2T4U/Consecrated Ground

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Revision as of 10:33, 27 April 2015

Consecrated grounds are a section of land blessed or enchanted by a faith mage. Consecrated or Holy grounds are said to house part of the deity that holds power over the faith. As such, all faith magic of the corresponding faith performed upon the consecrated grounds will be greatly strengthened, and any form of magic whatsoever that is in idealistic opposition to the faith will be weakened or nullified completely. Due to the strengthening effect upon faith magic from the holy grounds, these are always the sites of the ritual grounds for the performance of any faith magic of significant scale.


Any mage wishing to perform their magic upon holy grounds that house a deity opposed to them must enter a contest of will against the deity, and cannot perform their magic unless they overpower that fragment of deity's power. Those who are nearly matched to the deity might be able to inoke moderately powered spells, while those that are somewhat weaker can manage fairly minor spells. Those who are significantly weaker than the fragment of the deity's power are unable to use magic at all.


All faith magi and worshipers of the corresponding deity will feel at ease and calm while on the holy grounds, and may also feel energized. Any faith magi or individuals opposed to the deity might feel as though their chest is being compressed and find it hard to breath. Outsiders will feel a slight tingle at the back of their necks that there is something different about this place.


Not all holy grounds are of the same strength, even within the same faith. The strength of the holy ground depends on how large a fragment of the deity's power resides in this place, witch is affected by the faith and level of obedience to the deity's will that is shown by the worshipers in the area and the faith mage who maintains the grounds, how diligent the faith mage is in maintaining the grounds, and how many worshipers the deity has world wide. There are also natural holy grounds that the deity has decided of their own volition to reside in. In such places, the strength of the holy ground is the full power possible from that deity. Worshipers and the faith mage are irrelevant as the deity created and maintains these holy grounds themselves.


Another thing common to all Consecrated Grounds is that they have a natural protective property against the undead. Vampires are damaged by entering onto consecrated grounds, and spirits may not enter the holy grounds unless they either overpower the deity by the same methods an opposed mage would or they are allowed in for having a faith in alignment with the deity. Even if a spirit is allowed on to the consecrated grounds, they will lose all of their spirit powers. They will also likely be compelled to move on to their respective after life in a manner that is every bit as strong as the call of a reaper.


-Desecrating the holy grounds

A holy place can lose its power or have it diminished if actions are taken to displease the deity, such as sinful acts being performed upon the holy grounds or failure to show proper reverence. If there are only one or two infractions, the faith mage who maintains the holy grounds may be able to appease the deity through certain rituals particular to the faith. If the infraction was performed by a member of the flock, the mage must extract penance from that individual or have them excommunicated. If it is done by an outsider, that outsider must be driven off or executed.


A holy grounds can also lose power if an opposed mage or witch enters into the holy grounds and significantly overpowers the deity's power. In the case of a holy ground that was of significantly lower power than was possible for that deity though, the response could actually be to strengthen the holy ground instead depending upon the action of the faith mage who tends that holy ground after it has been over powered. The deity may chose to recognize the faith mage's dedication and redouble the power that they give to that area. However, if the invader overpowers the residing deity at their maximum power then the deity is driven off of the holy ground and that area is instantly claimed by whatever power was behind the mage who was in contest with the residing deity.

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