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new_magic_handbook:consecration

Consecration

Consecration magic is used to protect and purify people and places that are important to a religion. It can be used to heal injuries and diseases, secure a safe space, punish the wicked, and seek the truth. Consecration is the act of making something sacred to a particular faith. Indeed, it is your character's faith that powers this magic, and with that faith, come the obligations and commandments of that faith. Some deeds are seen as sinful, and some beings may be seen as evil to your faith - these things are called: 'Anathema'. Consecration requires an action to activate, and concentration to maintain.


Requirements

To successfully perform the abilities in Consecration, you must meet the following requirements.

Anathema
(Optional, but required for some applications.)
For those that have this skill, there will always be some intransigent opposite to their faith - some great nemesis that must be struggled against. This nemesis, their deeds, and their minions are all considered 'anathema', and are your character's sworn enemies. To a Holy Knight, demons, devils, and undead would be seen as anathema. To an Elementalist of Water, fire elementals and creatures of the desert would likely be anathema. Your GM will validate an anathema appropriate to your character's faith.1)

Concentration
To maintain the effect of consecration, you must concentrate on it.

Contact
Creatures must be in physical contact with your consecrated object to come under its effect.

Conviction
Your character must be utterly convinced in the rightness of their faith. If your character doubts their faith, that doubt may reduce their effectiveness in using Consecration magic.

Ordainment
An authority figure in your religion must acknowledge you as a minister of your faith.

Sinlessness
If your character commits an act that is sinful to their religion or associates with anathema, that may reduce their effectiveness in using Consecration magic. Converse with your GM to figure out what your faith considers a sin, and whether atonement is possible.

Tenets of Faith2)
You must follow a specific faith. If you follow a fictional faith it must have tenets to be followed (Thou Shalt Not Kill, for example). Your GM will validate a faith appropriate for your character.


How to Use

As an action, you cause an object or creature to become consecrated. This object is now sacred to your religion for the duration that it remains consecrated. While consecrated, an object emits one consecration effect of your choosing (see 'Effects' below). You must maintain concentration to maintain the effect. If you maintain concentration continuously on consecrating an inanimate object for eight hours, you may choose to make the consecration effect permanent, removing the concentration requirement. This permanence comes with a drawback however: The effect ends if the consecrated object is moved more than 10 meters from where it was permanently consecrated, or if it is damaged such that it becomes non-functional. For instance, a church is usually consecrated by consecrating the stones of its foundation or the cornerstones of its walls. If you wish to change the effects of consecration, you must cast the spell anew. Changing the effect of consecration will override and replace the old effect.


Effects

Desecrate
You can attempt to undo a consecration created by another creature. The difficulty of doing so depends on the difference between your ranks in consecration and the other creature's ranks in consecration.

  • If your ranks are greater, you can successfully undo the consecration of another creature using an action.
  • If your ranks are equal to or less than the other creature's, you must spend 8 hours concentrating on the 'Desecrate' effect to reduce the rank at which the other creature's consecration effect is considered. For example, if you have 3 ranks in consecration and wish you undo a consecration effect created by a creature that has 5 ranks in consecration, you must spend 8 hours to reduce their consecration effect to that created by a creature with 4 ranks in consecration. Then another eight hours to reduce it from 4 ranks to 3 ranks. The other creature's consecration effect can then be undone as an action.3) 4) 5)

Healing
At the start of your turn, you can heal a creature that is in contact with your consecration. For that creature, any one Light, Severe, or Mortal injury is reduced in severity by one degree.6)

Light
The object sheds light equivalent to that of a torch.

Justice
All non-anathema creatures that are in contact with this consecration effect believe that you act rightly. Even if your deeds do not abide by the local laws, those under this effect believe that you act justly and will not press charges against you.

Sanctuary
Anathema creatures treat your consecrated object as something that is repellent to them. If you have the 'Aura' perk, they cannot willingly enter the aura. If an Anathema creature somehow finds itself in contact with an object consecrated with the sanctuary effect, any injuries it takes are increased in severity by one degree. Additionally, if creatures heal injuries by resting while in contact with the effect, they may choose one Light, Severe, or Mortal injury to reduce by one degree.

Smite
The object takes on the qualities of an element that is sacred to your faith. It is also immune to the negative effects of that element. For example, if fire is sacred to your faith, the consecrated object is covered in fire. When you hit an Anathema with an attack using an object consecrated with smite, it takes an additional 1 Light Injury.

Truth
Faithful creatures gain an advantage to sensing deception, and Anathema creatures' attempts to deceive automatically fail.


Perks

Each time you gain ranks in Consecration, you may also gain your choice of one of the following perks:

Additional Effect
You may now choose to have your consecration spell apply two effects instead of one. This perk may be taken multiple times, each time increasing the number of additional effects by one. Applying the same effect more than once does nothing.

Aura
Your consecrated objects and creatures now emit their effect as a spherical field (except for Smite). This field extends outward a radius according to your ranks in Consecration (see below). Creatures within this field count as being 'in physical contact' with your consecration. You can choose to reduce the area and/or magnitude of effect of consecration down to Rank 1.

