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How Would You Defend A Mountain Fortress? (Volume II)
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<blockquote data-quote="ashockney" data-source="post: 320217" data-attributes="member: 1363"><p><strong>New Spell</strong></p><p></p><p>Here's an example that I sent in to R&R2, but doesn't appear to have been "accepted" according to the spoiler Nightfall posted:</p><p></p><p>Lomar’s Sanctuary. Divination and magical effects protect an area.</p><p><2>Hallowed Ground, Holy Ground</p><p><n>Divination </p><p>Level: Clr 9</p><p>Components: V, S, DF</p><p>Casting Time: 10 minutes</p><p>Range: Personal </p><p>Effect: One structure, room, or area with a maximum size no greater than a 10 foot radius/level sphere</p><p>Duration: 1 week/level or Discharge</p><p>Saving Throw: None </p><p>Spell Resistance: No</p><p><3>Allows the caster to keep an area safe through divination and protective spells.</p><p><n>Lomar was a powerful cleric, who stood for noble ideals. He made many enemies throughout his lifetime, including some that fought him from beyond the grave. In order to protect himself, and his followers, Lomar developed this spell. Lomar, the High Justicar of Corean, used this spell to protect his temple, particularly when danger was near. Enemies of Corean fear this spell, and although many have tried, no person has ever beaten this powerful divinatory magic. Lomar took great joy in appearing rapidly from one protected location to another when attempts were made on his life, or his church.</p><p><3>A cleric casting this spell will commune with their deity to ask for help in protecting an area. Upon the spell’s culmination, magical spirits will fly out from the body of the caster in all directions. Each spirit representing a part of the diety’s portfolio of divinity. These spirits will fly around in ever-larger circular patterns, regardless of the barriers. Once they reach the extent of the area to be affected by this spell. The spirits will settle at the relevant entry points, where they will pose as vigilant guardians to the sacred ground, then disappear from sight. Lomar’s sanctuary is undetectable, once cast, except by use of magical means such as detect magic or true sight. </p><p><n>This spell grants the caster complete knowledge about a building, structure, room, or location. The area to be protected, must be able to be fit completely into the area of effect for the spell. In addition, the area protected must have clear separation from the areas that surround it. It should be obvious where one area, building, or room begins, and the next ends. For example, if an open graveyard, located behind a temple were to be protected by Lomar’s sanctuary, it would have to be fenced in, or would have to be marked with clearly visible signs, from all directions, at the point one was entering the graveyard. Once this spell is cast, the caster is granted a spiritual connection with the area protected. Any attempt to enter the protected area by a creature that is evil-aligned, undead, construct, magical beast, dragon, or outsider will alert the caster. No form of protection prevents detection by this spell, including travelling invisibly, ethereally or in gaseous form. The caster will be provided information on the number, type, means, and actions of each creature that attempts to affect the protected area. The caster becomes aware of this information, as simply as if watching it with their own eyes, and can choose to react, even if asleep or on another plane, with full awareness of the creature(s). Lomar’s sanctuary can also be ended prematurely in order to initiate one of three magical effects on the creature(s) that have entered the protected area. These spell effects are greater dispel magic (area, targeted, or counterspell type), word of recall, or holy word. Each of these spells is cast at the present level of the caster. When triggered the greater dispel magic and holy word spells may be targeted anywhere the caster desires, within the area protected, regardless of the caster’s present range from the protected area. The word of recall spell can be triggered to affect the caster (and those around her at the time), to return anywhere within the area of effect of Lomar’s sanctuary. Discharging the spell to obtain one of these three spell effects is a standard action. Lomar’s sanctuary will not be foiled by other abjuration spells such as non-detection, anti-magic shell, prismatic sphere, or globe of invulnerability. </p><p>Material Components: A 4,500 gold piece crystal sphere, which must be carried at all times by the caster for this spell to function properly.</p></blockquote><p></p>
[QUOTE="ashockney, post: 320217, member: 1363"] [b]New Spell[/b] Here's an example that I sent in to R&R2, but doesn't appear to have been "accepted" according to the spoiler Nightfall posted: Lomar’s Sanctuary. Divination and magical effects protect an area. <2>Hallowed Ground, Holy Ground <n>Divination Level: Clr 9 Components: V, S, DF Casting Time: 10 minutes Range: Personal Effect: One structure, room, or area with a maximum size no greater than a 10 foot radius/level sphere Duration: 1 week/level or Discharge Saving Throw: None Spell Resistance: No <3>Allows the caster to keep an area safe through divination and protective spells. <n>Lomar was a powerful cleric, who stood for noble ideals. He made many enemies throughout his lifetime, including some that fought him from beyond the grave. In order to protect himself, and his followers, Lomar developed this spell. Lomar, the High Justicar of Corean, used this spell to protect his temple, particularly when danger was near. Enemies of Corean fear this spell, and although many have tried, no person has ever beaten this powerful divinatory magic. Lomar took great joy in appearing rapidly from one protected location to another when attempts were made on his life, or his church. <3>A cleric casting this spell will commune with their deity to ask for help in protecting an area. Upon the spell’s culmination, magical spirits will fly out from the body of the caster in all directions. Each spirit representing a part of the diety’s portfolio of divinity. These spirits will fly around in ever-larger circular patterns, regardless of the barriers. Once they reach the extent of the area to be affected by this spell. The spirits will settle at the relevant entry points, where they will pose as vigilant guardians to the sacred ground, then disappear from sight. Lomar’s sanctuary is undetectable, once cast, except by use of magical means such as detect magic or true sight. <n>This spell grants the caster complete knowledge about a building, structure, room, or location. The area to be protected, must be able to be fit completely into the area of effect for the spell. In addition, the area protected must have clear separation from the areas that surround it. It should be obvious where one area, building, or room begins, and the next ends. For example, if an open graveyard, located behind a temple were to be protected by Lomar’s sanctuary, it would have to be fenced in, or would have to be marked with clearly visible signs, from all directions, at the point one was entering the graveyard. Once this spell is cast, the caster is granted a spiritual connection with the area protected. Any attempt to enter the protected area by a creature that is evil-aligned, undead, construct, magical beast, dragon, or outsider will alert the caster. No form of protection prevents detection by this spell, including travelling invisibly, ethereally or in gaseous form. The caster will be provided information on the number, type, means, and actions of each creature that attempts to affect the protected area. The caster becomes aware of this information, as simply as if watching it with their own eyes, and can choose to react, even if asleep or on another plane, with full awareness of the creature(s). Lomar’s sanctuary can also be ended prematurely in order to initiate one of three magical effects on the creature(s) that have entered the protected area. These spell effects are greater dispel magic (area, targeted, or counterspell type), word of recall, or holy word. Each of these spells is cast at the present level of the caster. When triggered the greater dispel magic and holy word spells may be targeted anywhere the caster desires, within the area protected, regardless of the caster’s present range from the protected area. The word of recall spell can be triggered to affect the caster (and those around her at the time), to return anywhere within the area of effect of Lomar’s sanctuary. Discharging the spell to obtain one of these three spell effects is a standard action. Lomar’s sanctuary will not be foiled by other abjuration spells such as non-detection, anti-magic shell, prismatic sphere, or globe of invulnerability. Material Components: A 4,500 gold piece crystal sphere, which must be carried at all times by the caster for this spell to function properly. [/QUOTE]
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