ETERNAL VORTEX An eternal vortex is a swirling maelstrom of arcane energy that holds the essence of evocation magic. Legend holds that such a location is formed from multiple castings of powerful evocation spells in the same spot. The raw energy of such spells became so concentrated that it could not all dissipate in the usual way. Instead, remnants of it persisted, eventually forming a vortex of magical power. An eternal vortex can form in any spot—indoors, outdoors, or underground. Such magical locations form at the sites of [ great battles in which warmages turned the tide with their powerful spells. They can also manifest where dragons or other powerful foes once dwelled, particularly if they were eventually brought low by the concerted power of numerous evocations. Lore: Characters can gain the following pieces of information about an eternal vortex by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 An eternal vortex is a site that forms where significant battles were fought with evocation magic. 15 An eternal vortex consists of the purest essence of evocation magic. 20 Anyone who meditates beside an eternal vortex can draw a small portion of its magic into herself to augment her evocation spells and effects. Description: An eternal vortex looks like a whirlpool of elemental force. Fire, ice, acid, and bolts of raw electricity swirl down toward its center in an endless dance, each retaining its own character even when in contact with the other forces. Periodically, explosions burst from its walls with deafening crashes, sending gouts of elemental material shooting out into the center of the vortex. The vortex is blindingly bright and garishly colored, and its opening can An eternal vortex is made from the essence of evocation magic be placed horizontally, vertically, or in any other orientation on a surface. An eternal vortex throbs with power, and the area around it appears blasted and ruined. The air in the vicinity sparkles with small flashes of energy—tiny arcs of lightning, tongues of flame, rays of cold, and colorful splashes of acid. The low rumble of the vortex is punctuated by small bangs and pops of stray sonic energy The vortex inspires a feeling of awe and a twinge of fear in viewers. When a spellcaster who has successfully drawn power from an eternal vortex casts an evocation spell that deals energy damage, her hands are surrounded with the type of energy that the spell produces. Although this effect looks impressive, it deals no damage of any kind. Prerequisite: Only an arcane spellcaster capable of casting at least three different evocation spells of 3rd level or higher can sense and access the power contained within an eternal vortex. Location Activation: To claim the power of an eternal vortex, a qualified spellcaster must meditate uninterrupted at its lip for 8 hours. If the required meditation period is interrupted, the character can begin again. Recharge: Once an eternal vortex has conferred its ability on a single spellcaster, it cannot do so again for one year. Special Ability (Ex): Once per day, a spellcaster who draws forth the power from an eternal vortex can cast an evocation spell of 6th level or lower that automatically repeats its effect on the following round, at the start of the spellcaster's next turn. The repeated spell has the same point of origin as the
original spell, and creatures within the area are entitled to spell resistance and saving throws just as if the spell had been cast normally. This special ability can only be applied to evocation spells with an instantaneous duration. Duration: The ability to repeat the effect of evocation spells lasts for one year. Aura: Strong evocation. Ability Value: 10,000 gp. "Balance. Balance in all things. Great is the power I wield. Greater still is my will that guides it. These taboos are not sacrifices, but exercises in discipline that focus my body and mind so that my will is unfettered by weakness" —Hide-yori the wu jen METAMAGIC STORM Metamagic is a method by which spellcasters alter the way magical energy is formed and used. Some sages speculate that metamagic has an identity of its own—that it is a wild, untamed force even more mysterious than magic itself. A metamagic storm embodies these elements, manifesting as glimmering sheets of light in the night sky. A metamagic storm can form anywhere that magical energy is highly concentrated and only barely controlled. It comes into being where great arcane duels have occurred, or where wizards or sorcerers have waged war against their foes. Lore: Characters can gain the following pieces of information about a metamagic storm by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 A metamagic storm is a site that forms where the concentration of magical energy is high. 15 A metamagic storm offers many ways to sculpt and refine magical energy by modifying spells. 