
Sanctuary
Spell, Divine Magic, level 2
Seals a room or enclosed space against hostile intruders for an hour, provided it is clear of enemies when cast and those inside stay peaceful; leaving is still possible.
From the book
Declares one room or enclosed space, up to 100x100x100 ft., a place of refuge. For 1 hour no hostile or aggressive creature can enter it, as long as two conditions hold: no hostile creatures may be inside when the spell is cast, or it simply will not work, and everyone it shelters must avoid any hostile or violent act, or it fails.
Every door, window, archway and gate opening directly into the space becomes impassable. The unseen force that seals it does not stop anyone from walking out.
At a glance
- Restricted to
- Practitioners of Divine Magic only
- Area
- Up to 100x100x100 ft.
- Duration
- 1 hour
- Conditions
- Area free of hostile creatures at casting; occupants must refrain from violence
- Save
- None
- Spell type
- Non-variable
- Special
- Doors, windows, archways and gates giving direct access become impassable; occupants may still leave
A scene
The Vanir raiders are coming up from the fjord, and forty villagers of Ku are crammed into the long hall with their children and goats. There are no raiders inside yet. The old priestess Ingrid raises her hands and speaks the sanctuary. The doors are still open, but the first raider to reach them bounces back as if from a stone wall. The raiders howl and hammer at the windows for an hour. Inside, a young fisherman grips his harpoon, and his grandmother holds his wrist firmly until he lets go.