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Apple Dreamer
2007b6
>>125007
Probably wouldn't accelerate deterioration, but they likely won't be eager to stick around long enough to find out. Definitely would impair Tittivila-granted healing spells that might otherwise be used to patch up the damage.
> if they... walk? Swim? Fly?
All of the above.
>>125011
>Might depend on where you draw the line for opposing powers. Do they have to be antagonistic, or just different?
Ambient energy levels in GURPS, whether that's free mana or divine power, are measured on a six-point scale.
Very high: anyone can cast spells one or more circles above their usual limit. Using spells you'd be capable of normally gives a full refund of the FP cost. Excess power is unstable, so all failures are treated as critical failures.
High: the uninitiated can sometimes cast low-circle spells. For sanctity, prayers are more likely to be heard.
Normal: default rules.
Low: Spells are cast at -5 to skill, but critical failures are treated as ordinary failures. Not enough juice for a backfire.
Very low: Spells are cast at -10 to skill. Difficult to distinguish from 'none' for most practical purposes.
None: Relevant type of magic cannot function.
Inherently magical creatures often require constant exposure to at least low mana to survive. In an environment of very low or no mana, they take a point of injury per minute. Eelbee shrine maidens require high sanctity for long-term survival, but they're fine for a week and then take damage only every six hours.
Very high sanctity is rare, generally limited to the god's immediate presence or unique holy sites. High sanctity is shrines, temples, sites where the god made a relatively minor but well-remembered personal appearance, that sort of thing. Could include temples of very closely allied gods. Normal sanctity is most of the world - or 'the parts of the world that matter,' for gods with a narrow geographic focus such as patronage of a single city. (Such mural-crowned tutelaries are notable in the default Dungeon Fantasy setting insofar as their holy warriors, the Invincible Town Guards, are more than capable of dealing with rowdy adventurers at home, but cannot upstage our heroes or short-circuit the plot by projecting any significant military force into the surrounding wilderness.) Low sanctity represents areas the relevant god finds unpleasant, or where their influence is being actively contested. Very low/none means areas the god has deliberately forsaken, or been successfully expelled from.
Loosely allied divinities - those with mutual interests, or forced together by common enemies, but who also have significant disagreement or mistrust between them, such as Tittivila and Agatia - might have normal sanctity at each others' shrines, low in major temples and high holy places. Opposed powers, such as Tittivila and Tsathogua, have low sanctity at each others' shrines or in regions where the majority of the population goes to weekly services, none in hostile permanent temples and high holy places.
An open assault on the temple of an opposed power, involving at minimum a) kicking in the door or otherwise destructively disrespecting the temple's perimeter, b) unambiguous display of challenge, such as a battle cry or banner with the intruding patron's symbol and c) some sort of desecration applied directly to the central altar, potentially as little as a thrown piece of rotten fruit, raises the sanctity level for the intruding power from "none" to "very low" within the violated temple until attackers are driven off and the mess is cleaned up.
Ritual exorcism to shut a hostile temple down completely, so it'd need to be re-consecrated from scratch, takes four hours per attempt. Even a lay priest, or certain non-cleric specialists, could do this; it's a skill check, not a spell. In fact, any conventional spellcasting, regardless of source, within line of sight of the ritual in progress automatically ruins the attempt. There are various ways to make the process faster and/or more reliable, mostly by throwing raw power at it. https://www.d20pfsrd.com/magic/all-spells/c/consecrate https://www.d20pfsrd.com/magic/all-spells/r/remove-curse https://www.d20pfsrd.com/magic/all-spells/h/hallow
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