Sacred Grounds
Home > Rulebook > Powers > Restoration > Sacred Grounds
You declare a ground as sacred, to be untouched by those who are not worthy.
Prerequisites: Sanctify, +15% Psyche, Level 12
TP Cost: 2 MP Cost: 100 per minute
Descriptors: Energy, Defence Casting: Psyche
Range: 1,000m radius, where caster is standing Components: E
You deem a 1km radius a sacred ground for as long as this ability is cast, specifying what this ground is sacred against (e.g. Humans, Undead, etc.). If a creature, object or item enters this sacred ground, they receive 200 Radiant Damage every action that they perform. This damage is not reduced by DR or DT, and cannot be dodged.
All targets in this radius cannot make any attacks and must take a Composure action (DC Caster’s Nerve Modifier) to perform an attack at any target. All targets that the caster chooses receives 100 HP per round while on these grounds.
Cantrip – You gain a +30% bonus to damage when dealing Radiant damage.
Imbuement Effects
Weapon – Anyone who isn’t you that wields this weapon willingly immediately enters death’s door
Armour – Anyone who isn’t you that wears this armour willingly immediately enters death’s door
Target – The target receives the effects of the power