Minor Sanctuary (213): Difference between revisions
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{{spell |
{{spell |
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| mnemonic = MINRSANCT |
| mnemonic = MINRSANCT |
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| duration = |
| duration = 600 sec, Refreshable |
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| type = Utility |
| type = Utility |
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| subtype = Defensive |
| subtype = Defensive |
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| navigation = {{major spiritual navigation}} |
| navigation = {{major spiritual navigation}} |
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__TOC__ |
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<section begin=description /><noinclude>The '''Minor Sanctuary''' spell draws</noinclude><includeonly>Draws</includeonly> upon the spiritual forces of [[Elanthia]] to produce a "sense of peace and calm" in the area which prevents any aggressive activity.<section end=description /> It affects a single room, and it will last for the 600 seconds or 60 seconds after the caster has left, whichever occurs first. The caster, and only the caster, can refresh the spell. A warning is given before the sanctuary fails. A [[cleric]] or an [[empath]] may {{boldmono|[[SENSE (verb)|SENSE]]}} an area to see if it is already under the effects of Minor Sanctuary. |
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While this spell is in effect, most creatures will avoid entering the area of the spell. Persons or creatures that are in the area will not be able to attack or steal from others. While the sanctuary is active the area will be considered "on-node" for the purposes of experience absorption. |
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[[Category:Major Spiritual Spells]] |
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Some areas, such as [[The Rift]], are highly resistant to sanctuaries and will quickly dispel one. |
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This spell draws upon the spiritual forces of [[Elanthia]] to produce a "sense of peace and calm" in the area which prevents any aggressive activity. It affects a single room, and it will last for the full duration or 60 sec after the caster has left, whichever occurs first. |
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The presence of enemies can prevent the spell from summoning the peaceful spirits that form the sanctuary. Any unfriendly creature in the room that is above the caster's level will contribute (based on level difference) to the failure chance of the spell. Additionally, any unfriendly creatures in the room that are equal to or less than the caster's level (but no more than 10 levels below the caster's) will contribute a small amount to the failure chance of the spell. Training in [[Spiritual Lore, Summoning]] will reduce the failure chance of the spell. |
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While direct aggressive activity, such as offensive spells, attacking, or offensive combat maneuvers will not work in a sanctuary, most utility spells will still work, and a number of disabler spells of an offensive nature still work as well. These include, but are not limited to, [[Sleep (501)]], [[Bind (214)]], and [[Web (118)]]. |
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This spell |
This spell can be disrupted or broken by either a [[jagged glossy black shard]] made via [[Alchemy]] or a [[sorcerer]] with a [[Minor Summoning (725)|minor demon]]. Any demon has the ability to attempt to interfere with the casting of this spell, with a success rate heavily weighted towards the demon. |
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The chances of breaking a sanctuary are based on the |
[[Abyran'sa]] demons from the [[Lorae'tyr]] valence also have the ability to break an existing sanctuary, also with success weighted in its favor. The chances of a demon breaking a sanctuary are based on the sorcerer's [[Sorcerer Base]] spell ranks, [[Sorcerous Lore, Demonology]], and level versus the caster's [[Major Spiritual]] spell ranks, [[#Lore Benefit|Spiritual Lore, Summoning]], and [[level]]. |
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Many naturally occurring creatures have the ability to break minor sanctuaries once they are in place as well. These include, but are not limited to: |
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* [[Ghostly warrior]] |
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* [[Abyran|Abyran'ra]] (Invasion Only) |
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* [[Abyran'ra]] |
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* [[Lava golem]] |
* [[Lava golem]] |
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* [[Fallen crusader]] |
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* [[Vathor]] ( |
* [[Vathor]] ([[invasion]] only) |
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==Lore Benefit== |
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== Failure Messaging == |
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Training in [[Spiritual Lore, Summoning]] will increase the caster's effectiveness in creating a sanctuary. |
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<div {{log}}> |
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== |
== Messaging == |
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;Failure |
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<pre{{log2|margin-right=35%}}> |
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;Failure Due To Minor Demon Interference, First Cast |
