One Million Magical Locations
Magic permeates the world, a force at once natural and supernatural, apart and enmeshed with the physical. Oftentimes, magic will collect in places, sometimes by accident and sometimes by design. Here is presented a chart for the random creation of magical locations, where the physical and mystical have become intertwined. As usual, this chart is designed to spur the imagination of the game master and he or she is encouraged to not re-roll incongruous results but attempt to weave them together. And, also as usual, I welcome feedback on and modifications and/or expansions to this "One Million" table.
A) Power Level: Dtermine the relative power level by rolling a d10, with one representing the weakest end of the scale and 10 representing the highest (relative to the campaign milieu). If you need caster or monster levels, consider multiplying the result by 2 for 1st - 3rd editions, 3 for 4th edition and 4 for BECMI.
B) Aspect: Next, determine what aspect of mystical energy the site is keyed to. Roll a d10.
1) Holy: Good divine power.
2) Unholy: Evil divine power.
3) Primal/Natural: Wild or druidic divine power.
4) Death/Undeath: Negative and/or shadow energy.
5) Life/Health: Positive energy and/or healing.
6) Elemental: roll 1d4 (1=earth, 2=air, 3=water, 4=fire).
7) Arcane Magic: roll 1d8 to determine the associated school (1=abjuration, 2=conjuration, 3=divination, 4=enchantment, 5=evocation, 6=illusion, 7=necromancy, 8=transmutation)
8) Fey/Faerie Magic
9) Draconic Magic
10) Alignment: The site is keyed to the primal forces of alignment in the multiverse. Roll 1d6 for the Good-Evil Axis (1-2=Good, 3-4=Neutral, 5-6=Evil) and 1d6 for the Law-Chaos Axis (1-2=Law, 3-4=Neutral, 5-6=Chaos).
NOTE: For BECMI, only roll on the Law-Chaos Axis. For 4E, roll 1d4 (1=LG, 2=G, 3=E, 4=CE)
C) Origin: Determine how the site first became associated with its Aspect. Roll 1d6.
1) (super)Natural: The site just is associated with its Aspect, as a function of the "laws of magic", and has been since the dawn of Creation. (ex: ley line intersection, weak planar wall, etc...)
2) Divine Engineering: A powerful entity (god, demon, elemental lord, etc...) chose the site specifically to become associated with its Aspect.
3) Divine Accident: Some action by a powerful entity (as above) unintentionally associated the site with its Aspect.
4) Mortal Engineering: Someone, whether men or Giants, intentionally associated the site to the Aspect through construction, ritual and/or action.
5) Mortal Accident: Some mortal event, ranging (likely based on power level) from a simple dying curse to an Epic Battle unintentionally associated the site with the Aspect.
6) Synchronicity: roll twice using 1d10/2 for the first roll and then a 1d4, leaving out the possibility of either whatever the d10/2 result was and another "synchronicity" roll. Combine the two origins.
D) Focus: Determine the focal point of the site, where the magical power is most concentrated and from whence it emanates. Roll 1d20. (note: with enough suggestions I am sure this list could be expanded to a d%.)
1) Obelisk
2) Standing Stone(s)
3) Well
4) Chasm/Pit/Crater
5) Tree or large, unusual plant
6) Shrine
7) Altar
8) Pool/Spring
9) Statue/Monument
10) Fountain/Basin
11) Throne/Chair
12) Skeleton/Remains (embedded or otherwise immobile)
13) Grave (marked)
14) Grave (unmarked)
15) Waterfall
16) Portal (gate, door, etc...)
17) Magic Circle
18) Unusual rock formation
19) Forge/Hearth
20) Supernatural feature (everburning flame, fey ring)
E) Form: Determine the overall form of the site, somewhere within the depths of which the Focus is located. Roll 1d20.
1) Battlefield
2) Temple
3) Keep/Castle
4) Mansion/Estate
5) Catacombs/Cemetary
6) Ruin (above ground)
7) Ruin (below ground)
8) Crossroads
9) Asylum/Prison
10) Valley/Vale
11) Lake
12) Moor/Wetland
13) Canyon/Rift
14) Mountain/Mesa
15) Cave/Cavern
16) Island/Peninsula
17) Glade/Copse
18) Glacier
19) Volcano/Hot Springs
20) Roll twice, ignoring additional results of 20.
F) Zone Effect: Determine the general "aura" effect of the location's magic, as it relates to the Aspect. Roll 1d6.
1) Enhancement: The location makes the use of Aspect related magic (items, spells, etc...) more effective.
2) Detriment: The location makes the use of magic opposed to the Aspect less effective.
3) Creation: The location causes magic related to the Aspect to occur/appear spontaneously.
4) Void: The location causes magic opposed to the Aspect to cease functioning, disappear or otherwise become inoperable.
5) Change: The location causes individuals and items within to change to fit the Aspect.
6) Hazard: The location creates danger -- damage, difficulty, etc... -- related to the Aspect.
