PropertyValue
rdf:type
rdfs:label
  • Purification Rite
rdfs:comment
  • The ritual purifies an area to dedicate it to the worship of Mórr. Any area so dedicated becomes innately hostile to Undead and to the magics which create and sustain them. The dedicated area (which is usually a chapel or a graveyard) is marked out by the caster walking along the boundaries and sprinkling them with an infusion of Graveroot as he pronounces the words of the ritual. When the ritual is complete, the marked area comes under Mórr's protection, gaining the following characteristics:
Level
  • Morr 3
dcterms:subject
Spell
  • Purification Rite
Range
  • Up to 40 yards x 40 yards
MP
  • 12
dbkwik:wfrp1e/property/wikiPageUsesTemplate
Ingredients
  • Symbol of Mórr , infusion of Graveroot
Duration
  • See description
abstract
  • The ritual purifies an area to dedicate it to the worship of Mórr. Any area so dedicated becomes innately hostile to Undead and to the magics which create and sustain them. The dedicated area (which is usually a chapel or a graveyard) is marked out by the caster walking along the boundaries and sprinkling them with an infusion of Graveroot as he pronounces the words of the ritual. When the ritual is complete, the marked area comes under Mórr's protection, gaining the following characteristics: * Any Undead creature entering the area or coming into being within it must check for instability every round that it is within the protected area. This includes ethereal Undead creatures which were previously bound to the area. Furthermore, instability tests inside this area are made by rolling a D4 rather than the usual D6. * Any character casting a summoning spell of any kind within the area must make a successful WP test or the spell is miscast and has no effect. The character still expends Magic Points as if the spell has been cast successfully. The protection lasts until the area is somehow defiled. Every time one of the following things happens, there is a cumulative 1% chance that the protected area will have been defiled: * An Undead creature survives for one turn or more within the area without becoming unstable; * A Necromantic spell which creates, commands, or strengthens any form of Undead is successfully cast within the area; * A body lying buried within the area is disturbed; * A violent death takes place within the area. The GM must consider the effects of a deliberate act of defilement, such as a service to Kháine, being carried out within the area; a general rule is that the more powerful the defilement, the more likely this protection will end.