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''[[Divine]] Ritual, Warding''
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== <big>'''Hallow'''</big> ==
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|''[[Divine]] Ritual, Warding''
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|''Prerequisite: Divine Power 12''
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|'''Casting Time:''' 24 hours
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|'''Range:''' Touch
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|'''Materials:''' 100 sc worth of incense, which are burned over the course of the ritual
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|'''Recharge:''' 1 week
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|'''Duration:''' Instantaneous
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!Ritual Description
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|By thoroughly blessing a plot of land, you can insulate it from corruption. Upon completion of the ritual, choose a physical area no larger than a 100 ft x 100 ft. For one week, it gains two of the following features of your choice:


'''Prerequisites:''' Divine 12
* '''Bounty:''' If you hallowed an area with natural vegetation, it magically produces enough food for ten people daily. Any excess food goes sour at the end of each day and is no longer edible. (You may choose this feature twice to produce enough food for 20 people daily.)
 
* '''Calming:''' All attacks targeting a creature’s LOG or WILL must roll 2d20 and take the lower while the target creature is in the hallowed area.
'''Casting Time:''' 24 hours
* '''Nondetection:''' Creatures inside the area cannot be targeted by divining magic, even if they are willing.
 
* '''Refresh:''' Recouping is more effective in this area: All creatures regain 1⁄4 of their HP at the end of Recouping, instead of just Bloodied creatures; additionally, creatures remove 2 Death Points at the end of Recouping instead of only 1.
'''Materials:''' 100 sc worth of incense, which are burned over the course of the ritual
* '''Repel:''' Choose one creature tag: celestial, eldritch, fae, fiend, giant, monstrosity, or undead: Creatures with that tag cannot enter the area for the duration. (You may choose this feature twice to choose two different creature tags.)
 
* '''Soothing:''' When a creature spends SP to restore HP to a creature in the area, that spell restores the maximum possible amount of HP.
'''Recharge:''' 7 Days
* '''Tether:''' Creatures within the area are Grounded.
 
If you cast the same ritual on the same stationary geographical location every week for a whole year, choosing the same effects every time, the effects become permanent.  
'''Duration''': Instantaneous
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<br>
By thoroughly blessing a plot of land, you can insulate it from corruption. Upon completion of the ritual, choose a physical area no larger than a 100 ft cube. For one week, it gains two of the following features of your choice:
 
'''Bounty:''' If you hallowed an area with natural vegetation, it magically produces enough food for ten people daily. Any excess food goes sour at the end of each day and is no longer edible. (You may choose this feature twice to produce enough food for 20 people daily.)
 
'''Calming:''' All attacks targeting a creature’s LOG or WILL must roll 2d20 and use whichever is lower while the target creature is in the hallowed area.
 
'''Nondetection''': Creatures inside the area cannot be targeted by Divining magic, even if they are willing.
 
'''Refresh:''' Recouping is more effective in this area: All creatures regain 1⁄4 of their HP at the end of Recouping, instead of just Bloodied creatures; additionally, creatures remove 2 Death Points at the end of Recouping instead of only 1.
 
'''Repel''': Choose one creature type: Celestial, Eldritch, Fae, Fiend, Monstrosity, Titan, or [[Undead]]: Creatures of that type cannot enter the area for the duration. (You may choose this feature twice to choose two different creature types.) Soothing: When a creature spends SP to restore HP to a creature in the area, that spell restores the maximum possible amount of HP.
 
'''Tether:''' Creatures within the area are [[Grounded]]. If you cast the same ritual on the same stationary geographical location every week for a whole year, choosing the same effects every time, the effects become permanent.




[[Divine Spells|[Back to Divine Magic]]]
[[Divine Spells|[Back to Divine Magic]]]

Latest revision as of 13:39, 13 June 2025

Hallow

Divine Ritual, Warding
Prerequisite: Divine Power 12
Casting Time: 24 hours
Range: Touch
Materials: 100 sc worth of incense, which are burned over the course of the ritual
Recharge: 1 week
Duration: Instantaneous
Ritual Description
By thoroughly blessing a plot of land, you can insulate it from corruption. Upon completion of the ritual, choose a physical area no larger than a 100 ft x 100 ft. For one week, it gains two of the following features of your choice:
  • Bounty: If you hallowed an area with natural vegetation, it magically produces enough food for ten people daily. Any excess food goes sour at the end of each day and is no longer edible. (You may choose this feature twice to produce enough food for 20 people daily.)
  • Calming: All attacks targeting a creature’s LOG or WILL must roll 2d20 and take the lower while the target creature is in the hallowed area.
  • Nondetection: Creatures inside the area cannot be targeted by divining magic, even if they are willing.
  • Refresh: Recouping is more effective in this area: All creatures regain 1⁄4 of their HP at the end of Recouping, instead of just Bloodied creatures; additionally, creatures remove 2 Death Points at the end of Recouping instead of only 1.
  • Repel: Choose one creature tag: celestial, eldritch, fae, fiend, giant, monstrosity, or undead: Creatures with that tag cannot enter the area for the duration. (You may choose this feature twice to choose two different creature tags.)
  • Soothing: When a creature spends SP to restore HP to a creature in the area, that spell restores the maximum possible amount of HP.
  • Tether: Creatures within the area are Grounded.

If you cast the same ritual on the same stationary geographical location every week for a whole year, choosing the same effects every time, the effects become permanent.



[Back to Divine Magic]