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Magic Locations

There are many locations around the world that have magical significance. Below are the various types of locations you may come across in your travels and the effects they have on you.  

Portals

In the early years after the great fireball when magic was so chaotic that most living in the world wouldn’t travel for fear of the wilds, there was created a way of travel great distances. In those times, being willing to brave the risk of the use of arcane came together over the distances and erected stone portals. These portals joined at a single hub in the elven Silvanish Isles. Travelers could step from the far east to the hub and then off to the far north long before any walled cities stood.

The portals were designed to foster a comradery between the short-lived humans and the long-lived elves. To do so, they will only activate automatically if a human and an elf stand before it. Halfblooded beings fool the magic with their human half blood, so a half-elf, half-orc, or half-dragon/human standing beside a full-blooded elf will activate the portal also. The portals will open and allow anyone through it up to 30 seconds after the 2 who activated it pass through. The human and elf must be alive to activate the portal.

Since the hub is in the heart of the elven kingdom, there are a few races that the portal will remain inactive for if they are near, regardless of who stand before it. Those races include full blooded orcs and dragons, both are considered pure evil and unwanted in the elven kingdom. Other races that the portals refuse to let through, for similar reasons, are goblins, trolls, ogres and hags.

   
Arcane Wells

The origins of the magic wells of arcane power is a mystery to present day scholars. This is because they are from the time before the great fireball, a time believed to not exist by the scholars. First we need to understand what a magic well is, before we can explain where their history. Simply saying they are places that provide arcane magic users unlimited mana for spell casting might be enough for many existing wizards, but we need more detail than that.

A magic well of arcane power is seldom a physical well unless some wizards have built altars and pillars to make the place more stable, for an unguided well becomes a place of wild magic. In most cases, those not of the arcane spark pass through or near a well without knowing they had done so. That is provided, that the well doesn’t kill them as they passed close by.

Occasionally, a well will resemble a swirl of arcane sparks of various colors. Those stupid enough to walk into such a swirling arcane power well have one of two things happen to them. They are either ripped and shredded limb from limb, or they step out of the swirl with the curse of wild magic. The wild magic curse is nearly as bad for individuals as just being killed outright, but that is a topic for another story.

As already stated, the origins of the magic wells are not known to present day scholars, though they will theorize that the wells were created with the creation of the world. This isn’t that far from the truth, but not the three-thousand-year old re-creation of the world, but rather the original creation thousands of years earlier. What was still in question though was it the great creator AO that made the wells, or was it a lesser god who put them in shortly after the creation. It would seem that the later was the truth, for AO would not put something as chaotic on the surface of the world he intended life to evolve.

In the earlier years of the planet, the wells were many in number to the point it was hard to travel more than a day without encountering one. This god of chaos and magic felt the world needed more of both, and plunged world into darkness. This darkness of chaotic magic never fully went away, but over time many wells were stopped. Then the fireball came and all progress into closing the wells was stopped. The new goddess of magic, Blerda, after the recreation of the world felt that binding elements to devices to be wielded by mortals would help the new generation of beings stop the wells.

It seemed that the new generation wasn’t as worried of the wells as there were so fewer of them. This lack of worry has allowed the truth of the wells to fall from present knowledge. The push to close the wells from the gods has faded since the Demon Wars. Some debate in the great Crovus Citadels of the gods on whether the gods should allow the world to fall and start anew as happened before.

There is a lost prophesy of the rings that has been dubbed, Blerda’s Folly, by those who know if it. Blerda’s Folly states that what she created to help mortals use magic and control elements will one day destroy the world. Once one mortal acquires and wears all Blerda’s rings and steps into a magic well, the combination of her creations and the wells will destroy magic as known to the world.

Here is a chart for distance to well and its effects on you:

Mana Ranks At The Well (less than 100ft) 1/2 mile or less 1/2 mile to 1 mile 1 to 2 miles 2 to 5 miles 5 to 10 miles
1 - 5 +1d6 mana ranks Regen 10 mana points/ round +1d4 mana ranks Regen 5 mana points/ round +1d2 mana ranks Regen 1 mana points/ round - - -
6 - 10 +1d8 mana ranks Regen 15 mana points/ round +1d6 mana ranks Regen 10 mana points/ round +1d4 mana ranks Regen 5 mana points/ round +1d2 mana ranks Regen 1 mana points/ round - -
11 - 15 +1d10 mana ranks Regen 20 mana points/ round +1d8 mana ranks Regen 15 mana points/ round +1d6 mana ranks Regen 10 mana points/ round +1d4 mana ranks Regen 5 mana points/ round +1d2 mana ranks Regen 1 mana points/ round -
16 - 20 +1d20 mana ranks Regen 30 mana points/ round +1d12 mana ranks Regen 25 mana points/ round +1d10 mana ranks Regen 20 mana points/ round +1d8 mana ranks Regen 15 mana points/ round +1d6 mana ranks Regen 10 mana points/ round +1d4 mana ranks Regen 5 mana points/ round
21 - 30 +3d20 mana ranks Endless mana +1d20 mana ranks Regen 30 mana points/ round +1d12 mana ranks Regen 25 mana points/ round +1d10 mana ranks Regen 20 mana points/ round +1d8 mana ranks Regen 15 mana points/ round +1d6 mana ranks Regen 10 mana points/ round

Divine Foot Prints
Similar to how an arcane well affects the arcane spell casters, a Divine Foot Print helps a divine caster. This is a place that a god once walked on the material plane. Depending on how long ago the had walked there, the area may not show much sign of their passing and each god would have different effects on the land they passed through. They are far fewer than the arcane wells and they vanish over time. The rank adjustment affects spell power, not how much your total mana is and therefore your spell access remains the same.   If you worship the god who made the footprint then while you are in the area you have unlimited mana. You also cast spells as if you were +2d20 ranks higher.   If the god who made the footprint is of a similar alignment to you (good or evil), but not the one you worship, you regen mana at a rate of 5 mp/ round. You also cast spells if you were +1d8 ranks higher.   If the god who made the footprint is of the opposite alignment to you (good or evil), then you lose 1 mana each round and cast spells as if you were -1d6 ranks below where you are.  
Crystals
There are crystals scattered throughout the world. These are not the kind you carry in your hand. They are massive, 8 to 15 feet tall with a girth of 5 to 10 feet. These crystals can be used to store magic. Many have carved pieces from them to carry magic with them, this is where many of the ioun stones come from. Some in the past have used the crystals for nefarious purposes, amplifying their magic through them. In such cases, destroying the crystals is not always the best option.

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