’s hand into the target’s chest.
Description: Colors dull at the edges of vision, as if sharp contrasts and looming threats momentarily fade. The target’s posture eases; their eyes lose the strained intensity of fear or rage.
Positives: Visibly demonstrates peace taking hold, reassuring allies and signaling success.
Negatives: Bright or dramatic magic-haters might detect a spellcasting moment; subtlety can be lost.
Hearing
What is Perceived: The target hears the caster’s voice as if spoken in private closeness, even amid chaos.
Description: Background noise muffles; the caster’s comforting phrase echoes with resonant clarity, like a memory or familiar lullaby.
Positives: Helps the target focus on a single calming message, aiding communication.
Negatives: Loud environments may still intrude; nearby enemies might notice the shift in attention.
Touch
What is Perceived: A warm, grounding pressure at the point of contact, like a steady supportive hand.
Description: Muscles release tension involuntarily; breathing steadies; a heartbeat synchronizes with calm rhythm.
Positives: Reinforces trust and physical safety, even during panic or rage.
Negatives: Requires touching the target—problematic for hostile or dangerous contact situations.
Smell
What is Perceived: A faint scent of familiar comfort—often reminiscent of the target’s personal associations (fresh rain, worn leather, spiced tea, etc.).
Description: The aroma is personal, drawn from memories of moments when the target felt safe.
Positives: Strong memory reinforcement makes the calming effect more durable.
Negatives: If the target has trauma linked to familiar scents, unexpected associations could briefly conflict.
Taste
What is Perceived: A subtle taste of clean air and cool clarity, like a breath taken after surviving fear.
Description: The metallic taste of adrenaline fades; the mouth no longer dries with panic.
Positives: Physical feedback supports the emotional transformation.
Negatives: May confuse a target unaware they were in panic, leading to brief disorientation.
Extra-Sensory Perception 1 — Emotional Redistribution
What is Perceived: The target feels like their emotion did not disappear, only shift into a safe internal place.
Description: Rage becomes warmth; fear becomes caution rather than terror. There is no shame—only rest.
Positives: Positive acceptance creates longer-lasting cooperation and prevents rebound aggression.
Negatives: Some may fear loss of agency and react suspiciously once the effect diminishes.
Extra-Sensory Perception 2 — Shared Resolve
What is Perceived: The caster briefly feels the weight of the target’s emotional burden pass through their own heart.
Description: A moment of empathy and vulnerability links both minds—raw truth shared without words.
Positives: Builds trust faster than almost any dialogue; can transform enemies into neutral parties.
Negatives: If the target’s emotions are overwhelming or extremely traumatic, caster may experience psychic fatigue.
Extra-Sensory Perception 3 — Moment Between Choices
What is Perceived: Time seems to slow around the target, creating a gap—a single instant where a decision can pivot fate.
Description: The caster and target perceive possibilities briefly laid bare, each path’s emotional outcome felt.
Positives: Allows redirection of a disastrous choice before it occurs; prevents violence.
Negatives: If caster hesitates or falters, the moment passes unused, potentially worsening the outcome.
Quiet Hand That Turned the Storm
In the days of the roaring ages, when the sky still carried the shouts of battles not yet begun, there lived one who was named Calmer-of-Tempests, though none knew from where he walked nor to where he would go. His footsteps were gentle, yet they shook the hearts of those who watched him pass, for the calm he carried was heavier than any sword.
It was told he once came upon a great warrior, face twisted with fire-anger, gripping an enemy by the throat. This warrior, whose name in forgotten tongues meant “Breaker of Oaths,” was ready to crack the world with fury. The Calmer approached and spoke a single phrase, soft as grain falling in a sack. His hand touched the warrior’s shoulder like a feather sleeping. In the same blink, the anger fell from the warrior as if it were a stone that no longer wished to be lifted. The enemy was released. Both stood breathing, confusion at first, then slow understanding.
Later, in a village where the ground cracked from the shaking of fear, a child hid beneath straw, eyes wide to swallow darkness. The terror there was a living beast, claws made of night. The Calmer found the child and again spoke his quiet words. A warm silence replaced trembling, and the beast of fear faded into a puddle that tasted like early morning rain.
Yet the people, seeing such power, did not know whether it was blessing or danger. “Why take anger from my hands?” some demanded. “Why steal fear that kept us alive?” others asked. But the Calmer answered not with speeches, only with presence, only with that softening of storms. Wherever he placed his hand, the world hesitated before hurting itself.
