Greater sanctuary
From NWNWiki
Caster level: cleric 6; sorcerer/wizard 8
Innate level: 7
School: transmutation
Components: verbal, somatic
Range: personal
Area of effect: caster
Duration: 1 turn / level
Save: none
Spell resistance: no
Description: The caster becomes ethereal. No other creature can detect the caster. Attacking or performing a hostile action will make the etherealness vanish.
[edit] Notes
- Added in the expansion packs.
- This spell is sometimes called "etherealness", particularly in the documentation for certain versions of the game, and in NWScript.
- Some indirectly hostile spells, such as black blade of disaster and other summoning spells, do not make the etherealness vanish.
- A lingering hostile spell that affects an enemy after greater sanctuary is cast will cancel the etherealness, even if the hostile spell was cast before greater sanctuary.
- Some players will try to taunt a character that is under the effect of this spell, with the goal of triggering an automatic attack on them, thus breaking the etherealness.
- This spell is somewhat unbalanced when used in multiplayer, since it lets the caster go nearly anywhere without being threatened by monsters.
- It has been documented that as of version 1.68, a bug exists where combining improved invisibility with greater sanctuary allows creatures to ignore the etherealness of greater sanctuary. [citation needed] It is unknown whether this is due to the improved invisibility spell, its invisibility effect, or its concealment effect. Relogging into a multiplayer server will sometimes fix this bug (but may have other, possibly detrimental, effects).
[edit] Previous versions
- Prior to version 1.69, this spell did not have a somatic component, so it could be cast while wearing full armor and shield, ignoring arcane spell failure.
[edit] Custom content notes
- script:
x0_s0_ether.nss