  • Consecration, Rank 1: The effect of consecration only affects that which is in contact with the consecrated thing.
  • Consecration, Rank 2: The radius of consecration equals 2 meters. (5 feet)
  • Consecration, Rank 3: The radius of consecration equals 5 meters. (15 feet)
  • Consecration, Rank 4: The radius of consecration equals 80 meters. (250 feet)
  • Consecration, Rank 5: The radius of consecration equals 8 kilometers. (5 miles)

Avatar
You have gained such notoriety and renown as a member of your faith, that you have become one of its leaders. You may subtlely redefine the tenets of that faith without suffering the effects of not meeting the 'Tenets of Faith' requirement of consecration.

Haven
When a person who is faithful to your religion is affected by any of your consecration effects, their soul is marked. If they ever die, their soul may choose to come to a place protected by your consecration.

Hunter
You may take the 'Hunter' ability. You must be a hunter of something anathema to your faith. Your ranks in 'Hunter' are equal to your ranks in Consecration minus 2, to a minimum of rank 1.

Nemesis
Characters with this ability may take the 'Nemesis' trait for free. Even if they do not, the GM may surreptitiously apply it anyway.

Relic
Inanimate objects which you have permanently consecrated become valuable. Their value is increased by a factor dependent on your ranks in Consecration (see below). This value remains even if the consecration effect on the object ends. If you choose, the object also becomes aesthetically beautiful. Additionally, if the object is permanently consecrated, it remains so even if moved more than 10 meters from the location of its consecration.

  • Consecration, Rank 1: Permanently consecrated inanimate objects are now worth 10 times their original value.
  • Consecration, Rank 2: Permanently consecrated inanimate objects are now worth 30 times their original value.
  • Consecration, Rank 3: Permanently consecrated inanimate objects are now worth 100 times their original value.
  • Consecration, Rank 4: Permanently consecrated inanimate objects are now worth 300 times their original value.
  • Consecration, Rank 5: Permanently consecrated inanimate objects are now worth 1,000 times their original value.

Sense Anathema
If a creature is anathema, you automatically identify it as such when it enters your vision. If it enters an area currently under the effect of your consecration, you become aware of its existence, and are aware of its point-of-entry into that area.

Lay on Hands
If a creature is not anathema, you may spend an inspiration point to fully heal one injury with your touch. You are also a skilled battlefield medic, able to offer sufficient medical care in treating injuries, if you carry a medic's kit.


Inspiration Options, Examples

Charity
Gain 1 inspiration point by giving at least 50% of your currency to a person or group who would use it to feed or shelter themselves.

Conversion
Gain 1 inspiration point by converting characters to your faith.

Crusade
Gain 1 inspiration point by eliminating consecrated spaces anathema to your faith.

Evangelism
Gain 1 inspiration point by growing or creating new consecrated spaces that are sacred to your faith.

Pilgrim
Gain 1 inspiration point when you spend at least seven consecutive days travelling to a destination that is consecrated. Instead, a GM may grant you inspiration based on distance travelled, for example: Every 250 kilometers or 150 miles walked toward that destination.

Unitarian Universalism
Gain 1 inspiration point the first time each week that you pray at a non-anathema consecrated space not of your faith.

Vapors of Magmorath
Spend 1 inspiration point to inflict all creatures around you who are not faithful to Magmorath with noxious fumes. All affected gain 1 light injury of poisoning, exhaustion, or dehydration.


GM Notes

Incorporeal creatures and objects are usually immune to the effects of consecration, due to the inability to physically interact with objects and creatures. However, the 'Aura' perk at Consecration Rank 2, allows incorporeal creatures and objects to come under the effects of consecration. In either case, if an incorporeal creature actually does physically interact with a consecrated object, the consecration effect applies.

This Ranked Ability is meant to replace the Cleric and Paladin classes from Dungeons and Dragons.

Also consider adding:

  • Commune With Deity
    • Divine Intervention
  • Prophecy
  • Command (as spell, or setting commandment, or papal decree)
  • Exorcism; expel, banish, abjure

Curses

  • Nemesis
  • Crusade, unending war
  • Double-bind: Fellow party member is anathema
1)
Anathema is defined by each faith. For some faiths, Anathema is a simple concept to define, such as 'Undead Creatures'. For other faiths, Anathema can be complex and inconsistent.
2)
Consider renaming 'Tenets of Faith' to 'Commandments'.
3)
GM Note: Desecrate can be used to purge a demon possessing a creature, and other such uses.
4)
Desecrate require a bit more balancing to favor the the target of desecration. Consider: The target of desecration cannot be desecrated if 2 or more ranks greater. Desecration requires a number of hours equal to the target's ranks-squared times 8. S.T.: Hours = ((ranks^2)*8).
5)
Desecrate is too verbose to be easily adjudicated. Try to simplify.
6)
Optional ruling for Consecration effect 'Healing': Requires the target to be faithful and not Anathema, instead of only not Anathema.
new_magic_handbook/consecration.txt · Last modified: 2024/06/01 11:39 by john

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