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Monday, June 13, 2016

Of Shrines & Sacrifices

The Perfect Illustration, found Here.

One of my players asked if there was a way they could “store up” sacrifices for Summon, since they were level one and kept failing their domination rolls. That seemed like a modest enough request, so here’s a modest proposal.

A Magic-User may create a Shrine devoted to the evocation of unearthly beings, and use it as an aid for their spell-casting. Shrines are objects created from pure intention and willed specificity, and are empowered only through the singularity of their purpose and consistency in their use.

A Shrine is like a Thaumaturgical Circle or Sacrifice, it provides bonuses for a Magic-User when casting the spell Summon. What is different about them is that they continue to exist after use, and can be used more than once, but must also be “charged”.


A Shrine can be “charged” with up to one Hit Die of bonuses provided by a Sacrifice for each Level the Shrine has. This Hit Die bonus may later be expended by the Magic-User while casting Summon as if the Sacrifice were being performed at that moment, so long as they are within a reasonable distance of it, close enough for it to “hear” their incantations. (Remember that a 1 hit die sacrifice is a bonus of +1 for Animals, and +2 for those of the same species as the Magic-User)

The forms a Shrine might take take are both numerous and limited: It could be a vessel or a statue, or a bas-relief, or a pedestal. It could even be a painting, or a decorative fountain, or even an ornamental mirror. Some even resemble holy reliquaries, or are simulacra of ancient artifacts, but these betray their falsity on any close inspection.

What is crucial and immutable is that a Shrine must be a fundamentally useless object, one that has only aesthetic qualities as opposed to functional ones. If a Shrine ever serves any purpose besides being an aid for evocation it ceases to function as a Shrine forever.

The Magic-User must describe the basic form of the Shrine. A few sentences are fine, but they really ought to have fun with it, and it should not be a typical example of whatever kind of thing it is.

If a Shrine is ever deliberately used for any purpose by the Magic-User, or the Magic-User witnesses, allows, or benefits from its use for any other purpose it will no longer function as a Shrine. This cannot be undone; they’ll have to get a new one. It is at the Referee's discretion if or when this occurs, but basically being used as anything beyond “decorative fountain or bowl” or “weird mirror” is too much.

A Shrine cannot be functional furniture, even a stepping-stool. However, a thing like a stepping stool that is covered in small upward pointing knives would be perfectly fine, as that would make it impossible for use as a stepping-stool, and thus clearly dedicated to something else. Much like this is.

If a Shrine imitates a religious icon or an archaeological item of some kind it does not hold up to scrutiny, at best it only seems like a familiar sort of cross/urn/icon during a hurried first glance.

Shrines vary in their degree of potency as magical tools, and also in their wondrousness and intricacy as physical objects, but these two things are invariably correlated: A potent Shrine always costs a fortune to create, and even the most simple of Shrines are still precious, costly objects.

The power of a Shrine is measured in Levels. A Shrine must have at least one Level, and may also have as many Levels as the Referee permits, and the Adventurers supplies of money and artisans can allow.

To create a Shrine at least one artisan must be found to perform the skilled labor made necessary by the will of the Magic-User. Ideally this artisan would be of great talent and great ignorance, one who will not become aware of the meaning of their work, or prone to superstition. Even better still is if they are a known and trusted associate of the Magic-User, or someone who is given patronage by them.

The Magic-User must hire an artisan to create their Shrine, as the devoted study required to become a Magic-User precludes the learning and mastery of any lesser arts and crafts. As there are no Player skills relevant to this task (no, not even Tinker) this work may not be done by another Adventurer.

Less than ideal craftspeople might require bribes or threats to prevent gossiping once the work is finished, if they are even willing to do the work in the first place. The worst sort will politely decline, or even worse still accept the commission, only to report the Magic-User to religious or secular authorities immediately afterwards.

This process should be handled exactly like hiring a retainer, in particular a Craftsman. Materials might be included in the cost of labor, at the Referee's’ discretion.

It will take the Craftsperson 1d4+3 days to complete their work on the Shrine. Roll twice for their estimate, but use the higher roll. This is what is used to determine the base cost, which must also often be paid up front, and in full.

Roll twice to see how long it actually takes them to make it, again using the higher roll. In addition, if a 4 is rolled roll that die again, and add that second number to the first total. Continue as long as fours are rolled, describing the sources of delay and setback. A Morale roll is made for the Craftsman at the beginning of the labor, upon the occasion of any delays, and again once it is completed. If any of these are failed there is some sort of complication, such as a crisis of suspicion on the Craftsman's part, or a possibly disastrous spread of rumors about the Magic-User. If the Craftsman initially does accept the work there’s not much chance for repercussions, unless the Magic-User was interacting with a most suspicious and hostile kind of person in a very cautious and frightened kind of land.

If averse to using a morale system the Referee should at least roll in secret to determine if the commissioned artisan does something the Magic-User would very much not prefer, a 1-in-6 chance on 1d6 is recommended.

A Level 1 Shrine requires only one Craftsman to create it, but each Level beyond that must be added by another, different Craftsman.

There are many varieties of Craftsmen, and creativity is encouraged in their selection. One might commission a Glassblower, Bonecarver, Alabasterer, Stone Carver, Painter or Miniaturist, Blacksmith (or Goldsmith, or Silversmith), Woodcarver, Cabinet-Maker, Arkwright, Brazier, Bellfounder, Gemcutter, Potter, Glazier, Ivorist, Joiner or Carpenter, Tapicer, or Wiredrawer when making a Shrine. These are not all that might be found, but not all of these are available for hire everywhere, or even in most places besides the largest of cities.

