Diablo (3.5e Sourcebook)/Shrines
Shrines[edit]
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.