Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Holy Ground

What defines a church.

With the commission skill, “holy ground” is consecrated and created. However, what does this really mean?

First, this creates the same effect as if the area were inside a protection from evil circle, like that of extrapalar alliance; however, the protection extends to other creatures, including undead and fey.

Any priests of an opposing deity will also have difficulty entering the ground without an invitation, requiring to make a Faith save against TM:10. Failure indicates the number of minutes (5 rounds) delayed to enter based by how much the save missed, e.g., a total score of 8 would mean it requires two minutes for the opposing priest to step unto the commissioned ground. Further, once inside an opposed sacred space, incantations are cast with difficulty, as if using silent prayers even for normal use.

Secondly, any turn undead or holy turning originating from within the “holy ground” gains a +4 bonus for those attuned to the temple; however, those not of the faith attempting to turn undead in an “unholy” place will have a reduction in effect, a -2 penalty of points on the smite from the turning. Further, opposing clerics become subject to holy turning (normal saves) as if celestials/fiends when on “holy ground.”

Moreover, any dead body interred in a sacred site cannot be turned into an undead creature. Finally, all creatures of worship and follower of said deity (not just priests) gain +4 to all saves required while on holy ground.