7) Wonder: The location is infused with a mystical but not hazardous expression of the Aspect.
8) Roll twice, ignoring repeats and 8s, and combine.
G) Powers: In addition to the general "aura" of the location as described above, the location itself, usually the Focus, has a specific power(s) associated with the Aspect. Roll 1d10.
1) Power Amplification: Spells and/or magical rituals related to the Aspect are greatly increased in power.
2) Mastery: The Focus can be used to control some element of the Aspect (depending on its power level) through the use of a ritual or other process.
3) Destruction: The Focus attacks. Roll 1d6: 1=attacks all who come close, 2-3=attacks things opposed to the Aspect, 4-5=can be controlled and used as a weapon against things opposed to the aspect, 6=can be used as a weapon against anything.
4) Creation: The Focus can be used to create things related to its Aspect, whether environmental effects or summoned creatures, etc... Roll 1d6: 1-3: uncontrollable, 4-6: controllable.
5) Beacon: The focus draws creatures and/or beings (not conjured) to it.
6) Window: The focus is a window into the Aspect, wherein great secrets are learned.
7) Change: The Focus has the power to alter things (within a range relative to its Power level) to better suit the Aspect, from environmental effects to psychology to magical nature.
8) Transportation: The Focus allows for transportation to realms related to the Aspect.
9) Roll twice, first using 1d4 and second using 1d4+4 and combine.
10) The Focus has no powers aside from creating the Zone effect as noted in table F.
H) Status: Determine how well known the magical location is.
1) Unknown: The location is a complete mystery, whether lost to history or never have been known. In effect, the PCs are the first to ever encounter it.
2) Myth: The location is spoken of in myth and legend but it has never been found and its location is unknown.
3) Ancient History: Ancient records exist of the magical location, including where it is to be found, but only extensive research will uncover it.
4) Recent History: The location was "lost" only recently and its general location is known in local legends, etc... Minimal research is needed to uncover its exact location.
5) Known, Wrong: The location of the site is known but its exact Aspect and/or powers is misrepresented.
6) Known, Correct: the true location and Aspect/powers of the site is common knowledge.
7) Hidden: The location was common knowledge but some group or force buried such information.
8) Obvious: The location is not merely known but well known, oft visited and/or otherwise obvious -- and occupied.
NOTE: I purposefully left out certain elements, such as guardians and the like. All the other random results should give the GM plenty of ideas regarding what may guard the location and where it might be located in a broader geographical sense. If nothing else, use "One Million Ancient Ruins" (less the ruin part) to determine such elements.
Magic permeates the world, a force at once natural and supernatural, apart and enmeshed with the physical. Oftentimes, magic will collect in places, sometimes by accident and sometimes by design. Here is presented a chart for the random creation of magical locations, where the physical and mystical have become intertwined. As usual, this chart is designed to spur the imagination of the game master and he or she is encouraged to not re-roll incongruous results but attempt to weave them together. And, also as usual, I welcome feedback on and modifications and/or expansions to this "One Million" table.
A) Power Level: Dtermine the relative power level by rolling a d10, with one representing the weakest end of the scale and 10 representing the highest (relative to the campaign milieu). If you need caster or monster levels, consider multiplying the result by 2 for 1st - 3rd editions, 3 for 4th edition and 4 for BECMI.
B) Aspect: Next, determine what aspect of mystical energy the site is keyed to. Roll a d10.
1) Holy: Good divine power.
2) Unholy: Evil divine power.
3) Primal/Natural: Wild or druidic divine power.
4) Death/Undeath: Negative and/or shadow energy.
5) Life/Health: Positive energy and/or healing.
6) Elemental: roll 1d4 (1=earth, 2=air, 3=water, 4=fire).
7) Arcane Magic: roll 1d8 to determine the associated school (1=abjuration, 2=conjuration, 3=divination, 4=enchantment, 5=evocation, 6=illusion, 7=necromancy, 8=transmutation)
8) Fey/Faerie Magic
9) Draconic Magic
10) Alignment: The site is keyed to the primal forces of alignment in the multiverse. Roll 1d6 for the Good-Evil Axis (1-2=Good, 3-4=Neutral, 5-6=Evil) and 1d6 for the Law-Chaos Axis (1-2=Law, 3-4=Neutral, 5-6=Chaos).
NOTE: For BECMI, only roll on the Law-Chaos Axis. For 4E, roll 1d4 (1=LG, 2=G, 3=E, 4=CE)
C) Origin: Determine how the site first became associated with its Aspect. Roll 1d6.
1) (super)Natural: The site just is associated with its Aspect, as a function of the "laws of magic", and has been since the dawn of Creation. (ex: ley line intersection, weak planar wall, etc...)
2) Divine Engineering: A powerful entity (god, demon, elemental lord, etc...) chose the site specifically to become associated with its Aspect.
3) Divine Accident: Some action by a powerful entity (as above) unintentionally associated the site with its Aspect.
4) Mortal Engineering: Someone, whether men or Giants, intentionally associated the site to the Aspect through construction, ritual and/or action.