It came to pass that a king of raging blood sought to capture him. The king feared that calm, for his rule was made of frightened hearts and forcing fires. On the day the king’s men surrounded the Calmer, blades drawn, the air itself trembling with the thought of blood, the Calmer turned to the king and touched his shoulder. His silence was louder than the war horns.
The king dropped his sword first.
After that moment, stories drift like leaves: some say the Calmer walked into a sunbeam and never returned. Some say he still wanders, appearing wherever heartbreak sharpens into violence. And some say he sits in the quiet between heartbeats, reminding mortals that not every storm must break.
These things the old tongues struggled to speak, and the newer tongues forget, but the truth remains:
Moral: A single moment of calm may save what a thousand moments of rage would destroy.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Spell Name: Soothing Yield 143
Category: Mythos or Psychic Soothing Ritual
Casting Cost: 1 Magic Point + 1 Sanity
Activation: Touch + spoken calming phrase
Range: Touch
Duration: 1D3 combat rounds
Effect: The caster redirects the emotional frenzy of a single target. The target must make a Hard POW roll. On failure, intense fear, panic, rage, or frenzy fades into a quiet, functional calm. They may still act but cannot attack or take violent action during the effect. They may instead Parry, Dodge, Withdraw, or speak rationally.
Risk: If the caster fails their own POW roll after casting, they absorb a faint echo of the target’s emotion, suffering a penalty die on their next Sanity check.
Blades in the Dark
Ability Name: Soothing Yield 143
Type: Ritual Action (Attune or Sway, depending on context)
Stress Cost: 2 Stress
Range: Close range with physical contact
Duration: One scene or until the target is provoked again
Effect: When the caster touches a target and speaks a phrase of comfort, they may suppress that target’s rage or terror. Roll Attune to calm supernatural effects; roll Sway to calm normal human emotion. On a success, the target becomes compliant, pausing violence and considering an alternative action. On a critical, the target gains a fleeting Clear Thought advantage (increased effect on their next rational action).
Consequence: On a failure, the caster takes level-1 harm “Emotionally Drained.”
Dungeons & Dragons (5th Edition)
Spell Name: Soothing Yield 143
Level: 2nd-level enchantment (once/day, not prepared)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Effect: One creature you touch that is frightened or raging must make a Wisdom saving throw (DC = spell save DC). On failure, destructive emotional impulses are calmed. The creature cannot take hostile actions but remains aware and able to move, speak, and defend. If damaged or directly threatened, the effect ends. They gain advantage on their next Wisdom check or save made to choose a peaceful course of action.
Special: When cast with sincerity and gentle tone, the target has disadvantage on their saving throw.
Knave
Spell Name: Soothing Yield 143
Usage: Once per day (requires a spoken phrase and a gentle touch)
Range: Touch
Duration: 1D4 rounds
Effect: A single creature touched by the caster must Save vs WIS. On failure, their violent or panicked state softens into passive calm. They may still flee or defend but cannot initiate attacks. If the target is an intelligent being, they may speak honestly if given a chance.
Backfire: If the target makes their Save by 5 or more, they distrust the caster and are immune to further attempts that day.
Fate (Fate Condensed, 2020)
Power Name: Soothing Yield 143
Type: Stunt-linked Spell Ability
Invocation: Speak calmly while maintaining physical contact
Effect:
Spend 1 Fate Point to place the situation aspect Quiet Acceptance on a single touched target. You gain one free invoke on this aspect. The target cannot attack or escalate violence until the aspect is removed or compelled against them.
Defend/Overcome:
Opposed by the target’s Will. On a success with style, you create an additional free invoke representing Settled Nerves.
Compel Potential:
The GM may compel the aspect to make the target withdraw, confess, or allow negotiation to occur.
Notes: Does not change allegiance; simply redirects destructive impulses into rational calm.
Numenera & Cypher System (Revised)
Ability Name: Soothing Yield 143
Category: Enabler
Tier: 1 ability; costs 2 Intellect points
Range: Touch
Duration: One minute or until aggression resumes
Effect:
You speak a soothing phrase while touching a creature. They must succeed on an Intellect defense task or remain peaceful, unable to initiate hostile action but free to move and communicate. They may defend themselves if attacked. If they voluntarily choose peace after the duration, lower future persuasion difficulties by one step.
