Sanctity is a divine analogue to Mana, representing an ambient energy a cleric can call upon.
Note[]
Sanctity can be viewed as the divine equivalent of aspected mana with the level aspected toward or against the deity. This makes a hypothetical Continuous Sanctity (deity equivalent to Continuous Mana) a viable option
Sanctity levels[]
Very High Sanctity[]
The area directly surrounding the presence of the deity, a shrine, a temple, a church, or any holy place consecrated to the deity, particular to the religion. These places are the seat of the deityโs power. Spells cast here have no energy cost (unless they can only be cast in a place of Very High Sanctity, in which case normal costs apply). Fatigue spent through the casting of clerical magics is immediately renewed at the end of each turn. This is a No-Sanctity area for all non-allied deities. Unlike mage based spells critical failures are not as dire.
Ritual Space grants a +4 or +5 to Path/Book ritual workings if the powers involved are friendly to each other.
High Sanctity[]
The area directly surrounding a shrine, a temple, or a church; any non-consecrated place where worshipers regularly gather for prayer (it takes at least five years of constant activity for a given locale to be so imprinted); any place special to the deity, but not considered to be specifically sacred. The deity is strong in such areas, though not as strong as in its immediate shrines. Spells cast here have half the normal energy cost, and clerics regain fatigue at twice ordinary rate.
Ritual Space grants a bonus of +1 to +3 to Path/Book ritual workings if the powers involved are friendly to each other.
Normal Sanctity[]
Any area (town, city, country) in which the deity would normally hold sway.
Ritual Space has no effect.
Low Sanctity[]
Any area (town, city, country) where the deityโs power would not normally extend. The deity is weak in these places. Spells cast here have twice the normal energy cost, and clerics regain fatigue at only half the normal rate.
Ritual Space allows makeshift consecration for single rituals (-1 to skill) โ but such preparation is always required, and nothing better is possible. Even adepts who can normally function without ritual space may be at -3.
No Sanctity[]
Any area in which the deity holds absolutely no power, and whose very nature is contrary to that of the deity. The deityโs power is essentially nonexistent here. The only spell that generally will work is Divine Intervention. These areas are useless as Ritual Space.
Additional Material[]
See Also[]
- Mana
- Nature's Strength for Druids