Diablo (3.5e Sourcebook)/Shrines

Shrines
The types of shrines are as follows.

Abandoned: Bestows +2 Dexterity upon the activator.

Blood Fountain: Adds 1d12 to total hit points of the activator.

Cauldron: Bestows an extra arcane spell slot of each spell level the caster can use.

Creepy: Bestows +2 Strength upon the activator.

Cryptic: Restores the activator's daily arcane spells (if any) to the activator.

Divine: Restores Hit Points and divine spells (if any) to the activator.

Eerie: +2 to any one spellcasting-related ability score to the activator.

Eldritch: All of the activator's potions have the effect of both a cure moderate wounds spell and a protection from magic spell.

Enchanted: The activator selects one spell he can cast. He may now cast it at one level lower than normal. He may also cast it with the effect of a metamagic feat with no additional cost, as long as he has the feat and sacrifices a number of hit points equal to the spell's level, after modifications by the feat.

Fascinating: Activator loses 10% of total spell slots at each level from now on. You gain the ability to use any one fire-based spell of each level available as a spell-like ability 1/day that is maximized and deals maximum damage.

Fountain of Tears: +2 to saves against necromantic spells, -2 to saves against fear spells.

Glimmering: Has the effect of an identify spell on all of the activator's equipment. This does not include party treasure.

Gloomy: All protective items worn by the activator have an additional +2 to their armor bonuses, but he is at -1 to hit.

Goat Shrine: Effect of a shrine chosen by the DM.

Hidden: One masterwork or magic item carried by the activator switches its modifiers with another item carried.

Holy: Has the effect of a heal spell on the activator.

Magical: Bestows an extra spell slot per day of any one spell level available to the activator (0-level if none are available, cast from the sorcerer list).

Murky Pool: Has the effect of a darkvision spell.

Mysterious: +5 to any one ability score, -1 to all others.

Ornate: Activator loses 10% of total spell slots at each level from now on. You gain the ability to use any one healing spell of each level available as a spell-like ability 1/day that is maximized and deals maximum damage.

Purifying Spring: Restores the activator's hit points, spells that day, and item charges.

Quiet: Bestows +2 Constitution upon the activator.

Religious: Activator gains DR 5/evil if good, or DR 5/- if evil. Neutral characters are not effected.

Sacred: Activator loses 10% of total spell slots at each level from now on. You gain the ability to use any one alignment-based spell of each level available as a spell-like ability 1/day that is maximized and deals maximum damage.

Secluded: Gives the effect of an augury spell.

Spiritual: Activator gains 3d6 gold pieces.

Spooky: All party members besides the activator gain 5d6 hit points.

Stone: Restores charges of all magic items carried by the activator.

Tainted: All party members besides the activator gain +1 to any three abilities and -1 to all others.

Thaumaturgic: Activator gains 5d6 gold pieces for all chests opened on this level.

Wierd: The activator gains a +1 bonus to hit and to damage.