Difference between revisions of "Sanctuary (spell)"
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− | + | [[File:Sanctuary.jpg|thumb|520px|]] | |
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+ | {| class="wikitable" | ||
+ | |- | ||
+ | | Range|| self | ||
+ | |- | ||
+ | | Duration || 2 +2 rounds per level | ||
+ | |- | ||
+ | | Area of Effect|| self | ||
+ | |- | ||
+ | | Casting Time|| 1 round | ||
+ | |- | ||
+ | | Saving Throw|| none; see below | ||
+ | |- | ||
+ | | 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | The cleric is unable to move more than 2 hexes per round. | ||
+ | |||
+ | 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. |
Revision as of 04:11, 11 February 2020
Range | self |
Duration | 2 +2 rounds per level |
Area of Effect | self |
Casting Time | 1 round |
Saving Throw | none; see below |
Level | 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.
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.
The cleric is unable to move more than 2 hexes per round.
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.