Sanctuary Calls

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Sanctuary Calls

Combat Call

Call: Sanctuary

Call Type: Announcements

Description: A Sanctuary field is a 10' diameter (5' radius) cylinder that keeps others out.

Common Sources: The Sanctuary spell, some shrines.

Associated Condition(s): Sanctuary field

Magic Field

Field Name: Sanctuary

Effect: A protective cylinder that keeps people and physical objects out

Duration: Source Will Specify

Common Sources: The Sanctuary spell, some shrines

Removing the Field: The Dispel Magic spell

A Sanctuary field is a magical forcefield that many people can stay safe behind or sometimes use to shoot bows and fling spells.

Description

A Sanctuary field represents a large dome of force that keeps physical objects from entering. They can be created by spells, the power of the gods, or from magic objects.

It's worth noting that this effect is currently the single most misunderstood rule in the entire game. This is for a variety of different reasons. Reading this entry carefully is worthwhile.

Tactically Sanctuary is used for a variety of circumstances. Sanctuary fields at their most basic are great for staying safe and avoiding combat. But, they can also be used offensively as well. Physical attacks can't go into a Sanctuary, but they can go out. This makes a Sanctuary idea for ranged weapons users to safely attack opponents without getting hurt between shots. Spell casters who wish to use a lot of tag bags can also use this for effective fighting.

There are drawbacks too though. Remember that your allies also can't enter your Sanctuary if they aren't already in it when it appears. So if you create one behind them on a trail and they need to withdraw from a fight... they won't be able to.

It is especially important to be aware of who you might be preventing from moving at night. Creating an area that players can't walk through can sometimes lead to people accidentally getting mildly trampled for following the rules. At night it is generally best practice to be sure to create Sanctuaries to the side of a path so everyone can safely pass by.

Calls

The 'Sanctuary!' call never inflicts damage. It is an announcement call used to let players know that an area contains a Sanctuary

The Sanctuary Field

A Sanctuary Field requires a stationary, ground-based center point that is marked by a tag bag, a blue strip, or the object that created the field (e.g., a shrine). The field is a 10-foot diameter cylinder (5-foot radius) centered on this point. Anything within this cylinder at the moment of creation is inside the field, regardless of friend or foe. When in doubt, assume a character is inside the area.

The cylinder's height adapts to enclose characters taller than 5 feet, but the 10-foot diameter remains constant. If the field cannot fully form due to space constraints, it occupies the available space. Characters outside the intended area and unaware of the field's existence are not affected until they become aware of it and its boundaries.

Physical objects cannot enter a Sanctuary Field including people, ranged weapons, and thrown weapons. They can exit it, meaning that ranged weapon attacks can target enemies outside the field. 

If a character swings a melee weapon out of the field with intent to harm or damage with the weapon cannot re-enter, effectively pulling the character out of the field when they do this. Simply maneuvering and having a weapon stick outside of the field does not trigger this effect.

Spells can enter a Sanctuary field. Therefore, throwing tag bags or shooting ranged spell attacks into a Sanctuary field is allowed. 

Characters immune to all spells (e.g., under an Anti-Magic Aura or Ethereal Sealant) can enter, calling 'No Effect!'. A one-time shield against spells is not sufficient for entry, nor is Aura of Reflection.

The field ends immediately if the caster leaves the field's area or gains the Dissipated condition while inside. The caster's death does not end the field as long as (most of) their body remains inside. Characters can voluntarily leave the field but may not re-enter.

There's a lot to memorize here, and of all the spells in the game, Sanctuary is the most prone to having strange circumstances surrounding when it is used. So what do you do if you make a mistake? First of all know that you almost certainly won't be the first person to have made any particular mistake, nor will you likely be the last. Try to undo what you've done wrong to the best of your ability. Most of the time mistakes involve not realizing the Sanctuary is there and walking into it. In this situation back out immediately. If you attacked when you shouldn't have, let the defenders know quietly and keep going. Whatever you do, don't keep walking through to the other side.

Categories: Gameplay Rules | Calls | Annoucement Calls | Sanctuary Calls | Fields


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Page last modified on February 02, 2025, at 06:31 PM
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