Veil of Warding

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Veil of Warding
Tinkering Level:4
Crafting Requirement:16 crafting points, 80 coin
Encampment Item:Yes
Lootable:No
Brief Description:Creates a sanctify or unhallow effect 3/ gd

Tinkering Item: Veil of Warding

A veil of warding is a per game day magic encampment item that can cast sanctify or unhallow up to three times per game day.

Related Rules

Per Game Day Magic Objects

All types of magic objects that duplicate spells require an incant to activate the spell unless the object specifies something different in its description.

Objects that are per game day never wear out from use, but can only be used a limited number of times per game day. These items cast spells but don't require any magic power points from the user to activate. Separate from the cap character's have on power points per game day, there is also a cap of twenty magic power points (spell levels) worth of spells from per game day objects each game day. Per game day items with "unlimited activations" or "unlimited use" still count against this channeling limit unless they specifically state otherwise. Once the charges of one of these objects is expended it is useless for the remainder of the game day.

Sanctify Calls

Sanctify seals a building with magical energy that prevents the undead from entering it. Sanctify will not protect temporary buildings. This effect also does not prevent undead from casting spells, tossing thrown weapons or firing missile weapons into the warded building.

When cast on a building, all of the building’s doors and windows glow with magical energy and no undead regardless of their strength may enter. When cast on a period tent, the doors are considered to be the only valid entry points; no other means of escape or access are permitted, such illegal actions include, but are not limited to: crawling under walls, disassembling tents, and so on.

Anti-magic shield will not allow any undead to pass through the barrier. An undead creature protected by anti-magic aura or an ethereal sealant may freely enter and move around in a sanctified structure as they desire.

The source of the sanctify effect must be inside the building when the effect is created but may enter or exit once the effect is in place. The effect will force out any undead that are in a building once cast. Undead being forced out of the building may cast spells as they are exiting, and any affected undead that become dissipated count as having exited the building. If the undead's only means of exit is blocked by enemies, the undead may fight their way out of the building. Should escape be impossible, the undead will cower in terror as if they were successfully affected by (regardless of immunity) the fear effect and could not flee.

Within one minute of creating this effect every ingress and egress point of the building must have a blue flag visibly attached to it. If the effect's creator fails to do this, the effect fails and undead may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to create this effect, however it is not required that the creator hang the flags personally and may employ as many free hands as needed to get the flags in place.

Unhallow Calls

Unhallow seals a building with foul magical energy that prevents the living from entering. Unhallow will not protect temporary buildings. This effect does not prevent creatures from casting spells or firing missile weapons into a protecting building.

Limited use effects like anti-magic shield and aura of reflection will not allow a creature to pass through the barrier. A dispel effect can end the unhallow effect. Living creatures under the effects of the spells ghastly visage, abomination, or anti-magic aura, as well as the alchemy compound ethereal sealant may enter an unhallowed area.

When cast on a building, all of the building’s doors and windows glow with magical energy and no living creatures, regardless of their level, may enter. When cast on a period tent, the doors are considered to be the only valid entry points; no other means of escape or access are permitted, such illegal actions include, but are not limited to : crawling under walls, disassembling tents, and so on.

An unhallow effect's creator must be inside the building when the effect begins but may come and go as they please once the effect is in place. The unhallow effect will force out any living creatures that are in a building once the effect is created. Creatures being forced out of the building may cast spells as they are exiting, and any affected creatures that become dissipated count as having exited the building. If a living creature's only means of exit is blocked by enemies, the affected creature(s) may fight their way out of the building. Should escape be impossible, they will instead cower in terror as if affected (regardless of immunity) by the fear effect and unable to flee.

With in one minute of creating this effect every ingress and egress point of the building must have a blue flag visibly attached to it. If the creator fails to do this, the effect fails and creatures may freely move in and out of the building. It is not legal to hang blue flags on portals in preparation to create this effect, however it is not required that the creator hang the flags personally and may employ as many free hands as needed to get the flags in place.

Categories: Tinkering Items | Sanctify Calls | Unhallow Calls | Encampment Items | Rank Four Tinkering

Page last modified on April 02, 2017, at 01:59 PM
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