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Greater Sanctuary

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Post by daveyeisley Sun Nov 30, 2008 5:30 pm

Since we are discussing concealment in another thread, I would like to put forth the following
suggestion for the Greater Sanctuary spell.

As the spell fades as soon as you take an aggressive action, and is described as bringing you to
the ethereal plane, should not the spell prevent you from being attacked by physical objects?

As such, I would like to recommend that as an 8th level spell, Greater Sanctuary be changed to
not just give the character a form of invisibility, but also 100% concealment.
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Post by Kefrem Sun Nov 30, 2008 5:49 pm

Then it should also allow creatures with sight that sees into those planes...such as medusae and gorgons breath to function against ya. Ghosts as well should be able to see and touch ya cause they are already on the ethereal plane, if memory serves.
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Post by daveyeisley Sun Nov 30, 2008 6:06 pm

Kefrem wrote:Then it should also allow creatures with sight that sees into those planes...such as medusae and gorgons breath to function against ya.

Actually, if they have True sight, any AOE effects they can do WILL affect me. (even though those effects shouldn't actually cross planar boundaries). Also bear in mind that Gorgon's and Medusas no not have True Seeing... they cant actually see creatures/players in Greater Sanctuary..

Ghosts as well should be able to see and touch ya cause they are already on the ethereal plane, if memory serves.

Notice that there are no "ghosts" in NWN?

Incorporeal undead are the closest thing, and being in Greater Sanctuary (even if it is changed to give 100% concealment) should allow those enemies to be attacked *without* their concealment bonuses, but this is a limitation of the engine.

Also remember that being ethereal should not actually fade from taking aggressive actions. So the 100% concealment addition would not at all unbalance or break the spell. It would merely make it work more like the spell was intended to work... as an effective high-level defense/escape spell.
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Post by Kefrem Mon Dec 01, 2008 8:51 am

No ghosts in nwn? hmmm wonder what these are then? *hint to The Amethyst Dragon* Razz

Ya know...maybe ill design a haunted mansion and ship it off to The Amethyst Dragon ....he might enjoy putting it in to torture crid...er....enjoy adding it to the mod. Razz

Greater Sanctuary A-ghosts
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Post by DerusTal Mon Dec 01, 2008 2:58 pm

There are ghosts! They're called spectres. Incorporeal undead, and all that.

(But with ghosts come ghosttouch items! Do want!)
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Post by Maeglin Dubh Mon Dec 01, 2008 3:17 pm

DerusTal wrote:(But with ghosts come ghosttouch items! Do want!)

This.
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Post by The Amethyst Dragon Mon Dec 01, 2008 5:18 pm

Can't do ghost touch items. I tried, but it's beyond the game engine's capability.
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Post by daveyeisley Tue Dec 02, 2008 12:20 am

Hey, I wouldnt mind ghosts in game... I was just referencing the whole
"no ghosts" in the game to showcase that the game engine has a limitation on handling multi-planar situations.

I dont see a balance issue with Greater Sanctuary giving 100% concealment, because it wont stop AOE, and if the person in Greater Sanctuary attacks anything at all, it will instantly fade (along with the concealment).

I think thats totally fair, because the spell currently does not allow the character to ignore the concealment of incorporeal undead (and it still wouldnt if the change was put in), and wont allow the character to fight while concealed. It would be purely defensive... and this change might actually make it actually desireable to cast compared to improved invisibility... (the 50% concealment from imp. invis doesnt even fade after you attack)... the way Greater Sanctuary works now, its just an invis effect that requires True Seeing to pierce... for an 8th level spell, that isnt worth my spell slot, to be honest.
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