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The1Kobra
 
PostPosted: Mon, Sep 12 2016, 23:32 PM 

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Official Documentation:
Quote:
Greater Sanctuary
While under Greater Sanctuary, the caster receives 100% spell failure, CL*5 Temporary Hit Points and 90% Movement Speed Increase. The duration has been changed to 10 Rounds + CL/6 Rounds.


I've noticed that in addition to these changes, that a casting of Greater Sanctuary will only give the caster an invisibility effect if the caster has a summon of a high enough level out. Could this be added to the documentation?

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Last edited by The1Kobra on Tue, Sep 13 2016, 1:33 AM, edited 1 time in total.

 
      
MisterLich
 
PostPosted: Mon, Sep 12 2016, 23:34 PM 

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Ooooohhhh shit son, that's what happened!

I forgot about that.

It's in the Book of Transmutation but not on the spell changes page here - with a level 23 (I think) summon out, it defaults simply to invisibility, not an actual Greater Sanctuary effect.

You can use the book of transmutation to change this to give you a true Gsanc effect and it will unsummon your summoned monsters.

But yes, this needs to be added to the spell changes page.

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Gribbo
 
PostPosted: Tue, Sep 13 2016, 0:01 AM 



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Does this also effect haven?


 
      
MisterLich
 
PostPosted: Tue, Sep 13 2016, 0:08 AM 

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Nah, Haven's the best spell ever. It is exactly as the spell description says: you simply become ethereal for 5 rounds and hasted during those rounds.

Summons don't affect it, battletide doesn't affect it (have fun with that one,) hellball's animation doesn't affect it until it actually does damage, etc...

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robbi320
 
PostPosted: Tue, Sep 13 2016, 8:12 AM 



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And somehow, my Wizard can choose to learn Haven on level up. Probably a bug, but it says "only clerics can cast it" when the wizard tries to cast it. lol


 
      
TormakSaber
 
PostPosted: Tue, Sep 13 2016, 22:13 PM 

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Was mistakenly added to multiple spellbooks. It will not function unless you are a Cleric - it will be a wasted slot.

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Xenos
 
PostPosted: Tue, Sep 13 2016, 22:46 PM 

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Always thought that was noted somewhere. Either way i believe that is a relic from default GS balance attempts. I have to wonder if given the current incarnation which has limited duration and inability to cast, is the lvl 23 summon feature still needed?

Edit: Might also be worth noting that the good old GS bug where you GS but don't actually GS.. which may not be an issue anymore, is caused by being invisible at the time of casting the GS. I'd found ages ago that if you cast your imp invis, then smack something to break the invis but keep the concealment, you will be safe to cast GS without error.
Edit: By noted i just mean to any interested parties, not really needed to be noted as a feature to the spell in the Spells area.

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The1Kobra
 
PostPosted: Thu, Sep 15 2016, 1:17 AM 

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As far as I know, the original nerf was made because otherwise you could have a completely invulnerable mage with a powerful familiar and summon just romp through everything in PvE and never be able to be hurt, since it's an 100% foolproof shield when fighting the AI. It can't really do that anymore because of the max duration of 15 rounds (30 if extended) and 100% spell failure. It's current uses are for a quick escape, and/or for a temp HP boost to cushion things like hellballs. I'm sure it still has it's uses since it's still a near foolproof defensive spell, but one would definitely have to re-adjust their tactics if it doesn't function while you have a summon out.

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