Consecrate: Fixed Point or Mobile?


Rules Questions

The Exchange

1 person marked this as FAQ candidate.

I was wondering if a cleric can cast consecrate on their armor and constantly walk around with it emanating from them. Here is the spell text:

CRB wrote:

School evocation [good]; Level cleric 2

Casting Time 1 standard action
Components V, S, M (a vial of holy water and 25 gp worth of silver dust), DF
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius emanation
Duration 2 hours/level
Saving Throw none; Spell Resistance no

This spell blesses an area with positive energy. The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus to positive channeled energy DCs, –2 penalties for undead in the area).

You cannot consecrate an area with a similar fixture of a deity other than your own patron. Instead, the consecrate spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Consecrate counters and dispels desecrate.

I think you could rule either way. The text of the spell leans toward making it a fixed point, and definitely a fixed point if you want to get the bonus from having an altar or a shrine. Thoughts?


We have always played that it is a fixed point and non-mobile. I agree, the first time I read through the text, I thought, "hey this is awesome for a cleric, just cast it on your armor at the start of the day and it lasts all day! (at level 5+)" However, after reading through it a couple more times and thinking about it...I think it would be broken if you could walk around with it on all the time. We are playing in a very vampire/undead heavy game right now and my 9th level cleric/inquisitor's channel DC is already 23, with this it would be 26 all day long, I think that is broken.

And you can make/buy reliquary arms and armor that allow your equipment to act as altars for the purpose of doubling the consecrate bonus, so then my save DC would be 29. And since Sun is one of my domains, undead do not get their channel resistance to their saves. Broken!

The Exchange

The unfortunate thing is while there is that feat, they did not add that property to arms and armor for purposes of PFS.

And yes, while it would be nice to have a +3 all day long to my channel DC's, I still have to be within 20 ft. of undead for the bonus to come into effect. Now if I could make my armor an altar...yeah things would get broken very quickly.

I have a cleric 8 / holy vindicator 6, my channel DCs are current at 26, and I have the Sun domain as well. Things would get quite nasty with DC 32 channels within 20 ft.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You cast the spell on an area, not on an object (such as your armor). Therefore it is immobile.

You would need an item similar to a darkskull for it to be mobile.

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