@Override
	public boolean invoke(MOB mob, List<String> commands, Physical givenTarget, boolean auto, int asLevel)
	{
		final MOB target=getTarget(mob,commands,givenTarget);
		if(target==null)
			return false;

		if(!super.invoke(mob,commands,givenTarget,auto,asLevel))
			return false;

		final boolean success=proficiencyCheck(mob,0,auto);

		if(success)
		{

			final CMMsg msg = CMClass.getMsg(mob, target, this,somanticCastCode(mob,target,auto),L(auto?"":"^S<S-NAME> speak(s) and gesture(s)")+"!^?");
			if(mob.location().okMessage(mob,msg))
			{
				mob.location().send(mob,msg);
				final Room room=mob.location();
				target.makePeace(true);
				for(int i=0;i<room.numInhabitants();i++)
				{
					final MOB M=room.fetchInhabitant(i);
					if((M!=null)&&(M.getVictim()==target))
						M.makePeace(true);
				}
				mob.location().show(target,null,CMMsg.MSG_OK_VISUAL,L("<S-NAME> vanish(es)!"));
				CMLib.threads().suspendTicking(target,-1);
				beneficialAffect(mob,target,asLevel,3);
				final Ability A=target.fetchEffect(ID());
				if(A!=null)
					CMLib.threads().startTickDown(A,Tickable.TICKID_MOB,1);
			}
		}
		else
			return beneficialVisualFizzle(mob,null,L("<S-NAME> incant(s) for awhile, but the spell fizzles."));

		// return whether it worked
		return success;
	}