Blue Mountain
Consecrate Ground
Realm:All
Name:Consecrate Ground
Spell Level:4
Rarity:Rare
Range:0
Duration:Permanent
Area of Effect:60 ft cube/rank
Components:V,S,M
Casting Time:4 hours
Saving Throw:Special
This spell can be used to consecrate an area. The effect on those entering the consecrated area is based on their alignment and class, relative to the caster's. The most severe penalty is used if not a priest or paladin of the caster's religion. In all cases, the character is allowed a save vs the effect (with indicated penalty) and, if successful, the penalty is ignored for as long as the character remains in the area. If he leaves and returns, he must make another save.

Alignment identical: No effect. The area can be entered with no ill effects.

Alignment different with respect to law and chaos: The character will feel slightly uneasy and suffer a -3 to all saving throws while in the area unless they are a friend, or otherwise known and generally trusted by the priest who cast the spell.

Alignment different with respect to good and evil: Same as above except that saving throw penalty is -6.

Alignment different with respect to both good and evil and law and chaos: Same as above except that saving throw penalty is -10.

Clerics and paladins of the same religion as the caster: Gain a bonus of +6 to all saving throws. Spells with a random component (e.g. Cure Light Wounds, etc.) may be rolled twice and the caster may choose the better of the two rolls.

In addition to the priest's holy symbol, components include holy water and rare incenses worth at least 200 sp per 60-foot cube.