Shrines
Level 1 shrines
shrine | Level | Description |
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Fertility | 1 | Crops in the area grow faster. |
Blight | 1 | Crops in the area wither and die. |
Spiritual sight | 1 | All creators gain darkvision in the area. |
Eternal rest | 1 | Prevent bodies from rising as undead within the area. |
Nature’s calm | 1 | Calms all animals within the area. |
Nervousness | 1 | Makes all animals skittish within the area. |
Preservation | 1 | Prevents food from spoiling within the area. |
Good wind | 1 | Affects wind for the next 1d6 days on each activation (affecting travel, fog/smoke). |
Rainfall | 1 | Affects rain for the next 1d6 days on each activation (affecting travel, crop growth). |
Luminosity | 1 | The shrine glows, lighting the area. |
Foul darkness | 1 | The area is filled with a foul darkness, reducing visibility down to 1 m (next square). Darkvision does not help. |
Level 2 shrines
shrine | Level | Description |
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Fearlessness | 2 | All creators become immune to fear while within the area. |
Spell blocking | 2 | All spells cast in this area suffer disadvantage on the spellcasting test. |
Magical chaos | 2 | Miscast tests automatically fail for all spells cast in the area. |
Unreliability of flight | 2 | Ranged attacks automatically miss if targeting a creature within the area. |
Damage amplification | 2 | All creators gain advantage to damage in melee and ranged combat. |
Good night’s rest | 2 | Double the number of hit points healed for each night’s rest inside the area, to every creature. |
Arcane resistance | 2 | All creators gain +5 spell defense TN. |
Berserker’s soul | 2 | Each creature in the area must make a courage test each turn or go in Frenzy. |
Feast of blood | 2 | All lethal and impact damage is doubled in the area. |
Level 3 shrines
shrine | Level | Description |
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Uninvitation | 3 | Prevent undead or a specific monster from entering the building. |
Nightmares | 3 | All opponents that enter the area suffer from nightmares for 1d6 days, get 1 exhaustion condition each morning. |
Arcane amplification | 3 | All casters in the area gain advantage to cast spells or prayers of a chosen type. |
Universal precision | 3 | All creators gain advantage to hit in melee and ranged combat. |
Bluntness of weapons | 3 | All creators gain IR +3 and a resistance to lethal damage (half damage). |
Unlife | 3 | Any creature that dies while the shrine is active, reanimates within 1d6 turns. Use a zombie statblock for humanoids. |
Mental pain | 3 | All opponents must make a courage test or suffer 1d6 L damage each turn. |
Self-defense | 3 | On each successful melee attack on the shrine, the attacker must make a dodge test or suffer 4d6 L damage. |
Vermin spawn | 3 | Each turn, summon 1 minor creature (skeleton, ghoul, small demon, giant rat,…) or 1d6 swarm creatures (birds, snakes, rats, giant spiders,…) |
Striking | 3 | The shrine casts a bolt spell each turn striking a single target, with a total modifier of +5. No miscasts. |
Poisonous fog | 3 | 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. |
Fear | 3 | All opponents must make a courage test or be feared, each turn. |
Level 4 shrines
shrine | Level | Description |
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Good luck | 4 | Each creator will benefit from good luck for 1d6 days after activation. GM defines what that means. |
Bad luck | 4 | Each opponent will suffer from bad luck for 1d6 days after entering the area. GM defines what that means. |
Envigorating | 4 | Envigorating: all creators gain 1d6 stun points per turn. |
Healing | 4 | Healing: all creators gain 1d6 health points per turn. |
Summoning | 4 | On each activation of the shrine, 1 particular creature is summoned. |
Damage immunity | 4 | All creators become immune to either lethal or stun damage (creator’s choice) while within the area. |
38 items under this folder.