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Greater sanctuary

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Greater sanctuary

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
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