Sanctuary

Site Index > Rules > Gameplay > Spell Rules > Aegis Spells > Sanctuary

Sanctuary

Spell Information

Aegis School

Spell Name: Sanctuary

School: Aegis

Spell Level: 3

Duration: Medium (10 Minutes)

Range: Touch

Target: Focal Point

Flag: Ground

Dispel: Yes

Spell Description: Creates a Sanctuary Field around the caster.

Prerequisite: A level 2 Aegis spell

Oil

Oil Name: Sanctuary

Scarce: No

Scroll Information

Scarce: No

A powerful spell for creating an area safe from outside intrusion.

Description

One of the signature spells of Aegis, Sanctuary creates a large protective bubble around the user. This is incredibly useful for avoiding enemies without access to magic, and many archers consider this spell indispensable.

Effect

Creates a Sanctuary Field centered on a tag bag or blue strip you drop.

Detailed Interactions

  • Remember this spell ends as soon as you leave it for any reason. If the caster gains the "Dissipated" condition, this also ends the effect.
  • Once you exit the protected area for any reason you can't go back in. Death does not count as exiting the area.
  • The bubble is quite large, anyone inside it when the spell is first cast (friend or foe) will still be able to attack you.

Sample Incants

Septly

May the Knight protect this land with Sanctuary!

Neutral

To save us from the ever-scary, I must cast a Sanctuary!

Evil

May your fear of Grak keep you at bay with Sanctuary!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Sanctuary

Yes Yes 12 Item casts Sanctuary. May be taken multiple times. Can be cast 1/event for each time taken.

References

Sanctuary Call

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.

Sanctuary Field

When a Sanctuary Field is created the first thing that needs to happen is that it must be given a center point. This is denoted with a tag bag, a blue strip or by the object that created the field (such as a shrine) being at the center of it. Whatever form the center takes it should be on the ground and stationary. A Sanctuary field may not be moved.

A Sanctuary field is a 20 foot diameter bubble (10 foot radius from the object marking the center). Anything inside the bubble when it is created is inside the field, friend or foe. When in doubt assume someone is inside the area.

A common mistake made when casting the Sanctuary spell is to wait so long to cast it that enemies are already inside the area.

If the field is made somewhere that it would not have the space to form completely it will occupy the space that it can. Anyone on the other side of walls who would have no reasonable way of knowing the field is there or where its boundaries are not impacted by the field until they get can be made aware of its existence.

Physical objects may not enter a Sanctuary field. This includes people, ranged weapons, thrown weapons, etc. Spells may enter the field. So throwing unblockable tag bags into a Sanctuary field will work. Characters who are immune to all spells (such as those under the effects of an Anti-Magic Aura or Ethereal Sealant) can also enter the Sanctuary field. When a character does this they should call 'No Effect!' when they enter to make it clear they know the Sanctuary field is present, but they are able to bypass it. Having a one-time shield against spells is not enough to allow entry.

The barrier allows physical objects to leave it. This means that ranged weapons can be used against enemies outside of the field. If a character swings a melee weapon out of the field, it can't come back in. Effectively this means the character must then leave the field if they swing a melee weapon out of it. Characters may also voluntarily leave the Sanctuary field at any time. They may not re-enter.

If the creator of the Sanctuary field leaves the area of the field or gains the Dissipated condition while inside of the Sanctuary field the field is immediately ended. Should the creator die that will not end the field as long as their body remains inside of it.

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.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

Categories: Spells | Aegis Spells | Level 3 Spells | Sanctuary Calls


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on October 02, 2024, at 03:34 PM
Powered by PmWiki