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Sanctuary is a 1st level priest spell usable by cleric and paladin classes. This spell is available in all Baldur's Gate game versions.

Description[]

When the priest casts a Sanctuary spell, it causes all of <PRO_HISHER> opponents to ignore <PRO_HISHER> existence as if <PRO_HESHE> were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless <PRO_HIMHER>self. The priest cannot cast spells on other creatures without ending the spell.

Gameplay[]

This spell is for the caster only.

When the spell casting is finished, the spell renders a characteristic semi-transparent violet colored cylinder animation upon their sprite, and a text is displayed reading <CASTER>: Casts Sanctuary, along with an audibled sound effect.

This spell places the caster under the State: Sanctuary effect for the spell's duration, unless it is ended by certain overt actions or removed.

The Sanctuary state is similar to the State: Invisibility, but not identical, and there are differences.

While under this state, neutral and hostile creatures will ignore the caster - this means that the caster will not be attacked or targeted, but it also means that some scripted actions from NPC's won't trigger (such as approaching and initiating dialogue) because in the game, the caster is for all intents and purposes not detectable; there are some exceptions to this as described further below.

  • Sanctuary functions in some respects similarly to stealth and Invisibility but generally allows for more actions that won't cancel the state.
Safe Unsafe
  • Initiate Dialog
  • Attack
  • Cast spells that cause damage or ill effects on others
    (Fireball, Chant)

Notes[]

  • Some spells are flagged to break the sanctuary status even if they follow the above states; Doom, for example, always breaks sanctuary, even when cast on self. This is generally only used for offensive spells.
  • Sanctuary may be canceled by ordering a character to talk to themselves.
  • Unlike stealth, sanctuary does not grant a -4 bonus to melee THAC0, nor does it grant backstab opportunities. Characters may be under the effects of invisibility or normal stealth while sanctuaried, which will grant those bonuses.
  • Sanctuary is not removed by some spells that cancel invisibility. Sanctuary is impervious to Invisibility Purge and Detect Invisibility. In addition, Glitterdust won't remove the protective veil of Sanctuary, although the other effects of the glitter can still make an impact.
  • The Detect Illusion skill of Thieves/Dark Moon Monks doesn't affect Sanctuary.
  • Enemies that naturally See the invisible, such as a dragon, aren't affected by Sanctuary.
  • Sanctuary won't prevent being targeted by wands.
  • While opening and looting containers doesn't break the Sanctuary state, the surrounding NPCs might still summon the guards and will not prevent the dialog that causes reputation loss. The hostile guards won't be able to attack, though.

See also[]

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition priest spell Sanctuary is commonly known by clerics, but it behaves in a different manner than the BG video game implemented.

When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell.

If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected.

Gallery[]

Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Spell Revisions mod has changed this divine spell, revising its casting time, duration and description. See below:

Sanctuary
Level: 1
School: Abjuration
Sphere: Charm, Protection
Range: Personal
Duration: 6 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None

When the priest casts a Sanctuary spell, it causes all of his opponents to ignore his existence, as if he were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell but may use non-attack spells focused on himself or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal his wounds, for example, or to cast a Chant spell. He cannot cast spells on other targets without ending the spell.

Note: Spell not available to Druid/Ranger/Shaman. With this mod's Non-Detection spell active on a creature with Sanctuary, even Oracle and True Sight will not remove it.

The Sword Coast Stratagems mod revises many enemy divine spell casters scripts to utilize the Sanctuary spell when they are severely wounded, and then they'll attempt to administer healing to self while temporarily protected. This works out well when the SCS mod is coupled with the Spell Revisions mod - as the SR version has a 1 casting time.

Mod gallery[]

External links[]

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