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Consecrated Ground and game Balance
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<blockquote data-quote="spasheridan" data-source="post: 4919189" data-attributes="member: 85232"><p>All powers have a 5 minute cap on their durations - even if you sustain them.</p><p></p><p>All zones have a range. All zones must stay in range.</p><p></p><p>Consecrated ground doesn't have a range listed, it has CLOSE BURST 1.</p><p></p><p>Either it has a range of 0 or it has an infinite range. Since all other close burst powers have an effective range of 0, I would imagine that CG also has a range of 0. This is the only ruling that a DM has to make about this power.</p><p></p><p>If you give the power a range of 0, then the power ends as soon as the cleric steps out of the power.</p><p></p><p>Still - it is an awesome power, good thing it can only be used 1/day</p></blockquote><p></p>
[QUOTE="spasheridan, post: 4919189, member: 85232"] All powers have a 5 minute cap on their durations - even if you sustain them. All zones have a range. All zones must stay in range. Consecrated ground doesn't have a range listed, it has CLOSE BURST 1. Either it has a range of 0 or it has an infinite range. Since all other close burst powers have an effective range of 0, I would imagine that CG also has a range of 0. This is the only ruling that a DM has to make about this power. If you give the power a range of 0, then the power ends as soon as the cleric steps out of the power. Still - it is an awesome power, good thing it can only be used 1/day [/QUOTE]
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