Shrines
Shrines are places of magical or religious power, allowing the creators to gain favors from their deities or from the winds of Magick.
A shrine can have many shapes such as an altar, a holy statue, a stone circle, a giant straw puppet, a pile of skulls, an alcove with candles and statue, a chapel, a mausoleum, a monument,… It is up to the creator to define the shape as what makes narrative sense.
Shrines need to be created once. After creation, they can be activated (usually with some ritual) to enable its effects. A shrine may be activated multiple times. Opponents may attempt to deactivate the effect, or destroy the shrine entirely.
Creating Shrines
The creator first chooses a shrine effect from the table below, or even combine multiple effects. The creator needs to have a level of shrine creation training of at least the power level of the shrine. If additional people are aiding the creator, add +1 to the creator’s training level for each additional character that has at least 1 level of shrine creation training, and add +1 for each 10 characters that do not have any level of shrine creation training. If multiple effects are added to the shrine, take the sum of all individual power levels for all effects.
Shrine creation | Level |
---|---|
Basic creation power level | Creator’s training level |
Each additional trained creator | +1 |
Each additional 10 untrained creators | +1 |
Multiple shrine effects | Sum of individual power levels |
The time it takes and the cost to create a shrine depends on the total shrine power level. The cost represents all the tools, materials, occult ingredients, and labor fees needed to construct the whole shrine. If the creator already has (partially) provided these elements, the cost of the shrine may be reduced at the GM’s discretion.
Level | Examples | Time to build | Cost to build |
---|---|---|---|
1 | Small straw puppet, wooden statue, circle of boulders, pile of skulls, table with candles | 1 hour | 1 cp |
2 | holy statue, altar, relic box | hours | 1 st |
3 | giant straw animal, big stone statue, rock-carved alcove | days, 1 endeavour | 10 st |
4 | chapel, mausoleum | weeks, 2 endeavours | 10 GK |
5 | menhir circle | months, 5 endeavours | 100 GK |
6+ | mountain-carved statue, monument | years, campaign spanning | 1,000+ GK |
Activating a Shrine
After creation, a shrine needs to be activated to start its effect, usually with a ritual, and often requiring special ingredients. After the duration of the effect, the activation must be repeated to restart the effects. The activation ritual may involve praying, chanting, singing, conducting an orgy, indulging in excessive drinking, getting in a trance. For low level shrines this could be as simple as a short prayer or a small sacrifice (such as some food, wine, flowers, burning incense, or decorated stones). For higher level shrines this usually takes more elaborate and complex rituals with multiple people, and more exotic materials (such as 3 eyes of a murderer, human milk, tears of a gypsy, feathers of a griffon, or a blood red obsidian).
The time needed to activate a shrine is listed in the table below.
Level | Time to activate |
---|---|
1 | 1 turn |
2 | turns |
3 | minutes |
4 | hours |
5 | days |
6+ | weeks |
Deactivating a Shrine
Characters can deactivate a shrine by dealing damage. The amount of damage needed is listed below. Lethal damage is not effective against structures, so only counts half. Spells and prayers do full damage. If a spell or prayer of an opposite school is used, the damage is doubled. The GM decides whether a spell or prayer is of opposite school.
Level | Dam. to deactivate |
---|---|
1 | 25 |
2 | 50 |
3 | 100 |
4 | 200 |
5 | 400 |
6+ | 800 |
Lethal damage | Half |
Impact damage | Full |
Spell/prayer damage | Full |
Opposing spell/prayer | Double |
Destroying a Shrine
To destroy a shrine entirely, it first needs to be deactivated. Afterwards, no tests are needed to destroy the deactivated shrine, only time. The time needed to destroy a shrine is listed in the table below.
Level | Time to destroy |
---|---|
1 | turns |
2 | minutes |
3 | hours |
4 | days |
5 | weeks |
6+ | months |
Shrine effects
Area
The area in which a shrine is effective is loosely defined as a 100 meter radius, which roughly corresponds to long range. It is up to GM discretion what is exactly within reach of the shrine’s effects.
Duration
The nominal duration is 1 day, after which the shrine needs to be re-activated. Some shrines have a one-time effect, for which a duration is irrelevant.