20 Anyone who meditates beneath a metamagic storm can draw a small portion of its power into himself to augment his spellcasting. Description: A metamagic storm looks like multicolored sheets of flickering light in a night sky. Green, blue, red, and violet radiance coruscates in endless patterns, washing the black sky in jewel-toned shades. The patterns of color reflect the various forms of metamagic that can be employed to form and shape spells. A metamagic storm emits no sound, but a sweet scent pervades the land beneath it. When a spellcaster who has successfully drawn power from a metamagic storm casts a spell modified by the granted benefit, his eyes briefly blaze with coruscating light. Prerequisite: Only an arcane spellcaster who already possesses at least one metamagic feat can sense and access the power contained within a metamagic storm. Location Activation: To claim the power of a metamagic storm, a qualified spellcaster must meditate uninterrupted A metamagic storm is the stuff from which powerful magic is born
beneath it, absorbing its light, for 8 hours. If the required meditation period is interrupted, the character can begin again. Recharge: Once a metamagic storm has conferred its ability on a single spellcaster, it cannot do so again for one year. Special Ability (Ex): A spellcaster who draws forth the power from a metamagic storm gains one metamagic feat of his choice as a bonus feat. He must qualify for the feat to select it, but the feat gained can't be used to meet any other requirements or prerequisites. Duration: The bonus metamagic feat lasts for one year. Aura: None. Ability Value: 5,000 gp. "When I was young, I fanned myself as swift and silent as the shadows themselves. Then I found my master and he showed me real power. In the end, I thanked him in the way he taught me: with death." — Darkblade the assassin RAINBOW FALLS Wherever magic has been employed to profoundly change the nature of creatures, places, or items, rainbow falls can form. Such a site holds within it the essence of transmutation magic, and the raw power of such alteration magic ensures that nothing near it is the same as it once was. A rainbow falls holds the power to make transmutation magic last longer Rainbow falls can form in any spot—indoors, outdoors, or underground. Such magical locations form where magic has been used to sculpt the land, or in the homes of great transmuters. But they can also manifest in natural locations that are prone to change, such as earthquake zones. Lore: Characters can gain the following pieces of information about a rainbow falls by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 Rainbow falls form where magic has been used to effect profound changes on the landscape or native creatures. 15 Rainbow falls consist of the purest essence of transmutation magic. 20 Anyone who meditates under a rainbow falls can draw a small portion of its magic into himself to augment his transmutation spells and effects. Description: A rainbow falls resembles a sparkling waterfall at least two stories high. The water looks clear for
the most part, but every color of the rainbow coruscates through it. The water falls into a small pool at the base that never increases in size, sending up a multicolored fine spray. If any creature touches the water, however, the water changes to mist and vanishes, only to return the instant the creature retreats. Though a rainbow falls runs constantly, its appearance is always shifting. The rainbow colors that tint its water shift continually, and now and again some object spills over the top of the falls and changes to water on the way down, blending in with the clear stream. The air in the vicinity smells clean and fresh, and the sound of splashing water provides a pleasant backdrop for the scene. When a spellcaster who has successfully drawn power from a rainbow falls casts a transmutation spell, his body momentarily seems to shift and distort, though no actual change occurs. Prerequisite: Only an arcane spellcaster capable of casting at least three different transmutation spells of 2nd level or higher can sense and access the power contained within a rainbow falls. Location Activation: To claim the power of a rainbow falls, a qualified spellcaster must meditate uninterrupted beside it for 8 hours. If the required meditation period is interrupted, the character can begin again. Though the water appears real enough, it changes to air around the spellcaster's body, so he does not get wet during this period. Recharge: Once a rainbow falls has conferred its ability on a single spellcaster, it cannot do so again for one year. Special Ability (Ex): Once per day, a spellcaster who draws forth the