== Safe Spells ==
	by Tim Shoemaker

Background for each proposal. 

The current safe journey spells are a poor subsitute for the previous
protection that clerics had.  The cleric is now essentially useless in
combat as they have no granted weapon, no blockable cored zero level weapon,
and the current safe journey spell only lasts a short time and the opposing
group can follow or block exits.  

As such, I have some suggestions to make this spell more usable for the low
level cleric as it was intended.  The cleric is vastly out of balance when
compared with a mage of equal level.  

Example:
18 pt. Mage - 18 pt. Zero weapons points, no will.  6 levels of cleric and
initiation and read magic.  2 pts misc disadds.

This player when faced with a horde of crunchies can do the following:
18 stun bolts or 
9 lightning bolts
36 stun touchs 
18 drop items
18 trips
12 fling item
12 lame
12 shrink
12 thunderclap
9 barkskins
9 rootfoots
7 heat items
7 mass thunderclap
6 invisibility
6 mass shrink
6 shatter limb
6 stoneskin
or 5 wraithform (may have been bumped up a level)

Cleric - Zero weapons points, no will.  6 levels of cleric and initiation
and read magic.  2 pts misc disadds.  

This person when faced with the same hoard of chunchies can:

Cast safe retreat and run for X mins... with the hoard in pursuit.
12 bless weapons (if undead)
12 wounding grasps
    (like this could be used in combat with no blocking weapon and no 
    "safe" casting time.  It would actually be more effective trying to 
    hit someone with a wimbly dagger as if thats effective.)
9 holy bolts (if undead)
9 poisoned grasps (same as above)
9 safe circles
7 curses
    (which do aversion or weaken which are weak.  Note that Dawn's 
    proposal would make this an effective spell again.  At this point, it 
    does not necessarily remove the opponent from combat)
6 nightmares
6 safe journeys
Run, because everything else is basically healing or tow related.  

Obviously the mage has more options available and at a cheaper spell point
cost.  While I must state that the mage should be better in combat to
balance the characters, the cleric is basically useless until 6th level for
anything except a walking hospital.  The healing powers of the cleric does
not benefit the player themselves with the elimination of the concious
bleeding time.  They can not heal themselves unless it is only a limb wound
now.  They have no preventative combat spells (barkskin, stoneskin).  They
have no weapons or basic defensive combat weapon ability.  There is no cored
zero point weapons to use currently either.  All they can do it get hit...
This makes playing that type of character more stressful and unenjoyable
because they can't even avoid combat now.  

The problem is that with the reformation of the circles of protection, the
cleric has no means to stay out of the fight or stay safe until the
situation is resolved.  Previously the non combat clerics would drop a
circle and stay safe out of the battle until it was over.  This did not
cause a problem with spell holds or etc.  This was replaced by a limited
time limit on a "safe" journey which may not even get them out of trouble.
(Safe retreat)



Proposal 1) Remove the current Safe Circle spells, and restore the
pre-2001 Protection 3'/9' spells (including the Divine versions).  This
does not affect the current Safe Retreat spells and Safe Journey spells.



Proposal 2)  Increase the time period to one hour for safe retreat.  Yes,
highly unlikely that you would "need" this for one hour, but it is a good
compromise for those of us that want the 3' circle back at second level.
The current time period is too short to avoid a long fight or encounter.
How many fights outside the inn have gone above this time?  Besides, the
mage protection spells last 48 hours, the cleric gets 5 minutes?  no, not
acceptable. The cleric should have better protective magic since they lack
offensive magic.  



Proposal 3) Increase the time period to one hour per cleric level for safe
journey.  Yes, highly unlikely that you would "need" this for one hour, but
it is a good compromise for those of us that want the circles back.
Besides, the mage protection spells last 48 hours, the cleric gets 5
minutes?  no, not acceptable. The cleric should have better protective magic
since they lack offensive magic.  




Proposal 4)  Change the spell wording so Safe Retreat and Safe Journey
affect one target per cleric level (and remove Mass Safe Retreat and Mass
Safe Journey.  Therefore a first level cleric could only effect themself
and one other person.  A second level cleric could effect two other
people.  Again, this is a compromise for those of us that want the circles
of protection back as we could have saved as many or more people in a
circle at this level.



Proposed wording if Dawn's proposed change in wording for the safety part of
the spell and the proposal 2,3, and 4 are passed:  

Safe Journey
This spell creates an aura of magical protection around the caster and one
target per level of cleric who must be touching the caster at the time of
casting. A target who leaves the safety (that is, stops touching the caster)
may not return. For as long as the safety lasts, they are impervious to harm
by any magical or physical means and are ignored by any hostile opponents.
They may talk and move around during the spell, but may not attack or cast
spells on targets outside the spell's protection. 

The spell lasts one hour per level of cleric or until the caster wishes it
to end. The caster may begin a new Safe Journey while one is currently
running, and through multiple castings may maintain a continuous safety for
more than one hour. 

To represent the aura of safety, the caster should wave a piece of gold or
yellow cloth or rope overhead, or wear the cloth or rope on the head. The
caster must say "safe" whenever anyone approaches and must repeat it
constantly when in the middle of a combat. 

This spell grants its aura of safety from the moment casting begins. 

(Material component: gold cloth) 


Safe Retreat
This spell creates an aura of magical protection around the caster and one
target per level of cleric who must be touching the caster at the time of
casting. A target who leaves the safety (that is, stops touching the caster)
may not return. For as long as the safety lasts, they are impervious to harm
by any magical or physical means. They may talk and move around during the
spell, but may not attack or cast spells on targets outside the spell's
protection. 

During the course of the spell the targets may either stand still or
retreat. If the targets choose to retreat, they must proceed to a known safe
location without approaching combat or danger including foes, traps, acid
pools, etc. (Multiple enemies surrounding them may prevent them from
retreating; {remove as they would be ignored} they cannot move {through
replace with towards} a dangerous zone to escape {definition needed?}, but
are ignored by any hostile opponents.) If the targets choose to remain where
they are, they should avoid being an obstruction and move out of the way of
combat. 

The spell lasts {five minutes remove} one hour or until the caster wishes it
to end. The caster may begin a new Safe Retreat while one is currently
running, and through multiple castings may maintain a continuous safety for
more than five minutes. Due to the brief and intense charge of the deity's
power, the protection of this spell cannot be dispelled by an ordinary
Dispel Magic spell. 

To represent the aura of safety, the caster should wave a piece of gold or
yellow cloth or rope overhead, or wear the cloth or rope on the head. The
caster must say "safe" whenever anyone approaches and must repeat it
constantly when in the middle of a combat. 

This spell grants its aura of safety from the moment casting begins. 

(Material component: gold cloth)