Increasing the duration can be done by increasing the power level of the shrine, according to the table below.
Power level | Duration |
---|---|
+0 | 1 day |
+1 | 1 week |
+2 | 1 month |
+3 | several years |
+4 | probably centuries |
Effect
See the table below for the different shrine effects. The descriptions use the following keywords:
- Creators are all people that participated to the creation of the shrine.
- Opponents are all people that were not present when the shrine was created.
- Observers are all people that were present but did not participate to the creation of the shrine.
Level | Name | Effect |
---|---|---|
1 | Fertility | Crops in the area grow faster. |
1 | Blight | Crops in the area wither and die. |
1 | Spiritual sight | All creators gain darkvision in the area. |
1 | Eternal rest | Prevent bodies from rising as undead within the area. |
1 | Nature’s calm | Calms all animals within the area. |
1 | Nervousness | Makes all animals skittish within the area. |
1 | Preservation | Prevents food from spoiling within the area. |
1 | Good wind | Affects wind for the next 1d6 days on each activation (affecting travel, fog/smoke). |
1 | Rainfall | Affects rain for the next 1d6 days on each activation (affecting travel, crop growth). |
1 | Luminosity | The shrine glows, lighting the area. |
1 | Foul darkness | The area is filled with a foul darkness, reducing visibility down to 1 m (next square). Darkvision does not help. |
2 | Fearlessness | All creators become immune to fear while within the area. |
2 | Spell blocking | All spells cast in this area suffer disadvantage on the spellcasting test. |
2 | Magical chaos | Miscast tests automatically fail for all spells cast in the area. |
2 | Unreliability of flight | Ranged attacks automatically miss if targeting a creature within the area. |
2 | Damage amplification | All creators gain advantage to damage in melee and ranged combat. |
2 | Good night’s rest | Double the number of hit points healed for each night’s rest inside the area, to every creature. |
2 | Arcane resistance | All creators gain +5 spell defense TN. |
2 | Berserker’s soul | Each creature in the area must make a courage test each turn or go in Frenzy. |
2 | Feast of blood | All lethal and impact damage is doubled in the area. |
3 | Uninvitation | Prevent undead or a specific monster from entering the building. |
3 | Nightmares | All opponents that enter the area suffer from nightmares for 1d6 days, get 1 exhaustion condition each morning. |
3 | Arcane amplification | All casters in the area gain advantage to cast spells or prayers of a chosen type. |
3 | Universal precision | All creators gain advantage to hit in melee and ranged combat. |
3 | Bluntness of weapons | All creators gain IR +3 and a resistance to lethal damage (half damage). |
3 | Unlife | Any creature that dies while the shrine is active, reanimates within 1d6 turns. Use a zombie statblock for humanoids. |
3 | Mental pain | All opponents must make a courage test or suffer 1d6 L damage each turn. |
3 | Self-defense | On each successful melee attack on the shrine, the attacker must make a dodge test or suffer 4d6 L damage. |
3 | Vermin spawn | Each turn, summon 1 minor creature (skeleton, ghoul, small demon, giant rat,…) or 1d6 swarm creatures (birds, snakes, rats, giant spiders,…) |
3 | Striking | The shrine casts a bolt spell each turn striking a single target, with a total modifier of +5. No miscasts. |
3 | Poisonous fog | A poisonous fog fills the area, reducing visibility to 1 meter. Each opponent must make an Endurance test or suffer 1d6 L damage per turn. |
3 | Fear | All opponents must make a courage test or be feared, each turn. |
4 | Good luck | Each creator will benefit from good luck for 1d6 days after activation. GM defines what that means. |
4 | Bad luck | Each opponent will suffer from bad luck for 1d6 days after entering the area. GM defines what that means. |
4 | Envigorating | Envigorating: all creators gain 1d6 stun points per turn. |
4 | Healing | Healing: all creators gain 1d6 health points per turn. |
4 | Summoning | On each activation of the shrine, 1 particular creature is summoned. |
4 | Damage immunity | All creators become immune to either lethal or stun damage (creator’s choice) while within the area. |