Each Craftsman adds their unique talents to a Shrine: the Arkwright creates a fine oak chest that is also a perfect cube and not hollowed on the inside, then the Miniaturist covers it in tiny painted devils and two-legged fish using only the color blue, while the Brazier casts four brass clawed feet for it to stand on.

A Shrine may be improved upon once it is created, as long as it has been used for no other purpose. A Magic-User may hire a new Craftsman whenever funds are available to add additional Levels to it.

While all Shrines might resemble works of art, not all works of art can be considered as a Shrine. Nor can a Magic-User simply use a found art object as a Shrine, nor can they repurpose icons and relics of the religious faiths as Shrines for their own purposes, except for use as raw materials.

The existence of Shrines as described here does not imply that all art objects in the fictional world of play are used as Shrines, nor does it imply that anything a Summoned creature appears from must necessarily be some kind of art object.

Things that weren’t made as Shrines through the will of a Magic-User can never be Shrines and never were one before (unless they were fully destroyed and then reformed into one). Assemblage sculpture does not count, it must be on the magnitude of, as an example, melting down a golden altarpiece stolen from a church and then having it recast in a new mold.

“Ruined” Shrines, one that no longer function due to being used as something else can be discovered, and a Magic-User could even steal an unruined Shrine and make it their own, although they would have to provide new sacrifices for it.


While those who are trained in the use of Magic will be able to see a Shrine for what it truly is with very little effort even those wholly ignorant of the Art will likely see them as possibly malign objects of a most curious nature.

Shrines always detect as magic, if you are using a spell system with Detect & Read Magic. If you are using Clerics, or a Good/Evil Law/Chaos alignment system a Shrine will always detect as Chaotic and Evil as well. Any Magic-User should be able to discern that a Shrine is in fact a Shrine after a brief period of examination, and usually are quite obvious to them.

For almost everyone in the world art collection is an alien and unknowable hobby, and this is especially the case in any Early Modern setting. “Don’t worry about that, it’s just some art/a carved stone pillar with a laughing skull on it/an oil painting of a goat surrounded by flames and flowers in a hand carved frame/a polished black stone urn with phrases in medieval latin phrases drawn on it in gold leaf” is not a persuasive explanation when being questioned by a possibly hostile person.

Shrines are obviously a strange thing to have around, so owning one is at best seen as extremely eccentric. It's easier if you're rich, because then you could at least surround your Shrine with more mundane strange things and disguise it through context. Although it’s obviously bad to be caught hiding a Shrine it’s still something an Adventurer should probably keep hidden.

While a Shrine is not a necessarily fixed and immobile object it is not a simple task to move one from place to place.

Each Level of a Shrine adds one level of Encumbrance to those carrying it. (Count it as 5 individual items if its loaded onto a pack animal)

Any Shrine above two Levels is remarkably difficult, if not impossible, for any single Adventurer to move without assistance. Try moving a 4’x6’ painting of the hell-dimensions, or even a small hermetic glass coffin through a dungeon by yourself.

A Shrine must fully receive any sacrifice to be infused with its occult energies, and makes it's true nature clear when put to use for its intended purpose.

In addition to all the normal restrictions on what can be counted as a Sacrifice, for a Shrine to store the sacrifice must performed on, at, or into the Shrine in some indisputable and deliberate way. Any damage this would otherwise cause to the Shrine is restored during the process, with stains fading away and all foul liquids are mysteriously absorbed. Likewise there is always some sort of unnatural display once the Summoning is performed and the stored bonuses expended, like all those stains and foul liquids seeping back out.


On Ritual Garb
A Magic-User may also create clothing that is more conducive to the calling of outside forces to our world, which is to be worn when performing a Summoning. These things are created using methods similar to those used for creating a Shrine.

This is what Ritual Garb looks like.

It’s like a Shrine that you wear, and the Magic-User must provide a description or visual aid of some kind. It is clothing that must exist only for use in Summoning. It must not resemble sane or normal fashion in any way, and also must have no value as armor or as protection from the elements. Ritual Garb has even less plausible deniability during manufacture than Shrines, not to mention while being worn. It must be worn while performing a sacrifice to "charge" it. In addition, a "charge" will go to Ritual Garb before it goes to an uncharged Shrine, if both are present.

Each Level of the Ritual Garb still adds one level of Encumbrance to the wearer due to it's awkwardness, bulkiness, limited ranges of movement, and so on (even if the Ritual Garb involves significant partial nudity). If a Magic-User casts any other spells while wearing Ritual Garb it is ruined.

When seeking out a craftsperson there are curriers, embroiderers, button makers, canvassers, shoemakers, dyers, feltmakers, hatters, tailors, lacemakers, milliners, weavers, drapers, and wig-makers in addition the those mentioned previously. Remember, each Level requires an additional Craftspersons contribution, you can’t just get the same jacket fitted again and again. You get the idea.

An Adventurer could certainly make use of a great Shrine while wearing elaborate Ritual Garb inside of a Thaumaturgical Circle while performing further Sacrifices for vast and hilarious bonuses, but if the Adventurers really had that kind of budget to spend on casting Summon, and actually pulled off all the logistics to set up that situation up they've truly earned it.

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