Sanctuary

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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 the caster drops.

Detailed Interactions

  • Anti-Magic Aura: A character under this effect allows them to enter and leave the Sanctuary field.
  • If the caster leaves the Sanctuary field: The spell ends.
  • If the caster Dissipates or is Banished in the Sanctuary field: The spell ends.
  • If the caster's Second Breath is triggered: The spell ends, as the caster now has the Dissipated condition.
  • If the caster dies in the Sanctuary field: This does not count as exiting the field and the sanctuary will last until expired.
  • If you are in the Sanctuary field when it is cast and then leave: You don't get to go back in.
  • If you are in the Sanctuary field when it is cast and are antagonistic to the caster or others in it: Keep stabbing knowing that others outside the field can't get inside it 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

The '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 Fields

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.

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

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be 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.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

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


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