caudor said:On my player's top-ten ignore list...Santuary. This is really a great spell.
KarinsDad said:What's so special about Sanctuary?
It 100% prevents you from attacking your opponents (unless you want to give it up), but doesn't necessarily prevent your opponents from attacking you. And, the DC on it is low.
So although you can occasionally heal and/or buff using it with some small measure of safety, your opponents are still attacking someone else in your group (assuming you are not alone). It doesn't really gain that much in most circumstances except use up a spell and use up a round casting it where a Cleric can often just take a 5 foot step and cast relatively safely anyway without giving up the extra spell and the extra round.
The main uses for it are to cast it before moving past a boatload of enemies and preventing some of them from getting Attack of Opportunities against you, or to use it to run away from a group of opponents where only some of them can attack while pursuing. Even using it to heal allies somewhat unmolested seems to be more of a lose/lose situation since most Clerics seem to be able to do that in combat without using it.
Is there something I am missing with it?
Welcome to the splatbooks, where the philosophy is, if any other spellcaster has a spell, the druid should get a nature-themed one as or more powerful! :\Keepiru said:I'm just jealous that druids got a Phantom Stag that is the same spell except it has more hit points (40), +5 hp's every caster level, +10 BAB, ghost touch and wounding attacks, trample, etherealness, AC bonuses, AND MOVES FASTER!
moritheil said:Use it to heal a weak NPC surrounded by relatively weak (for the party, not for the NPC) enemies. This scene is a fairly common DM opening trick to introduce the party to a storyline.
Jack Simth said:Tiny Hut.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.