Shrines

Level 1 shrines

shrineLevelDescription
Fertility1Crops in the area grow faster.
Blight1Crops in the area wither and die.
Spiritual sight1All creators gain darkvision in the area.
Eternal rest1Prevent bodies from rising as undead within the area.
Nature’s calm1Calms all animals within the area.
Nervousness1Makes all animals skittish within the area.
Preservation1Prevents food from spoiling within the area.
Good wind1Affects wind for the next 1d6 days on each activation (affecting travel, fog/smoke).
Rainfall1Affects rain for the next 1d6 days on each activation (affecting travel, crop growth).
Luminosity1The shrine glows, lighting the area.
Foul darkness1The area is filled with a foul darkness, reducing visibility down to 1 m (next square). Darkvision does not help.

Level 2 shrines

shrineLevelDescription
Fearlessness2All creators become immune to fear while within the area.
Spell blocking2All spells cast in this area suffer disadvantage on the spellcasting test.
Magical chaos2Miscast tests automatically fail for all spells cast in the area.
Unreliability of flight2Ranged attacks automatically miss if targeting a creature within the area.
Damage amplification2All creators gain advantage to damage in melee and ranged combat.
Good night’s rest2Double the number of hit points healed for each night’s rest inside the area, to every creature.
Arcane resistance2All creators gain +5 spell defense TN.
Berserker’s soul2Each creature in the area must make a courage test each turn or go in Frenzy.
Feast of blood2All lethal and impact damage is doubled in the area.

Level 3 shrines

shrineLevelDescription
Uninvitation3Prevent undead or a specific monster from entering the building.
Nightmares3All opponents that enter the area suffer from nightmares for 1d6 days, get 1 exhaustion condition each morning.
Arcane amplification3All casters in the area gain advantage to cast spells or prayers of a chosen type.
Universal precision3All creators gain advantage to hit in melee and ranged combat.
Bluntness of weapons3All creators gain IR +3 and a resistance to lethal damage (half damage).
Unlife3Any creature that dies while the shrine is active, reanimates within 1d6 turns. Use a zombie statblock for humanoids.
Mental pain3All opponents must make a courage test or suffer 1d6 L damage each turn.
Self-defense3On each successful melee attack on the shrine, the attacker must make a dodge test or suffer 4d6 L damage.
Vermin spawn3Each turn, summon 1 minor creature (skeleton, ghoul, small demon, giant rat,…) or 1d6 swarm creatures (birds, snakes, rats, giant spiders,…)
Striking3The shrine casts a bolt spell each turn striking a single target, with a total modifier of +5. No miscasts.
Poisonous fog3A poisonous fog fills the area, reducing visibility to 1 meter. Each opponent must make an Endurance test or suffer 1d6 L damage per turn.
Fear3All opponents must make a courage test or be feared, each turn.

Level 4 shrines

shrineLevelDescription
Good luck4Each creator will benefit from good luck for 1d6 days after activation. GM defines what that means.
Bad luck4Each opponent will suffer from bad luck for 1d6 days after entering the area. GM defines what that means.
Envigorating4Envigorating: all creators gain 1d6 stun points per turn.
Healing4Healing: all creators gain 1d6 health points per turn.
Summoning4On each activation of the shrine, 1 particular creature is summoned.
Damage immunity4All creators become immune to either lethal or stun damage (creator’s choice) while within the area.

38 items under this folder.