power from a rainbow falls can cast a transmutation spell and triple its duration, to a maximum duration of 24 hours. Spells with instantaneous durations are not affected. Duration: The ability to extend the duration of a transmutation spell lasts for one year. Aura: Moderate transmutation. Ability Value: 2,000 gp. "I can only imagine that the ferocity of the bear and the vigilance of an owl were the qualities sought. I am just thankful that was all that was sought. Can you imagine the horror if they had, for instance, sought the qualities of a beholder and an illithid?" —-Mialee the wizard SHIELDSTONE CAVERN Wherever powerful abjuration magic has been used repeatedly to protect a large number of creatures, a shieldstone cavern might form. Not only do such sites provide useful sanctuaries from attack, but they also have the power to augment abjuration spells for arcane spellcasters who can access their power. Because of their link with protective magic, shieldstone caverns manifest in or near population centers, particularly those that are frequently besieged by attackers. Because these sites usually occur within earth or rock, they are found in mountains or hillsides, or beneath cities. However, a shieldstone cavern can also form within a gigantic tree, or in a significant volume of some solid substance such as ice. Lore: Characters can gain the following pieces of information about a shieldstone cavern by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 A shieldstone cavern forms where magic has been used to protect large numbers of people. 15 A shieldstone cavern draws upon the pure essence of abjuration magic. 20 Anyone who stands within a shieldstone cavern can draw a small portion of its magic into himself to augment his abjuration spells and effects. Description: When a shieldstone cavern forms, it hollows a roughly hemispherical cavern out of the solid substance in which it manifests. Furthermore, the protective magic inherent in such a location causes it to form in the most defensible location in the area. The cavern formed can be up to 100 feet in diameter, depending on the available space. The interior of the cavern has smooth walls and floor on which glowing protective sigils form and fade, plus a stream of clear, fresh water. A ghostly image of a shield covers the entrance, but anyone needing shelter or protection can freely pass through it into the cavern. A mind flayer prepares to enter a shieldstone cavern
Within the cavern, the air is fresh and slightly warm. Any intelligent creature entering a shieldstone cavern feels a strong sense of peace and safety, as though no harm could breach its walls. Whenever an arcane spellcaster who has successfully drawn power from a shieldstone cavern casts an abjuration spell, an image of a shield briefly appears on the back of each of his hands. Prerequisite: Only an arcane spellcaster capable of casting at least three different abjuration spells of 2nd level or higher can sense and access the power contained within a shieldstone cavern, though any creature can take shelter within its confines. Location Activation: Any creature that enters a shieldstone cavern and asks aloud for protection is affected as if by shield and protection from arrows for as long as it remains within its confines. Furthermore, the intangible hand becomes a stone door that functions as if affected by hold portal and arcane lock until the protected creature asks for release. To claim the special ability granted by a shieldstone cavern, a qualified spellcaster must meditate uninterrupted for 8 hours within its confines. If this meditation is interrupted, the character can begin again. Recharge: Once a shieldstone cavern has conferred its benefits on a single spellcaster, it cannot do so again for one year. Special Ability (Ex): The effective caster level of a spellcaster who draws power from a shieldstone cavern increases by 1 for all abjuration spells. Duration: The increase in caster level lasts for one year. Aura: Strong abjuration. Ability Value: 1,000 gp. SOULHEART POOL A soulheart -pool is a body of water that holds the essence of enchantment magic. Legend holds that such a location is formed from the fleeting memories of hundreds of fey creatures gathering for dance or celebration, and that the concentrated remnants of their ability to charm and beguile others has coalesced into a pool. A soulheart pool invariably forms in a remote, wilderness location of the sort frequented by fey creatures. Most are on the surface, but a rare few are found in subterranean areas where fey native to such locations reside. The existence of a soulheart pool causes the area around it to take on a rosy glow, as if it were suffused with the light of dawn. Lore: Characters can gain the following pieces of information about a soulheart pool by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 A soulheart pool is a site that forms where large numbers of fey creatures have gathered. 15 A soulheart pool consists of the purest essence of enchantment magic. 20 Anyone who meditates beside a soulheart pool can draw a small portion of its magic into herself to augment her enchantment spells and effects. A soulheart pool is favorite spot of fey creatures
