diff --git a/game/modules/tome/data/talents/gifts/call.lua b/game/modules/tome/data/talents/gifts/call.lua
index 5beb4fe32227af6ac284a51dae50baebf47db4cd..46248a1d4192473d1c572b4ee0671bb4d56ed7c4 100644
--- a/game/modules/tome/data/talents/gifts/call.lua
+++ b/game/modules/tome/data/talents/gifts/call.lua
@@ -46,8 +46,11 @@ newTalent{
 			self:forceUseTalent(tid, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true})
 		end
 
-		self:setEffect(self.EFF_STUNNED, 17 - self:getTalentLevel(t), {})
-		self:incEquilibrium(-10 - self:getWil(50) * self:getTalentLevel(t))
+		local dur = 17 - self:getTalentLevel(t)
+		local e = 10 + self:getWil(50) * self:getTalentLevel(t)
+		local tt = e / 2
+		local pt = (e - tt) / dur
+		self:setEffect(self.EFF_MEDITATION, dur, {per_turn=e, final=tt})
 
 		-- Reactive talents
 		for i, tid in ipairs(reset) do
@@ -63,10 +66,16 @@ newTalent{
 		return true
 	end,
 	info = function(self, t)
-		return ([[Meditate on your link with Nature. You are considered stunned for %d turns and regenerate %d equilibrium.
+		local dur = 17 - self:getTalentLevel(t)
+		local e = 10 + self:getWil(50) * self:getTalentLevel(t)
+		local tt = e / 2
+		local pt = (e - tt) / dur
+		return ([[Meditate on your link with Nature. You are considered dazed for %d turns
+		Each turn you regenerate %d equilibrium and %d at the end.
+		If you are hit while meditating you will stop.
 		Meditating require peace and quiet and may not be cast with hostile creatures in sight.
 		The effect will increase with your Willpower stat.]]):
-		format(17 - self:getTalentLevel(t), 10 + self:getWil(50) * self:getTalentLevel(t))
+		format(17 - self:getTalentLevel(t), pt, tt)
 	end,
 }
 
diff --git a/game/modules/tome/data/timed_effects.lua b/game/modules/tome/data/timed_effects.lua
index adac3f85c9c9a5e9c343b0ba9a09eebf7cc681d8..23775b1bce0e47f89f62b9e3fc76303a22ccc10c 100644
--- a/game/modules/tome/data/timed_effects.lua
+++ b/game/modules/tome/data/timed_effects.lua
@@ -321,7 +321,7 @@ newEffect{
 newEffect{
 	name = "DAZED",
 	desc = "Dazed",
-	long_desc = function(self, eff) return "The target is dazed, redering it unable to act. Any damage will remove teh daze." end,
+	long_desc = function(self, eff) return "The target is dazed, redering it unable to act. Any damage will remove the daze." end,
 	type = "physical",
 	status = "detrimental",
 	parameters = {},
@@ -335,6 +335,27 @@ newEffect{
 	end,
 }
 
+newEffect{
+	name = "MEDITATION",
+	desc = "Meditation",
+	long_desc = function(self, eff) return "The target is meditating, any damage will stop it." end,
+	type = "mental",
+	status = "detrimental",
+	parameters = {},
+	on_timeout = function(self, eff)
+		self:incEquilibrium(-eff.per_turn)
+	end,
+	activate = function(self, eff)
+		eff.tmpid = self:addTemporaryValue("dazed", 1)
+	end,
+	deactivate = function(self, eff)
+		self:removeTemporaryValue("dazed", eff.tmpid)
+		if eff.dur <= 0 then
+			self:incEquilibrium(-eff.final)
+		end
+	end,
+}
+
 newEffect{
 	name = "EVASION",
 	desc = "Evasion",