D&D 5E How do places of magic work in 5e?

I'm not sure how places of power work in 5e.

for example: standing stones, pyramids, ley line nexuses, just to give a few.

Where is it listed, or failing that, what would you suggest?

are there particular examples in official adventures?
 
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Perhaps it would be easier if I gave some examples:

From 3.0 Magic of Faerun:

Natural locations:

Mystic Maelstroms
Sparks
Fey Mounds
Boomshroom patches
Doom Pits

Magically enhanced sites:
Crossroads and backroads
Mythals

Druidic Circles
Monastaries
Shrines
 

Some ideas for you (blithely stolen from everywhere):

A place may protect against evil extraplanar creatures.
A place may apply a particular metamagic to a spell.
A place may upcast a spell to a higher slot.
A place may be where a particular being may be summoned.
A place may be a trap.
With an appropriate sacrifice a place may grant wishes.

Let your imagination run free!
 


Out of the Abyss has an ancient Sorcerer's tomb where every spell cast triggers a wild magic surge. My players had a lot of fun with that. The Wild Magic table is content that a lot of groups never get to use as it normally only applies to members of a specific, generally suboptimal subclass.
 

Perhaps it would be easier if I gave some examples:

From 3.0 Magic of Faerun:
I don't think there's any existing official rules. Some off-the-top-of-my-head suggestions though

Natural locations:

Mystic Maelstroms - Use the Wild Magic surge table for any spells cast in the area. If it's strong enough of an area, those in the area might need to make Wisdom saves or suffer an effect from the surge table

Sparks - Lightning spells gain advantage on damage, saves against lightning spells are at disadvantage.

Fey Mounds - Can increase the spell level by 1 for Enchantment spells cast in the area. Objects left overnight in the area might pick up a magical effect that lasts for a day (weapons treated as magical, armor glows with Faerie Fire, wine becomes a healing potion, a gem stores an enchantment spell of a level per 100 gp value, etc.)

Boomshroom patches - Athletics or Acrobatics check (DC 10?) to walk through the area or suffer 1d10 (or more) damage. Check with disadvantage if dashing.

Doom Pits - Falling in deals 1d10 (or more) Necrotic damage, Constitution save for half.

Magically enhanced sites:
Crossroads - undead cannot leave the area unless they make a successful Wisdom save. After dark, Conjuration magic cast at the crossroad gets a free one-level boost or targets save with disadvantage.
Backroads - After dark, illusion spells get a free one-level boost or targets save with disadvantage.
Mythals - Spells cast a mythal have double duration (if not instantaneous) and Arcane spells do not need components.

Druidic Circles - Druid spells do not need components and spells that affect beasts or plants have maximum effect or grant advantage/disadvantage on saves (caster's choice)
Monastaries - As an action that takes 1 minute, monks can regain 1d4 ki. This can be performed once per short rest.
Shrines - As an action that takes 1 minute, clerics and paladins can regain 1d4 spell level slots. This can be performed once per short rest.
 

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