Description: A soulheart pool looks like an unusually calm pool of clear water about 50 feet in diameter. Sometimes the surface of the pool shimmers briefly, like the surface of a stone in the summer heat. Anyone who looks into the pool can see fleeting, delightful images of old friends, old flames, and pleasing memories. The area around a soulheart pool feels warm and cozy, and the air smells of whatever scents bring pleasant memories to the visitor. A pleasant feeling of relaxation envelops the place, making visitors wish to stay. Whenever a spellcaster who has successfully drawn power from a soulheart pool casts an enchantment spell, her face briefly takes on a feylike appearance. Prerequisite: Only an arcane spellcaster capable of casting at least three different enchantment spells of 2nd level or higher can sense and access the power contained within a soulheart pool. Location Activation: To claim the power of a soulheart pool, a qualified spellcaster must meditate uninterrupted within its confines for 8 hours. If the required meditation period is interrupted, the character can begin again. Recharge: Once a soulheart pool has conferred its ability on a single spellcaster, it cannot do so again for one year. Special Ability (Su): Once per day, a spellcaster who draws forth the power from a soulheart pool can recast any enchantment spell (without spending a spell slot) on the turn after she first casts it. She must target the same creature or creatures she targeted the first time she cast the spell. Recasting a spell in this way requires a standard action, regardless of the spell's normal casting time. Duration: The conferred ability lasts for one year. Aura: Strong enchantment. Ability Value: 4,000 gp. ''They are like children playing in the sand; they draw their designs, build their castles and call themselves kings. Then the waves come and sweep it all aside. Me? I am the ocean" —Hennet the sorcerer VALE OF SMOKE AND FOG A vale of smoke and fog is a misty depression that holds the essence of illusion magic. Such a location is usually formed when the same spot has been blanketed by illusion spells for long period of time. Sages speculate that the lingering Reality takes a back seat to illusion in a vale of smoke and fog effects of such magic can degrade reality at the site over time, rendering it blurry and indistinct. Vales of smoke and fog can form anywhere that has a solid floor—whether indoors, outdoors, or underground. Such magical locations form at the sites of great wizards' secret hideaways or the former locations of faerie mounds. But they can also manifest where fey lovers have trysted, or where great treasures have lain protected by illusion for centuries. Lore: Characters can gain the following pieces of information about a vale of smoke and fog by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 A vale of smoke and fog is a site that forms in areas that have been cloaked by illusion for centuries. 15 A vale of smoke and fog consists of the purest essence of illusion magic. 20 Anyone who meditates within a vale of smoke and fog can draw a small portion of its magic into herself to augment her illusion spells and effects. Description: A vale of smoke and fog manifests as a depression in an otherwise solid floor. The depression might be large and deep, forming a valley or a rift in the earth, or it might be small enough to fit inside an underground chamber. The depression is filled with gray mist that forms swirls and eddies as though disturbed by the passage of an unfelt breeze or an invisible creature. Muted sounds, such as voices or growls, occasionally issue forth from it. Anyone who stares into the fog can catch glimpses of people, places, and items, but they vanish back into the fog with tantalizing swiftness. A deep sense of mystery shrouds a vale of smoke and fog. The fact that reality itself is weakened here causes those who enter to be assailed by vague doubts. The mist winds and creeps around the limbs of visitors, and wherever it touches, reality fades. Creatures see their limbs disappear, or change form, and objects seem to appear in hands touched by the gray mist. The faces of comrades mutate into those of creatures
