House of Refuge

House of Refuge

[Abjuration]
Level: [Divine 8], [Generalist 8]
Components: [S], [V], [M], and [F]
Casting Time: 10 minutes
Range: Touch
Effect: 1 existing structure up to 60 ft. in any dimension, or a designated outdoor area within a 30-ft. radius
Duration: 1 day per 5 CL, minimum 1 day and maximum 4 days [[{1,{floor(@{cl}/5),4}kl1}kh1]] days

Saving Throw: None
Spell Resistance: No

Material Component: Consecrated oils, incense, and powdered silver worth at least 1,200 gp in total, consumed during casting.

Focus: Four religious symbols staked at the refuge's boundary. These physical anchors cannot be replaced by a handheld spell focus and are not consumed.

Your character walks the boundary of a refuge, anointing four religious symbols and staking them at separate points around it. The symbols can instead be fixed into the outer walls of an existing structure. At the end of the service, a quiet light settles over the site, and the symbols become the anchors of House of Refuge.

Choose either one existing structure no more than 60 ft. in any dimension or an outdoor area contained within a 30-ft. radius. The spell does not create a building. The boundaries chosen during casting remain fixed for its duration. Choose the creatures granted refuge when casting the spell; your character is also granted refuge. As a standard action while inside, your character can grant refuge to additional creatures or withdraw it from previously designated creatures.

Shelter and Recovery: Within the refuge, designated creatures are kept dry and at a comfortable temperature despite ordinary rain, wind, heat, or cold. These comforts do not prevent damage from attacks, spells, or dangerous substances. Each designated creature can draw up to 2 gallons of clean drinking water per day from a vessel placed within the refuge.

A designated creature that completes a rest period entirely within the refuge recovers twice its normal natural HP recovery. This doubles the base recovery of HD x Constitution modifier, not additional recovery supplied by the Heal skill, spells, or other effects. House of Refuge does not shorten the required rest period or allow additional recovery merely by entering the site.

Warning: Designated creatures inside the refuge hear a bell, chant, or other sacred signal chosen by the caster when an undesignated creature crosses the boundary, or when an attack strikes the refuge, one of its anchors, or a creature inside it. The signal wakes sleeping designated creatures and indicates the direction of the disturbance. It does not reveal an intruder's identity, intentions, or Sanctity, and it does not locate them after the initial warning.

Protection: Designated creatures within the refuge gain a +4 holy or unholy bonus to AC and saving throws, chosen by the caster when casting the spell. Leaving the refuge removes these benefits; returning restores them while the spell remains active. Attacking or defending the refuge does not end the spell.

Anchors: The symbols remain physical objects with the normal HP and Shatter Resistance of their materials. Each anchor that is destroyed or removed from its original position reduces the protection bonus by 1 for the remainder of this casting. Replacing an anchor does not restore the bonus. The shelter, recovery, and warning benefits continue while at least one anchor remains. When all four anchors are lost, the entire spell ends.

VTT Macro Description:
@{character_name} consecrates an existing structure no more than 60 ft. in any dimension, or an outdoor area within a 30-ft. radius, for [[{1,{floor(@{cl}/5),4}kl1}kh1]] days (1 day per 5 CL, minimum 1 and maximum 4). Casting takes 10 minutes and consumes 1,200 gp of consecrated oils, incense, and powdered silver. Four religious symbols must be staked or fixed at its boundary; a handheld focus cannot replace these anchors. Designated creatures inside are kept dry and comfortable in ordinary weather, can each draw 2 gallons of clean water per day, and recover twice their base natural HP recovery after a complete rest period inside. They gain +4 holy or unholy AC and saving throws. A sacred signal wakes designated occupants and indicates the direction when an undesignated creature enters or an attack strikes the refuge, an anchor, or a creature inside. Each anchor destroyed or removed permanently reduces the bonus by 1; losing all four ends the spell. Defending the refuge does not end it. The caster can change who is granted refuge as a standard action while inside.