== Safe Circle & Healing sanctity == by Dawn Metcalf Please reinstate that while healing, safety is granted; i.e. time stops (like the bell but without the noise) and safe circles are undispellable by anyone other than the caster. When healing, instead of a bell, wave a gold ribbon while healing much like the safety mechanic of Retreats and Journeys. Healings are already undispellable. Observation: Both these topics come from the same logic stances: OOG: Healing and circles should be safe zones for non-combattants (clerics, non-combattant characters and wounded). These are people who cannot raise a weapon to defend themselves [even should they have weapons points which many do not]. Since they are either roleplaying being wounded or unconscious or casting spells which require a book, a ribbon, a pencil or other real items that do not exist in game, but take up hand space, it is unrealistic to expect them to *also* be able to weild a weapon to defend themselves from attack. Thus, healing someone should not make these people targets. Since we cannot actually have a cleric hold and mark all they need to to create proper spellcasting and weild a weapon, I suggest allowing healing to be reinstated as safe. IG: When healing or dropping a circle, a cleric is a vessel of divine power. That power should not be counterable (dispellable) by anyone or any other g-d. It is poor precedent to say that one deity can undo the power of another. During these actions, the safety of the caster should be sacrosanct. Consideration: While I definitely feel this is true for clerics (who must hold book, pencil, ribbon, etc.), I am not certain whether this should be true for "bookless" casters (Mystics or IPs) who do not have this physical OOG hampering but still qualify as a "divine power vessel." Thus, I am still inclined to make this an across-the-board reinstatement. Proposal 1) Healing sanctity -- Add this: "This is a healing spell; it grants an aura of safety to the caster and target(s) while being cast (like Safe Journey, but undispellable)." to all Noncombat healing spells: Knit Limb, Revive, Stop Bleeding, Heal Limb, Cure Poison, Knit Torso, Martyrdom, Heal Wounds, Regenerate, Restore Life, Restore Health, Mass Heal Wounds, and Resurrect. -- Add this to "Rules of Magic": "Healing Spells Noncombat healing spells grant an aura of safety to the caster and target(s) while being cast (like Safe Journey, but undispellable)." Proposal 2) Safe Circle sanctity -- Add this to Safe Retreat, Safe Circle, and Safe Journey: "The protection of this spell cannot be dispelled by an ordinary Dispel Magic spell." -- Remove this from Safe Retreat (as redundant): "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."