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Consecration

Expression: Consecration

AX.GHW.08.06.02

The covenant has standing. Ground, object, and threshold can share in it.

Consecration is the Light-Bound Marked's capacity to extend the covenant's authority to physical space and objects — designating them as under the Illuminated's protection and subject to the restrictions the covenant imposes on what it opposes. A consecrated space is not magically impenetrable. It is a place where the covenant's terms have been formally declared and the entities those terms apply to are aware of it.

The practical effect is significant. Shadow entities find consecrated ground difficult to enter and function in. Undead find it hostile. Entities with strong opposition to the Illuminated's authority experience the consecrated space as physically uncomfortable, with mechanical consequences for remaining.

Consecration is also cumulative with other traditions: a salt circle within a consecrated area stacks its respective effects. A ward laid by a Mediumship practitioner inside a consecrated threshold has both conditions active simultaneously.

Consecration — Applications

Bless (Primary Action, Threshold 1)

The practitioner designates an object — a weapon, a piece of ammunition, a container of water, a length of rope — as carrying the covenant's basic authority. The designation lasts until the next Long Rest or until the object is significantly damaged.

Blessed objects deal Radiant damage in addition to their normal damage type (or instead of, if the GM determines the two don't stack). Blessed water deals 1D3 Radiant damage on contact rather than a standard water effect. Salt, when Blessed, strengthens its ward effects against shadow entities in addition to the standard undead effect.

Multiple objects: Excess successes above Threshold allow blessing one additional object per excess (up to the practitioner's Sacred Fire die value in objects per application).

Consecrate Ground (Extended Work, 10 minutes minimum, Threshold 3)

The practitioner establishes consecrated ground at a specific location — an area up to Close range radius from a central point. For the duration (scene by default; extended by excess successes):

  • Shadow entities entering the area must make a Body Save vs Threshold 3 at the start of each of their Turns or take 1 Radiant damage and become Hindered.
  • Undead entering the area must make a Body Save vs Threshold 2 at the start of each of their Turns or become Staggered.
  • The area is perceptible to all supernatural awareness within Near range as covenant-designated ground.

Consecrated ground created this way is not permanent; it requires maintenance or an Epic-level application to make it last beyond the scene.

Scaling: Excess successes extend duration (1 excess = until Long Rest), expand area (1 excess = room-sized rather than Close radius), or increase the Save Thresholds by 1 each (2 excess).

Backlash:

  • Minor: The consecration doesn't establish cleanly — the area registers as contested ground rather than properly consecrated. Shadow entities and undead are aware something was attempted and can identify the practitioner as the source.
  • Moderate: The consecration turns against the practitioner temporarily. Until Strain clears, the practitioner's own radiant energy registers as disruptive to any blessed or consecrated objects they attempt to handle — Bless fails automatically, and existing Blessed objects in the practitioner's possession lose their designation until Strain clears.
  • Severe: The attempt draws the attention of an entity with covenant opposition. Something that finds consecration offensive is now aware of the location and the practitioner. The GM determines what type of entity and what response is appropriate to the campaign.