Showing posts with label enchanted places. Show all posts
Showing posts with label enchanted places. Show all posts

07 January 2013

The Magical Magnitude of Enchanted Places

Just as magical devices have a default level at which spell-like functions operate, so, too, do enchanted places. For the sake of simplicity, the spell-like effects of these locales (enchanted springs, cursed wells, mystical pools, etc.) operate at the 20th level of spell use except where other parameters are specified or the referee rules otherwise. This default level may vary from campaign world to campaign world.

06 January 2013

Table: Mystical Pools

Whether found in shrines or temple courtyards, caves or hidden grottoes, the mystical pool is a source of wonder and power. It may be sacred or sorcerous, but it is most certainly ancient and beyond the ken of mortals. Unlike enchanted springs or cursed wells, the supernatural effect of a mystical pool is revealed not by drinking from it, but by either gazing upon it or wading into it (possibly even to the extent of completely submerging oneself in it). The following table may be used to generate the peculiar effects of mystical pools and whether these effects are discovered by gazing or wading:

Mystical Pools

Roll 1d20

  1. Acts as the spell bless to the wader.
  2. Acts as the spell charm person (enslaving the gazer to the first person heard).
  3. Acts as the spell clairaudience to the gazer as long as the gaze is held.
  4. Acts as the spell clairvoyance to the gazer as long as the gaze is held.
  5. Acts as the spell commune for clerics of the deity for whom it is sacred.
  6. Acts as the spell contact other plane to the gazer.
  7. Acts as the spell fear to the gazer.
  8. Acts as the spell heal to the wader.
  9. Acts as the spell hold person to the gazer until visual contact is broken.
  10. Acts as the spell prayer to the wader.
  11. Acts as the spell protection from evil to the wader.
  12. Creates a clone that attacks the gazer.
  13. Imbues the gazer with telepathy as long as the gaze is held.
  14. Imbues the wader with water breathing for a fortnight.*
  15. Increases the gazer's intelligence permanently by 1 point.**
  16. Increases the gazer's wisdom permanently by 1 point.**
  17. Polymorphs the wader into a fish.
  18. Teleports the wader to any desired location.
  19. Teleports the wader to a predetermined location.
  20. Turns the gazer to stone.

* This benefit cannot be extended by additional immersion until the initial effect wears off.
** This benefit can be used to increase the gazer's attribute once only, but can be used to restore lost attribute points multiple times.

N.B. Saving throws, if any, are at the referee's discretion.

05 January 2013

Table: Cursed Wells

Some wells, it is said, are cursed, and woe unto those who would quench their thirst from them. A well may be cursed for a variety reasons: it have have been used to murder someone or dispose of a corpse; it may be located on a gravesite, burial ground, or other sacred place; it may have disrupted the energies emanating from a ley line; it may be a fairy well or a well built on fairy-touched land; it may have tapped an underground river that has contact with an unusual subterranean environment; it may be tainted by a nearby meteorite of unknown origins, etc. Whatever the source of the curse, the following table may be used to generate its unwelcome effects:

Cursed Wells

Roll 1d20

  1. Acts as the spell charm person (enslaving the drinker to the first person seen).
  2. Acts as the spell feeblemind.
  3. Causes 1d8 hit points of damage.
  4. Causes blindness.
  5. Causes deafness.
  6. Causes the drinker to age 1d8 years.
  7. Causes the drinker to rot until dead within 1d6 weeks.
  8. Causes the drinker to slip into a deep sleep lasting 48 hours.
  9. Decreases the drinker's charisma permanently by 1 point.
  10. Decreases the drinker's constitution permanently by 1 point.
  11. Deprives the drinker of the power of speech for a fortnight.
  12. Drains the drinker of 1 level.
  13. Enables the drinker to see into the Ethereal Plane (but nothing else) for 1d8 days.
  14. Erases all memories of the last 24 hours.
  15. Imposes a penalty of -4 to all future saving throws vs. magic for two days.
  16. Imposes a penalty of -4 to all future saving throws vs. poison for four days.
  17. Imposes a penalty of -2 to all future saving throws for four days.
  18. Weakens the body by subtracting 1 point of strength per day for 3d6 days.*
  19. Weakens the mind by subtracting 1 point of intelligence per day for 3d6 days.*
  20. Weakens the soul by subtracting 1 point of wisdom per day for 3d6 days.*

* Lost points are regained at the rate of 1 point per month. The spell remove curse will restore all points lost as a result of this effect.

N.B. Saving throws, if any, are at the referee's discretion.

04 January 2013

Table: Enchanted Springs

Some springs are known far and wide for the miraculous effect they have on any who drink from them, and thus become popular places of pilgrimage. Some of these springs are known only to a few who jealously guard the secret. Others of a magical or holy nature may yet remain undiscovered. The following table may be used to randomly generate the unusual benefits of enchanted springs both known and unknown:

Enchanted Springs

Roll 1d20

  1. Acts as the spell cure disease.
  2. Acts as the spell regenerate.
  3. Acts as the spell remove curse.
  4. Acts as the spell restoration.
  5. Cures blindness.
  6. Cures deafness.
  7. Heals 1d4 hit points.
  8. Heals 2d4 hit points.
  9. Heals 3d4 hit points.
  10. Heals 4d4 hit points.
  11. Imbues the drinker with cold resistance for three days.*
  12. Imbues the drinker with fire resistance for three days.*
  13. Imbues the drinker with immunity to disease for a fortnight.*
  14. Imbues the drinker with immunity to poison for seven days.*
  15. Increases the drinker's charisma permanently by 1 point.**
  16. Increases the drinker's constitution permanently by 1 point.**
  17. Restores strength, agility, and mobility.
  18. Reverses the drinker's physiological age by 1d6 years.
  19. Turns the drinker blue for two days.*
  20. Turns the drinker invisible for 1d6 hours.*

* This benefit cannot be extended by additional drinking until the initial effect wears off.
** This benefit can be used to increase the drinker's attribute once only, but can be used to restore lost attribute points multiple times.

[Edit: As an option, all springs have the benefit of restoring (or temporarily granting) 1 hit point to any who drink from them in addition to their primary benefit. This emphasizes their magical nature even to those who cannot take advantage of their most noteworthy quality, e.g. a person with sight who drinks from a spring that cures blindness will still experience a magical effect. Even if the drinker has no hit points to restore, he or she will gain a temporary increase of 1 hit point. This hit point, once lost, cannot be regained through healing or any other means except drinking from the spring, and no more than 1 such hit point may be gained at a time.]