Special:
If used on a mindless or purely instinctual creature, ease the attack by one step but duration is halved.
GM Intrusion:
The suppressed emotion rebounds later, risking a sudden burst of the original rage/fear.
Pathfinder 2e (Remastered)
Spell Name: Soothing Yield 143
Level: 2
Traditions: Divine, Occult
Cast: 2 actions (somatic, verbal)
Range: Touch
Targets: 1 creature
Duration: 1 minute or until the target is harmed
Effect:
The target must attempt a Will save.
Critical Success: Unaffected.
Success: Emotion dampens but only for one round.
Failure: Target is calmed. It cannot use hostile actions and takes a –1 status penalty to attack rolls triggered in self-defense.
Critical Failure: Target is pacified and gains a +1 status bonus to Will saves vs emotion effects for the duration.
Traits: Emotion, Mental, Non-lethal
Heightened (+1): You may affect one additional creature, but each must still be touched.
Savage Worlds (SWADE, 2018+)
Power Name: Soothing Yield 143
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 rounds (5 rounds on a Raise)
Trappings: Softly spoken ritual phrase while hand rests on target
Effect:
The caster makes a Faith, Performance, or Persuasion roll (depending on arcane background). On success, the target becomes cooperative or passive. They cannot make attacks but can defend and speak. The target gains +1 Spirit for calm deliberation.
Raise:
Target may immediately make a free Spirit roll to remove Distracted or Vulnerable.
Backlash:
On a critical failure, the caster suffers Fatigue (emotional overload).
Modifiers:
–2 PP to affect a group (Small Burst Template), but any hostile action ends the effect for the group.
Shadowrun (6E)
Spell Name: Soothing Yield 143
Category: Manipulation (Mental)
Range: Touch
Duration: Sustained
Effect:
You redirect the target’s emotional drive into calm resignation. Make a Sorcery + Magic test opposed by Willpower + Logic. On net hits, the target becomes non-hostile: they cannot initiate combat actions but may defend or speak normally. Their combat dice pools are reduced by 2 if forced to act violently.
Drain Value: Moderate (usually around 3–4 depending on tradition).
Limitations:
If the target suffers damage or another spell boosts aggression, immediately repeat the resistance test.
Roleplay:
Ideal for preventing a disastrous firefight; risky near hostile mages who can attempt to hijack the emotional shift.
Starfinder
Spell Name: Soothing Yield 143
Level: 2
School: Enchantment (mind-affecting, emotion)
Casting Time: 1 standard action
Range: Touch
Targets: One creature
Duration: 1 round per level or until attacked
Effect:
The target must succeed at a Will save or become pacified. A pacified creature cannot take attack actions but may still move, communicate, and attempt skill checks that do not inflict harm. If harmed, the spell ends, but the target gains a +2 morale bonus to Will saves to resist rage or fear effects for 1 round afterward.
Non-lethal Tactical Note:
Amazing for hostage standoffs or calming panicked civilians in cramped starship corridors.
Traveller (Mongoose 2e)
Psionic Technique: Soothing Yield 143
Field: Telepathy
Level: 2
Range: Touch
Duration: 1D6 minutes
Effect:
Make an opposed Telepathy check versus the target’s Willpower. On success, overwhelming emotions are suppressed. The target becomes calm, cannot initiate violence, and must make a Difficult Willpower check to resume hostilities before the duration ends.
Cost:
1D6 Psionic Strength points.
Psionic Side-Effect:
If used repeatedly on the same individual, the Referee may introduce long-term personality shifts or mental strain.
Warhammer Fantasy Roleplay (4e)
Spell Name: Soothing Yield 143
Type: Arcane Spell — Lore of Calm (or Divine Prayer for pacifist cults)
Casting Number (CN): 6
Range: Touch
Target: One living creature
Duration: Willpower Bonus in Rounds
Effect:
The caster makes a Language (Magick) or Pray test. On success, target must pass a Cool test or lose the ability to take any Action with the Attack trait for the duration. They may defend or speak but cannot take offensive actions.
Miscast Consequence:
On doubles, emotional inversion occurs — terror may become uncontrollable laughter or numb detachment that persists after the spell ends.
Roleplay Guidance:
Useful for calming frenzied beasts or soldiers suffering Terror, but in witch-hunted regions pacifying a foe can appear suspiciously akin to Chaos manipulation.

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