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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, affected creatures should cower in terror, taking no action.
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.
Source of Call | Description | Call |
---|---|---|
Sanctify | Creates hallowed ground that drives off undead | 'Sanctify' |
Related Rules
Building Structures
A building is defined as any permanent structure with four walls, a roof, floor, and some sort of portal such as a door or window. Period tents and the Lean-to's of Camp Kingsley are also counted as buildings.
A temporary building is defined as non-period tents or open air extensions to buildings such as a porch.
Tents should only be put up in areas designated by the Props Marshal or Second. Modern tents can be used for sleeping at night but must be taken down during the hours game is taking place and are therefore not recommended unless they are very easy to put up and take down.
Players are allowed to designate a portion of a building as out-of-game using barriers such as screens, or hanging cloth. It is helpful to mark these areas with orange strips periodically along the barrier. When this is done only out-of-game activities should take place in the barricaded portion of the building. If a character is paying in game for a service, the roleplaying of that service should take place in an in-game area. Designated out-of-game areas should be for storing out of game items, personal gear, out-of-game sleeping, sanitary preparation of food, hiding obviously modern objects that can't be moved, and other similar goals. They should not be created for locations characters might go.
Any other barriers should be exactly what they are. If you create a blanket fort, it is not an in game fort, it is a series of blankets that anyone can bypass. A screen dividing a room is fine, understand that characters can and will move the screen. Buildings are what they are, you can't add fake walls using any material to change their appearance. If you do not like an arch that is present, you can hang a tapestry (or other approved setting appropriate item) to cover it, but characters can come through that area just fine.
Dispelling Magic Area Effects
It is possible to target a magical field (spells that affect an area instead of single person or object) with a dispel effect. Magical fields include effects like sanctuary or sanctify. To do so simply requires the dispeller to hit the specific object protected (such as a building protected by Sanctify?) by the field or the ground inside the field’s area of effect. Magical fields are always separate from the caster who created them, defenses their caster might personally have active are irrelevant to preventing the area effect from being dispelled in this way.
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