Minor Sanctuary (213): Difference between revisions
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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 (verb)|SENSE]] an area to see if it is already under the effects of Minor Sanctuary. |
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 (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 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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Some areas, such as [[The Rift]], are highly resistant to sanctuaries and will quickly dispel one. |
Some areas, such as [[The Rift]], are highly resistant to sanctuaries and will quickly dispel one. |
Revision as of 17:19, 18 March 2021
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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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