Evocation [Arcane or Divine or Innate]
Casting Time: 1 standard action
Range: Close
Area: 20-ft radius emanation
Duration: 1 hour/Power point
Saving Throw: None
Spell Resistance: No
Minimum Power Points: 3
XP Cost: 1/Power point
This spell saturates an area with power.
When cast by a divine or innate spellcaster, it is a place of life and healing.
All conjuration (healing) spells are cast with +1 Power, and arcane creatures
entering the place of power suffer a -1 penalty on attack rolls, damage and
saving throws, plus a -3 penalty to Will saves to resist being held or driven
off. Undead and other arcane creatures cannot be created, summoned or called
into a consecrated area.
If the place of power was cast by a divine spellcaster and contains
an altar, shrine, or other permanent fixture dedicated to the True God, the
modifiers given above are doubled (+2 Power for healing spells, -2 penalties
for arcane creatures, -6 penalty to Will saves to resist being driven or held
off).
When cast by an arcane spellcaster, it is a place of death and necromancy. All
necromancy (death) spells are cast with +1 Power, and arcane creatures entering
the place of power gain a +1 bonus on attack rolls, damage and saving throws,
plus a +3 bonus to Will saves to resist being held or driven off. It doubles
the number of HD of undead creatures that can be created using the animate
the dead spell.
If the place of power was cast by an arcane spellcaster contains an
altar, shrine, or other permanent fixture dedicated to a pagan god or elder
power, the modifiers given above are doubled (+2 Power for death spells, +2
bonuses for arcane creatures, +6 bonus to Will saves to resist being driven
or held off).
This spell counters and dispels previous castings of this spell.
Restriction: as an arcane, divine or innate spell, only arcane,
divine or innate spellcasters (respectively) can cast this spell. This spell
must be cast at night by arcane spellcasters and during the day by divine spellcasters.
Innate spellcasters can cast it at any time.
Heightened: Each additional 2 Power points increases the radius
of the area by 10 feet, and each additional 6 Power points increases the modifiers
by 1 (or by 3 in the case of the bonus or penalty to Will saves).