Greater Sanctuary.
Greater Sanctuary.
Know please correct me if i am wrong but this spell is suppose to be 100% invis witch= that anyone or anything cant see you with true seeing....right? I asked this question ingame yester and I got alot of tells says yes. Know "if" this is true how come the iron golems in Garagoth can see me? I guessed that greater sanctuary just wasnt a pure 100% invis. But i figured to post and see if it might be a bug or it was nerfed or etc. Any info would be great.
Grizzpistachoo 19 wizard
Grizzpistachoo 19 wizard
They probably make the save for it, allowing them to "see" you.
Now on to the technicalities. It's my understanding that while in GS you're 100% visible, but not on our plane or something. They can see you, but not interact with you directly. But I'm no DnD "knower of anything about it", so I might be wrong.
Now on to the technicalities. It's my understanding that while in GS you're 100% visible, but not on our plane or something. They can see you, but not interact with you directly. But I'm no DnD "knower of anything about it", so I might be wrong.

From the SRD found at http://www.opengamingfoundation.org/srd.html
Etherealness
Transmutation
Level: Clr 6, Sor/Wiz 8
Range: Touch (see text)
Targets: The character and one other touched creature/three levels
Duration: 1 minute/level (D)
Spell Resistance: Yes
The character and other creatures joined by linked hands (along with their equipment) become ethereal. Besides the character, the character can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the creatures need not stay together.
When the spell expires, all affected creatures in the Ethereal Plane return to material existence. If a character becomes material while inside a material object (such as a solid wall), the character is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet that the character traveled.
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The Bio version is rediculously exploitable, so we're using Sanctuary's effects with + 10 to the dc check (will save to spot if not in party).
Etherealness
Transmutation
Level: Clr 6, Sor/Wiz 8
Range: Touch (see text)
Targets: The character and one other touched creature/three levels
Duration: 1 minute/level (D)
Spell Resistance: Yes
The character and other creatures joined by linked hands (along with their equipment) become ethereal. Besides the character, the character can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the creatures need not stay together.
When the spell expires, all affected creatures in the Ethereal Plane return to material existence. If a character becomes material while inside a material object (such as a solid wall), the character is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet that the character traveled.
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The Bio version is rediculously exploitable, so we're using Sanctuary's effects with + 10 to the dc check (will save to spot if not in party).
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Greater Sanctuary
Ok when i have the spell on me and i send my Black Blade of Destruction into combat. I dont see any dc check or rolls on my screen to decide if the iron golem or whoever else has seen me. He just come strait toward be and becomes a big pain the [censored].
Grizzpistachioo
Grizzpistachioo
Etherealness
I have to admit I have to agree here, although the coding required to implement this may be too involved. I would have thought that ethrealness would give a char a fairly predefined set of immunities and problems. Keep in mind that this is purely from an idealistic point of view
1. Physical attacks really couldnt hit unless magically enhanced (+3 I would have thought)
2. You cant really attack the prime plane...
3. Elemental attacks would really hit or atleast only a % would.
4. You wouldnt really be able to command anyone on the prime and remain ethereal. Although I guess ghosts are esentially ethereal and they somehow still scare us.
so even if a mob makes the dc for Greater Sanc they couldnt really attack you all that effectively, unless of course u attacked back and thus negated your etherealness.
1. Physical attacks really couldnt hit unless magically enhanced (+3 I would have thought)
2. You cant really attack the prime plane...
3. Elemental attacks would really hit or atleast only a % would.
4. You wouldnt really be able to command anyone on the prime and remain ethereal. Although I guess ghosts are esentially ethereal and they somehow still scare us.
so even if a mob makes the dc for Greater Sanc they couldnt really attack you all that effectively, unless of course u attacked back and thus negated your etherealness.
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- Resident Spam King
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A movement decrease would also be customary for being ethereal wouldn't it?
What about these stats?
50% concealment
100% immune physical
50% immune elemental
-50% movement speed
duration: 1round/level
caster remains visible to enemy
no save required to be effective
any spell casting or combat action ends the spell
or would that be overpowered?
What about these stats?
50% concealment
100% immune physical
50% immune elemental
-50% movement speed
duration: 1round/level
caster remains visible to enemy
no save required to be effective
any spell casting or combat action ends the spell
or would that be overpowered?
That's the rub, Jester. The "any combat action" that is supposed to remove the effect - Bioware in their infinite wisdom has about a million ways to do hostile actions that we can't catch through scripting. Hence, we can't depend at all on that working, and the spell has to be altered significantly, perhaps to the point of being a different spell entirely.
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- Spamalot
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