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<pre{{log2|margin-right=35%}}> |
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You trace a sign while petitioning the spirits to bestow their aid with the Minor Sanctuary spell... |
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Your spell is ready. |
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You gesture. |
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You attempt to create a sanctuary but the chaotic nature of a coiling dingy beige abyran'sa interferes with your call to the minor spirits in this area. |
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Cast Roundtime 3 Seconds. |
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</pre> |
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;Failure Due To Minor Demon Interference, Subsequent Casts |
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<pre{{log2|margin-right=35%}}> |
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You trace a sign while petitioning the spirits to bestow their aid with the Minor Sanctuary spell... |
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Your spell is ready. |
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You gesture. |
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You strain to call peaceful spirits to this place, but something seems to have frightened them away. |
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Cast Roundtime 3 Seconds. |
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</pre> |
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{{AR2}} |
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{{:milky blue oil}} |
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==Resources== |
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*[[Major Spiritual (saved posts)#Minor Sanctuary (213)|Saved Posts]] |
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*[[Jagged glossy black shard]] |
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Latest revision as of 21:52, 12 January 2023
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The Minor Sanctuary spell draws upon the spiritual forces of Elanthia to produce a "sense of peace and calm" in the area which prevents any aggressive activity. It affects a single room, and it will last for the 600 seconds or 60 seconds after the caster has left, whichever occurs first. The caster, and only the caster, can refresh the spell. A warning is given before the sanctuary fails. A cleric or an empath may SENSE an area to see if it is already under the effects of Minor Sanctuary.
While this spell is in effect, most creatures will avoid entering the area of the spell. Persons or creatures that are in the area will not be able to attack or steal from others. While the sanctuary is active the area will be considered "on-node" for the purposes of experience absorption.
Some areas, such as The Rift, are highly resistant to sanctuaries and will quickly dispel one.
The presence of enemies can prevent the spell from summoning the peaceful spirits that form the sanctuary. Any unfriendly creature in the room that is above the caster's level will contribute (based on level difference) to the failure chance of the spell. Additionally, any unfriendly creatures in the room that are equal to or less than the caster's level (but no more than 10 levels below the caster's) will contribute a small amount to the failure chance of the spell. Training in Spiritual Lore, Summoning will reduce the failure chance of the spell.
This spell can be disrupted or broken by either a jagged glossy black shard made via Alchemy or a sorcerer with a minor demon. Any demon has the ability to attempt to interfere with the casting of this spell, with a success rate heavily weighted towards the demon.
Abyran'sa demons from the Lorae'tyr valence also have the ability to break an existing sanctuary, also with success weighted in its favor. The chances of a demon breaking a sanctuary are based on the sorcerer's Sorcerer Base spell ranks, Sorcerous Lore, Demonology, and level versus the caster's Major Spiritual spell ranks, Spiritual Lore, Summoning, and level.
Many naturally occurring creatures have the ability to break minor sanctuaries once they are in place as well. These include, but are not limited to:
Lore Benefit
Training in Spiritual Lore, Summoning will increase the caster's effectiveness in creating a sanctuary.
Messaging
- Failure
You trace a sign while petitioning the spirits to bestow their aid with the Minor Sanctuary spell... Your spell is ready. You gesture. You attempt to call peaceful spirits to the area but are overwhelmed with a spirit of aggression! Cast Roundtime 3 Seconds.
- Failure Due To Minor Demon Interference, First Cast
You trace a sign while petitioning the spirits to bestow their aid with the Minor Sanctuary spell... Your spell is ready. You gesture. You attempt to create a sanctuary but the chaotic nature of a coiling dingy beige abyran'sa interferes with your call to the minor spirits in this area. Cast Roundtime 3 Seconds.
- Failure Due To Minor Demon Interference, Subsequent Casts
You trace a sign while petitioning the spirits to bestow their aid with the Minor Sanctuary spell... Your spell is ready. You gesture. You strain to call peaceful spirits to this place, but something seems to have frightened them away. Cast Roundtime 3 Seconds.
Alchemy Recipes
Some milky blue oil | |
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Eastern version | Western version |
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