Difference between revisions of "Sanctuary (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[File:Sanctuary.jpg|thumb|520px|]]
+
[[File:Sanctuary.jpg|thumb|420px|]]
 +
'''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.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Sanctuary
 
| name = Sanctuary
 
| range = self
 
| range = self
| duration = 2 +2 rounds per level
+
| duration = 3 +2 rounds per level
 
| area of effect = self
 
| area of effect = self
 
| casting time = 1 round
 
| casting time = 1 round
| save = none; see below
+
| save = none
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
}}
 
}}
  
Causes other creatures to ignore the cleric, as though he or she were not worth bothering about. During this time, creatures will not attack, nor be aware of the cleric’s presence.
+
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.
  
The cleric is physically restrained by the spell from taking any aggressive action, nor throwing spells that have any effect upon other creatures. It requires one round for the cleric to suspend the spell prior to its natural dissipation, in order to return to normal actions.
+
== 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.
  
The cleric is unable to move more than 2 hexes per round.
+
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.
  
The cleric is further entitled to a +4 save against area effect spells or effects, magical or non-magical.
 
  
Attacking magical creatures and clerics are entitled to a saving throw.
+
See [[Withdraw (spell)]]
<br>
+
 
 +
[[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)