Difference between revisions of "Sanctuary (spell)"

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[[File:Sanctuary.jpg|thumb|420px|]]
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'''Sanctuary''' allows the caster to protect his or her self from harm by turning away the attention of enemies.  Once cast, creatures surrounding the caster cease to be aware of the caster's existence, and will therefore not attack.  Physical area attacks that affect the caster's hex by chance will, such as gas, breath weapons or explosive spells, cause damage ordinarily.  The caster is immune, however, to mental attacks in this regard.
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{{Spelltable
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| name = Sanctuary
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| range = self
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| duration = 3 +2 rounds per level
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| area of effect = self
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| casting time = 1 round
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| save = none
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| level = [[Cleric 1st Level Spells|cleric (1st)]]
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}}
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Once in place, the caster's movement cannot exceed 2 [[Action Points|action points]] per [[Combat Round|round]].  He or she cannot move at a speed greater than [[Movement (stride)|stride-1]].  While affected by the spell, the caster can [[Healing|heal]] his or her self, or others; all other magic that's used, whether as a spell or [[Magic Item|magical item]], can affect only the caster — though this includes detection and divination magic.
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== Aggressive Actions ==
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If any aggressive act is taken — including the INTENT of using a spell on other persons, or lifting a weapon to attack, even before the attack takes place — then the spell is broken.  The spell's intent is to protect and provide an opportunity to be restored or meditate, and may not be used to strike while hidden.  Furthermore, attempts to use the spell to "scout" or discover intelligence about an area which the caster has not previously seen is considered an aggressive act.
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Once the spell is broken, or ends of its own accord, the caster becomes immediately noticeable — however, enemies must, once seeing the caster, make a roll against surprise before they can act.  The caster is entitled to an initiative check if enemies are not surprised.
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See [[Withdraw (spell)]]
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[[Category: Clerical Spells]][[Category: Don't Review until 2022]]

Latest revision as of 01:06, 23 June 2023

Sanctuary.jpg

Sanctuary allows the caster to protect his or her self from harm by turning away the attention of enemies. Once cast, creatures surrounding the caster cease to be aware of the caster's existence, and will therefore not attack. Physical area attacks that affect the caster's hex by chance will, such as gas, breath weapons or explosive spells, cause damage ordinarily. The caster is immune, however, to mental attacks in this regard.

Sanctuary
Range self
Duration 3 +2 rounds per level
Area of Effect self
Casting Time 1 round
Saving Throw none
Level cleric (1st)

Once in place, the caster's movement cannot exceed 2 action points per round. He or she cannot move at a speed greater than stride-1. While affected by the spell, the caster can heal his or her self, or others; all other magic that's used, whether as a spell or magical item, can affect only the caster — though this includes detection and divination magic.

Aggressive Actions

If any aggressive act is taken — including the INTENT of using a spell on other persons, or lifting a weapon to attack, even before the attack takes place — then the spell is broken. The spell's intent is to protect and provide an opportunity to be restored or meditate, and may not be used to strike while hidden. Furthermore, attempts to use the spell to "scout" or discover intelligence about an area which the caster has not previously seen is considered an aggressive act.

Once the spell is broken, or ends of its own accord, the caster becomes immediately noticeable — however, enemies must, once seeing the caster, make a roll against surprise before they can act. The caster is entitled to an initiative check if enemies are not surprised.


See Withdraw (spell)