5) Mortal Accident: Some mortal event, ranging (likely based on power level) from a simple dying curse to an Epic Battle unintentionally associated the site with the Aspect.
6) Synchronicity: roll twice using 1d10/2 for the first roll and then a 1d4, leaving out the possibility of either whatever the d10/2 result was and another "synchronicity" roll. Combine the two origins.
D) Focus: Determine the focal point of the site, where the magical power is most concentrated and from whence it emanates. Roll 1d20. (note: with enough suggestions I am sure this list could be expanded to a d%.)
1) Obelisk
2) Standing Stone(s)
3) Well
4) Chasm/Pit/Crater
5) Tree or large, unusual plant
6) Shrine
7) Altar
8) Pool/Spring
9) Statue/Monument
10) Fountain/Basin
11) Throne/Chair
12) Skeleton/Remains (embedded or otherwise immobile)
13) Grave (marked)
14) Grave (unmarked)
15) Waterfall
16) Portal (gate, door, etc...)
17) Magic Circle
18) Unusual rock formation
19) Forge/Hearth
20) Supernatural feature (everburning flame, fey ring)
E) Form: Determine the overall form of the site, somewhere within the depths of which the Focus is located. Roll 1d20.
1) Battlefield
2) Temple
3) Keep/Castle
4) Mansion/Estate
5) Catacombs/Cemetary
6) Ruin (above ground)
7) Ruin (below ground)
8) Crossroads
9) Asylum/Prison
10) Valley/Vale
11) Lake
12) Moor/Wetland
13) Canyon/Rift
14) Mountain/Mesa
15) Cave/Cavern
16) Island/Peninsula
17) Glade/Copse
18) Glacier
19) Volcano/Hot Springs
20) Roll twice, ignoring additional results of 20.
F) Zone Effect: Determine the general "aura" effect of the location's magic, as it relates to the Aspect. Roll 1d6.
1) Enhancement: The location makes the use of Aspect related magic (items, spells, etc...) more effective.
2) Detriment: The location makes the use of magic opposed to the Aspect less effective.
3) Creation: The location causes magic related to the Aspect to occur/appear spontaneously.
4) Void: The location causes magic opposed to the Aspect to cease functioning, disappear or otherwise become inoperable.
5) Change: The location causes individuals and items within to change to fit the Aspect.
6) Hazard: The location creates danger -- damage, difficulty, etc... -- related to the Aspect.
7) Wonder: The location is infused with a mystical but not hazardous expression of the Aspect.
8) Roll twice, ignoring repeats and 8s, and combine.
G) Powers: In addition to the general "aura" of the location as described above, the location itself, usually the Focus, has a specific power(s) associated with the Aspect. Roll 1d10.
1) Power Amplification: Spells and/or magical rituals related to the Aspect are greatly increased in power.
2) Mastery: The Focus can be used to control some element of the Aspect (depending on its power level) through the use of a ritual or other process.
3) Destruction: The Focus attacks. Roll 1d6: 1=attacks all who come close, 2-3=attacks things opposed to the Aspect, 4-5=can be controlled and used as a weapon against things opposed to the aspect, 6=can be used as a weapon against anything.
4) Creation: The Focus can be used to create things related to its Aspect, whether environmental effects or summoned creatures, etc... Roll 1d6: 1-3: uncontrollable, 4-6: controllable.
5) Beacon: The focus draws creatures and/or beings (not conjured) to it.
6) Window: The focus is a window into the Aspect, wherein great secrets are learned.
7) Change: The Focus has the power to alter things (within a range relative to its Power level) to better suit the Aspect, from environmental effects to psychology to magical nature.
8) Transportation: The Focus allows for transportation to realms related to the Aspect.
9) Roll twice, first using 1d4 and second using 1d4+4 and combine.
10) The Focus has no powers aside from creating the Zone effect as noted in table F.
H) Status: Determine how well known the magical location is.
1) Unknown: The location is a complete mystery, whether lost to history or never have been known. In effect, the PCs are the first to ever encounter it.
2) Myth: The location is spoken of in myth and legend but it has never been found and its location is unknown.
3) Ancient History: Ancient records exist of the magical location, including where it is to be found, but only extensive research will uncover it.
4) Recent History: The location was "lost" only recently and its general location is known in local legends, etc... Minimal research is needed to uncover its exact location.
5) Known, Wrong: The location of the site is known but its exact Aspect and/or powers is misrepresented.
6) Known, Correct: the true location and Aspect/powers of the site is common knowledge.
7) Hidden: The location was common knowledge but some group or force buried such information.
8) Obvious: The location is not merely known but well known, oft visited and/or otherwise obvious -- and occupied.
NOTE: I purposefully left out certain elements, such as guardians and the like. All the other random results should give the GM plenty of ideas regarding what may guard the location and where it might be located in a broader geographical sense. If nothing else, use "One Million Ancient Ruins" (less the ruin part) to determine such elements.