Fairy Rings, Standing Stones, Cairns, Henges, Barrows, Ley Lines, etc...

nikolai

First Post
Any idea for how the "magical" features of these, and other landscape elements, can be incorperated into the rules? I want a more "living" magic sort of feel.
 

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Well, I'm working on some kind of ley lines & standing stones rules for a future Iron Kingdoms campaign, to make magic a little more interesting there...but it's only half finished yet, so I don't know if it applies here :)
 

  • Masters of the Wild has rules for making Standing Stones.
  • As mentioned, Bad Axe Games' Heroes of High Favor: Elves has rules for Ley Lines.
  • Also previously mentioned, the Forgotten Realms has rules for Faerie crossroads and backroads (think magical transportation network)
  • Bastion Press' Faeries treats the same concept under the name "Sideroads", as well as Faerie rings and mounds.
  • One of the locations in Monte Cook's Book of Eldritch Might III is a faerie "neutral ground"
  • Fantasy Flight Games' Spells & Spellcraft has a treatment of Place Magic that might help
  • Green Ronin Press' the Witch's Handbook has a treatment of Place and Time magic, as well, as part of their implementation of the Ritual Magic material from Relics & Rituals (by Sword & Sorcery Studios)

That should help a bit.
 

Just to throw in my own thoughts on it, since I haven't read any of the books mentioned...

Within certain areas, perhaps you can gain the power of a metamagic feat without actually having it. Or perhaps you can draw on their power to fuel spells, effectively giving you an extra spell slot when within it's power/range. Or maybe it replenishes a spell slot. Or grants you use of a spell.

A couple random ideas...

Cruinn Deann
This ring of stones has four symbols placed on each of the four compass points. Once per day a druid may channel the power of the stones, reducing the casting time of a spell by one round, to a minimum of a one action. This spell must be cast within the circle of stones, at the time of the channeling.

Dawn Barrow
This grave site is the final resting place of an ancient priest of a sun goddess. While within 10' of the barrow, any Good-aligned caster may spontaneously convert spells to healing spells, like a Good Cleric.

Desert's Heart
Said to be the birthplace of a vast desert, this convergence of magical energy allows the use of Energy Substitution (Fire) to all within a 30' radius. Spellcasters that prepare their spells may prepare spells with this feat while within the radius as if they had the feat. Spells prepared in such a manner do not lose the effect of the metamagic enhancement when the radius is left. Spontaneous casters may cast spells as if they had the feat, but do not have the casting time increased.
 


There's an interesting idea in Monte Cook's Diamond Throne book. A teleportation spell cast at one end of it will faultlessly/instantly transport you to the other end. If you cast a fly spell while on the line, the spell will last as long as you stay over the travel line.
 

Yeah, the transporting-line-thing in DT is cool. Diamond Throne also has black streams and power cysts. Black streams are free flows of negative energy, which I don't believe were expanded on, and power cysts were basically just great big balls of magic. You could try to use the power cyst's magic to fuel your spells, but when the cyst's magic is gone, it's GONE. A very definately non-renewable resource. DT describes certain cysts as empowering people into god-like forms. The Hanovere Trinity did that, and the one crazy ex-god wanted to, IIRC.
 

Dawnforge has rules for magical sites.

I've been hammering out a fairly simple scheme for places of power. Every sorcerer is linked to a place of power, or node, which grants him a node path (just like a bloodline or lineage spell list -- 10 spells, one of each level). Anyone can forge a bond to a node via a feat, and thereby gains a spell template. I'll probably add a few more effects as I find other inspirations (like these free ley line rules!)

Cheers
Nell.
 

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