"Sorcerers? Dilettantes. Why dabble in parlor tricks when you can become a master of the battlefield?" —Ferno the warmage WORLDMEET GLADE In any place where conjuration magic is frequently used to summon creatures, some of the essence of those creatures might cling to the environs, creating a magical location that draws summonable creatures to it and augments their power. Such a location is known as a worldmeet glade, and arcane spellcasters who routinely employ spells of the conjuration school can access its particular magic. "Yes, that is correct My ancestors made a pact with infernal beings for power unknown to mere mortals. Demons? You can't believe every drunken bard who will sell you a story. Next you'll tell me that sorcerers are descended from dragons." —Morthos the warlock Worldmeet glades typically form in natural environs close to the dwellings of powerful conjurers. Some speculate that these conjurers physically brought the biggest, best, and most robust conjurable creatures to this location, but in fact it is the lingering conjuration magic that both draws them to the site and augments their power. or comrades long dead. Sounds and smells occur and then fade, seemingly at random. When a spellcaster who has successfully drawn power from a vale of smoke and fog casts an illusion spell, her hands appear to turn into fog. Although this effect looks impressive, no actual change occurs. Prerequisite: Only an arcane spellcaster capable of casting at least three different illusion spells of 4th level or higher can sense and access the power contained within a vale of smoke and fog. Location Activation: To claim the power of a vale of smoke and fog, a qualified spellcaster must meditate uninterrupted within its confines for 8 hours. If the required meditation period is interrupted, the character can begin again. Recharge: Once a vale of smoke and fog has conferred its ability on a single spellcaster, it cannot do so again for one year. Special Ability (Ex): The duration of all illusion spells cast by a spellcaster who has drawn power from a vale of smoke and fog increases by 50%, and the save DC of each such spell increases by 1. Duration: The ability to cast enhanced illusion spells lasts for one year. Aura: Strong illusion. Ability Value: 18,000 gp.
A hound archon, an astral deva, and a ghaele enjoy the comfort and calm of a worldmeet glade Lore: Characters can gain the following pieces of information about a worldmeet glade by making Knowledge (arcana) checks at the appropriate DCs, as given below. Knowledge (arcana) DC Information Gained 10 A worldmeet glade is a site that forms where extraplanar creatures are routinely summoned. 15 A worldmeet glade consists of the purest essence of conjuration magic. 20 Anyone who meditates within a worldmeet glade can draw a small portion of its magic into himself to augment his conjuration spells and effects. Description: A worldmeet glade is an outdoor location with several different kinds of habitats concentrated in a smaller than normal space. Typically, such a site includes a forest, a marsh, a freshwater lake, a saltwater lake, and some hilly or mountainous terrain. Some even include deserts and frozen tundra, depending on the kinds of creatures present. The temperature in any given section is appropriate for its terrain, and all the sections coexist without "bleeding" into one another. A worldmeet glade teems with life. The air is filled with squawks, grunts, roars, and growls, and creatures cavort in every part of the space. Nuts, berries, and ordinary prey animals abound to satisfy the hunger of every creature present. If both good and evil creatures are present, they ignore one another rather than fighting. The thrum of life is everywhere, and an intangible sense of peace and harmony pervades the area. When a spellcaster who has successfully drawn power from a worldmeet glade casts a summoning spell, the summoned creature is briefly outlined in a green glowing light. Prerequisite: Only an arcane spellcaster capable of casting at least three different conjuration spells of 3rd level or higher can sense and access the power contained within a worldmeet glade. Location Activation: To claim the power of a worldmeet glade, a qualified spellcaster must meditate uninterrupted for 8 hours within its confines. If this meditation is interrupted, the character can begin again. Recharge: Once a worldmeet glade has bestowed its power on a single spellcaster, it cannot do so again for one year. Special Ability (Ex): A worldmeet glade grants a qualified spellcaster the ability to summon an enhanced version of any creature he could normally call with a given summon monster spell. The creature gains +2 hit points per Hit Die and a +2 bonus on all saving throws, checks, attack rolls, and damage rolls. Duration: The ability to summon enhanced creatures lasts for one year. Aura: None. Ability Value: 18,000 gp.