Enchanted Springs
  1. Notes

Enchanted Springs

Magical Phenomena

Enchanted Springs

Enchanted springs brim with miraculous waters, whether they tap into magical sources hidden beneath the earth or they're blessed by eldritch beings. Those who find these mystical sites might bathe or drink from the pools and temporarily gain a measure of the waters' magic. All manner of protectors or covetous guardians might lurk around these springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be waters that were long ago polluted by the ichor of an evil entity. As with pristine enchanted springs, folk seek out such defiled places, whether to purify them or claim their foul powers. Regardless of whether a spring is pure or tainted, creatures might need to drink the water to experience the spring's effects, simply touch the water, or bathe in it for a minute to trigger an effect. Bottling an enchanted spring's water removes its magical properties, unless the bottle is a specially prepared vial blessed by whatever being enchanted the spring in the first place.

Enchanted Springs Effects

D12 Effect
1 Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a bless spell for 1 hour.
2 Bathing in the spring covers a creature with a glowing coat of golden feathers. While the creature isn't wearing armor, the feathers grant a+ 1 bonus to AC. The feathers vanish after 1d4 days.
3 A creature that touches or drinks the water of this spring develops an overwhelming desire to sing. Every sentence the creature speaks for the next 24 hours rings with lyrical splendor, which grants it advantage on all Charisma checks.
4 Bathing in the spring grants a creature the benefits of the greater restoration spell. As a side effect, the creature's skin, hair, and eyes become a shimmering golden color for 1d4 days.
5 Bathing in the spring grants a creature the benefits of the spider climb spell for 24 hours.
6 A creature that touches or drinks the water of this spring grows the tail of its favorite animal. The tail is not under the creature's control; it moves or reacts to emotions. The tail vanishes after 24 hours.
7 Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this spring gains advantage on Wisdom (Insight) checks and can cast the detect thoughts spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass, whichever happens first.
8 Bathing in the spring causes 1d10 flowers to grow from a creature's head. The flowers smell lovely, and they renew their vitality and scent every day. The flowers vanish after 7 days.
9 A creature that touches or drinks the water of this spring grows 1d4 eyestalks. These eyestalks let the creature see in all directions and grant it advantage on Wisdom (Perception) checks that rely on sight. The eyestalks vanish after 1d4 days.
10 Bathing in the spring causes a creature's voice to sound sinister. For the next 24 hours, the creature's voice grants it advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Deception) and Charisma (Persuasion) checks.
11 A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears grant the creature advantage on Wisdom (Perception) checks that rely on hearing. The ears vanish after 1d4 days.
12 Bathing in the spring causes a creature to develop a third eye on its forehead. The eye grants the creature truesight out to a range of 60 feet. The eye vanishes after 24 hours.