Sanctuary (2.0)
Abbreviation: | NONE | |
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Prerequisites: | Nexus | |
Minimum Prep: | 4 | |
Casting Cap: | 60 | |
Performance Type: | Winds | |
Description: | The notes of Sanctuary allow you to disrupt the flow of clairvoyance and sound for as far as your voice may reach, creating an area through which one will find it very difficult, or impossible, to locate those inside of it through magical means. Even creatures, confused by their inability to orient themselves, will be hindered in their attempts to casually wander into the area.
This enchante once received wide use by Bards who sought to hide their locations, or those who protected dignitaries and scholars from harm, but was lost around three decades ago when the last True Bard that knew it fell to the onslaught of Tenebraus. It is only through the fortunes of fate that his journal was recovered and notes recently deciphered enough that we may make use of this enchante once again. | |
Example Messaging: | Intro: You weave a soft melody on your <instrument> as you begin "Sanctuary", the notes so light and airy they can barely be heard.
Verse: As each feathery note falls from your <instrument>, you weave it into a tapestry of subtle harmonics that support a line of melody in a minor key, forming the complex measures of the "Sanctuary" enchante. Chorus: Your playing grows deeper, hovering at the edge of the lowest notes you can play as you strive to maintain the elusive tone to your enchante. As you complete each phrase, the notes hang on the air for several seconds while you begin the next, causing the notes to bleed together in a wraith-like array of sound. | |
Enchante Structure: | Intro/Verse/Chorus/Refrain/Solo/Verse/Chorus/Refrain/Solo/Verse/Chorus
/Refrain/Outro | |
Prep Time: | 10 seconds. | |
Pulse Timing: | Verse: 6 pulses of 15 seconds.
Chorus: 4 pulses of 15 seconds. Refrain: 2 pulses of 15 seconds. Solo: 2 pulses of 15 seconds. | |
Enchante Duration: | 11 minutes. |
Notes
- Makes it difficult or impossible to locate those in the room via magical means (Locate, familiars), and non-magical means (thieves, traders)
- 45 mana seems to be the requirement to block familiars.
- Does NOT prevent Thoughtcast or being "seen" by the empath ability Perceive Health or ranger companions
- Will prevent Shadewatch Mirror, and will break existing mirrors on your room
- Will prevent someone "seeing into" your room via HUNT effectively making it invisible to HUNT, and will prevent those in your room from using HUNT at all.
- Players in other rooms can still HUNT through your room, thus allowing them to see and track into rooms that are past your room relative to theirs.
- New creatures will be completely prevented from spawning or entering your room at 25 mana. This includes players attempting to summon creatures such as familiars and Guardian Spirits.
- This effect can also block players from issuing commands to their summoned creatures in the room with Sanctuary. This has only been tested with a couple types of creatures so far.
- Note: GMs are able to bypass the no-spawning restriction, whether unintentionally or otherwise. This happens most frequently in fast paced invasions where the GM may not realize there is a Sanctuary in effect, but it can happen during other types of events or even script checks, just to give a few examples.