Spirit Shrine: Difference between revisions
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(Created page with "{| class="tdgrey1" |- | Required || Shamanism, Rank 5 Spirit. 9 GXP. |- | Range || Touch |- | Area || 5 yard gate |- | Duration || 24 hours |- | Casting || Ver...") |
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| Range || Touch | | Range || Touch | ||
|- | |- | ||
| Area || | | Target Area || 3 yard gate | ||
|- | |- | ||
| Duration || 24 hours | | Duration || 24 hours | ||
|- | |- | ||
| Casting || Verbal, Somatic, | | Casting || Verbal, Somatic, Material (500g reagents OR 250g and the cooperation of a local spirit) | ||
|- | |- | ||
| Cast Action || 1 hour ritual | | Cast Action || 1 hour ritual | ||
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| Cost || 4 Mana | | Cost || 4 Mana | ||
|- | |- | ||
| Effect || The shaman spends an hour to complete a ritual establishing a temporary point of | | Effect || The shaman spends an hour to complete a ritual establishing a magical shrine or altar as a temporary point of contact between the Spirit and Physical Realms. The creation of a Spirit Shrine is costly and dangerous, most often requiring 500g to be spent on proper materials and construction. Assistance from a local spirit speeds up the process and reduces the cost of constructing a sufficient shrine to 250g. Alternatively, an existing shrine created for use by an Earth Shaman's [[Spiritual Attunement]] may be enhanced for the purposes of this spell with its spirit's approval, reducing the cost of creation further by the amount already spent constructing the initial shrine. The specific location at which the shrine connects to the Spirit Realm is determined by the Storyteller, however, once it is established it will not move for the duration of the spell. | ||
Once established, the shaman may set a passphrase or other requirement to travel through the Shrine as a Standard Action. It may be accessed from either side of the Veil with a successful Casting roll. Critically failing a roll to open the Shrine from either side may enable nearby spirits or other creatures to move between the realms. | Once established, the shaman may set a passphrase or other requirement to travel through the Shrine as a Standard Action. Proper precautions must be taken to ensure that spirits don’t come spilling out each time it is opened. It may be accessed from either side of the Veil with a successful Casting roll. Critically failing a roll to open the Shrine from either side may enable nearby spirits or other creatures to move between the realms, or have other disastrous effects. | ||
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[[Category:Benefits]] | |||
[[Category:Spells]] | [[Category:Spells]] | ||
[[Category:Rituals]] | |||
[[Category:Shamanism]] | [[Category:Shamanism]] |
Latest revision as of 13:08, 11 July 2024
Required | Shamanism, Rank 5 Spirit. 9 GXP. |
Range | Touch |
Target Area | 3 yard gate |
Duration | 24 hours |
Casting | Verbal, Somatic, Material (500g reagents OR 250g and the cooperation of a local spirit) |
Cast Action | 1 hour ritual |
Cost | 4 Mana |
Effect | The shaman spends an hour to complete a ritual establishing a magical shrine or altar as a temporary point of contact between the Spirit and Physical Realms. The creation of a Spirit Shrine is costly and dangerous, most often requiring 500g to be spent on proper materials and construction. Assistance from a local spirit speeds up the process and reduces the cost of constructing a sufficient shrine to 250g. Alternatively, an existing shrine created for use by an Earth Shaman's Spiritual Attunement may be enhanced for the purposes of this spell with its spirit's approval, reducing the cost of creation further by the amount already spent constructing the initial shrine. The specific location at which the shrine connects to the Spirit Realm is determined by the Storyteller, however, once it is established it will not move for the duration of the spell.
Once established, the shaman may set a passphrase or other requirement to travel through the Shrine as a Standard Action. Proper precautions must be taken to ensure that spirits don’t come spilling out each time it is opened. It may be accessed from either side of the Veil with a successful Casting roll. Critically failing a roll to open the Shrine from either side may enable nearby spirits or other creatures to move between the realms, or have other disastrous effects. |