Magically charged lands [Archive] - Wizards Community

Post/Author/DateTimePost
Leaves

07-01-03, 10:39 PM
I was reading through the old post on ley-lines and the nature of magic, and was thinking about what an area with ley-lines running under it would be like if you were actually walking around. This is the result.

I imagine places like this to be areas where ley-lines are especially strong, where they intersect or where the magic “pools”. There would be dozens, or even hundreds of locations like this in the world, but each would be a small area, a few sq. miles at most, maybe as small as only 20 or 30 feet in diameter and tied to a spring or a specific tree or a building (a temple?).

(I got the idea from one of the short films on the Animatrix DVD, featuring an abandoned building where there was a “bug” in the programming of the matrix. Neighborhood kids would go there to play with all the weird “magic” effects. I just like the thought of areas where magic is so strong, even non-magic-users can do tricks. Great DVD, by the way.)


Flash-Rock Peak

This mountain, which stands (…somewhere in a mountain range in the world…), received its name from the strange effects that crop up in a certain magically charged area on the slopes. The magical effects persist in an area on the western face of the peak covering approximately 2 square miles between the tree-line and the top of the mountain.

The primary demonstration of the magical nature of the area consists of bright flashes of flame that accompany any sharp, percussive sound. Throwing a stone at the rocky surface, the clash of blade-on-blade, even clapping one’s hands together all produce a flash of light and heat. The effect is especially dramatic at night. The flame and heat produced by an impact dissipates too quickly to cause injury, but it might set fire to especially flammable material, like oil or dry straw.

Mages from our society who have visited the location report that they can manifest even more powerful effects of the local energy. Dekille Gappness of our society describes causing small stones to explode, producing clouds of acrid smoke, and heating metal so that it burns. The ancient report of Pilny the Wanderer that he used the magical energy of Flash-Rock Peak to melt stone into glowing lava remains uncorroborated.

- Gorn Relnom of the Queen’s Cartographic Society, “Atlas of Ley-Lines and Other Magical Phenomenon”

D&D stats for Flash-Rock Peak:

Any sharp impact on Flash-Rock Peak produces a flash of fire, which deals no additional damage but will ignite especially flammable materials (oil or tinder, but not ordinary clothing).

In addition, a spellcaster on Flash-Rock Peak may make a Spellcraft check upon entering the area. Success means that she gains the ability to use the relevant spell-like ability from the table below. She can use the ability 1/day for every 5 by which she beats the DC, at least 1/day, while she remains within the magically charged area. If her Spellcraft check result would allow her to produce more than one kind of magical effect, she must choose one for that day. The spell-caster may make a new Spellcraft check each day she remains within the area, or she may keep her previous result. Upon leaving the western face of Flash-Rock, the spellcaster retains the ability to use her spell-like ability once more, but after doing so, she cannot use it again unless she returns to the western face of Flash-Rock Peak and succeeds at a Spellcraft check. A spellcaster may not use a Spell-like ability away from Flash-Rock Peak more than once in a 24 hr period.

Magical Effects of Flash-Rock Peak
DC 20 Smoke Cloud
DC 22 Heat Metal
DC 30 Pebble Grenade
DC 46 Transmute Stone to Lava

Smoke Cloud: As the spell Obscuring Mist, except it produces a cloud of smoke that cannot be burned away by fire spells. Effects of smoke can be found on p. 89 of the DMG. Cast as Drd 1.
Heat Metal: As the spell, Cast as Drd 3.
Pebble Grenade: Turns one pebble into a grenade that deals 3d8 damage. Otherwise as the spell Fire Seeds. Cast as Drd 11.
Transmute Stone to Lava: Like the spell Transmute Stone to Mud, but producing one 10 ft. cube/level, and lava instead of mud. Effects of lava can be found on p. 89 of the DMG. A person caught under falling lava is considered immersed. The lava cools to rock over the course of 2d8 days. Cast as Drd 14.
Bandido

07-02-03, 09:35 AM
I quite like this. :) The ley lines connect places that are stong in a particular element (I think - there have been enough turn arounds in the ley lines that sometimes I don't know what to think) and this could be a place rich in fire, or a place where a fire and an earth ley line cross. I really like the magical effects too.
WizO_Iyala

07-02-03, 08:22 PM
It's an interesting idea, we haven't really touched on fire magic at all yet. Would any races be able to live near by? Perhaos creatures specificly adapted to being silent?

Anyway, my take on the peak (no, it wouldn't be common but I can't manage a symobl that looks any good rare) And the art would of course be better but that's all I could find for now :)
nick012000

07-03-03, 06:38 AM
ow. play blue red, and attack with 2/2 unblockables. they're dead in 4 turns.