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Secrets of Magic / Book of Unlimited Magic / Pervasive Magic

Magical Terrain

Source Secrets of Magic pg. 220 1.1
From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger.

Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters.

Energy Surge Terrain

Source Secrets of Magic pg. 220 1.1
Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually 1d6 additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy).

Heightened Terrain

Source Secrets of Magic pg. 220 1.1
This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at.

Metamagic Terrain

Source Secrets of Magic pg. 220 1.1
Any eligible spell cast in this terrain has a particular metamagic effect added to it—typically Reach Spell or Widen Spell. If the caster uses a metamagic action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin Casting a Spell.

Occult Magic Terrain

Source Secrets of Magic pg. 220 1.1
In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates. Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, Deception checks, Diplomacy checks, Intimidation checks, and Performance checks until the end of its next turn.

Primal Magic Terrain

Source Secrets of Magic pg. 220 1.1
In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper—the land itself seems vibrant and alive. Creatures who cast a primal spell here gain a +10- foot status bonus to Speeds until the end of their next turn.

Spell-Touched Terrain

Source Secrets of Magic pg. 220 1.1
Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically.

Permanent Spell Effects: This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by blink, or any creature that attempts to jump is automatically affected by a jump spell. There might be a condition required before a creature gains the effects.

Periodic Spell Casting: The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur.