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Places of Power

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Places of PowerPublisher: Dungeon Masters Guild

Places of Power gives rules for Shrine based faith magic, a structure for Wizard's guild or Academy magical empowerment or learning, and general ideas for location based magic opportunities.

These elements add options for campaigns where a DM might not want characters travelling with the party to have magic or have high level NPCs with at-will magical power but still want to have some of the higher spell levels available.

The Arcane spell circles also provide a means and explanation on how student can learn to cast spells before they have the slots to do so by using the slots granted by magic circles rather than their own non-existant spell slots.


Contents

Places of Power 2

Shrine based Divine Magic. 2

Arcane site-based Magic. 4

Site specific spells and Rituals. 6

Also check out JoLydee's Beasts of Battle and The Warlord.

Many of these options are duplicated in JoLydee's Obvious Arcana.

 

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