It does not state whether offensive effects are lost- ala Crush, Poison, Vorpal, etc. It also doesn't say whether this skill affects only the damage from melee attacks, or also ranged attacks.The Healer has the ability to calm the savage beast within. Healers may spend 1 Life Point and call "Charm—Calm”. Delivery of this may be done through a weapon or packet. If affected, the target may not swing for more than 1 damage until they rest for 10 uninterrupted seconds. You must have the “Soothe” skill in order to use Calm.
Also, does it stop the target from starting the count on a charge-up damage-causing skill until they make the 10-second negation count first, or at the very least limit those charge-up skills to 1 damage+their effect (Druid's 5 crush> 1 crush)?
Seems to me that as a Master Level skill that also requires another (largely useless in context of the other basic healer skills) basic level skill as a prereq, it would also drop the weapon effects for the required time.
Especially as without dropping such things, certain builds are completely immune to this call, such as a Swashbuckler using "Lvl4: Vorpal" or Barbarian's swinging Crush unless they also were using a Weapon Focus to swing +1.