The Well of Spells

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This legendary site seems to move about from place to place in Faerun at the will of Mystra. It is always found in a large cavern, but the cavern may be deep in Undermountain or the Underdark, high up in the heart of a lofty mountain, beneath the crumbling ruins of Myth Drannor, or half a hundred lesser fallen places. Apprentices in the Art and readers in Candle- keep who do not care to get any closer to magic than reading about it whisper excited tales of the Well of Spells to each other as they come across them in their readings, for it truly seems like a paradise for mages.   The Well is not a shaft or pit filled with water at all, but rather a verti-cal, cylindrical field of glowing golden light that marks the boundaries of its magic. Its diameter has varied from appearance to appearance, but it seems able to assume any diameter. Any wizard who finds and enters it is borne up by its enchantment, flying very slowly at MV 3 (A) in a random direction and for a random distance until the Well stops providing lift for him or her; the wizard floats slowly along, driven by force of will, but need not concentrate unduly on this movement so as to affect his or her other actions.   If this is the mage's first visit to the Well, she or he is confronted in its glow¬ing heart by a monster materialized by the Well. All sorts of beasts have been reported to have shown up, but neither they nor the mages they attack can employ magic or psionics while inside the Well. If a wizard flees from the Well, this monster pursues, but if the mage slays the beast within the Well by physi¬cal means, she or he is instantly granted full knowledge and use of a spell new to him or her. The spell is never be one that is wished for, but seems to be always determined randomly-it may even be of a level or school normally denied to the mage and still be successfully used by him or her at no penalty This mystically granted spell is gained as an extra spell and carried in addition to the wizards usual roster. Its casting never requires material components.   Note that if a mage flees or is hurled forth from the Well and defeats the monster outside it, no spell is gained. Reentry into the Well calls forth another monster for the wizard to face. The Well lands the wizard and ceases to allow him or her to fly if the wizard leaves the Well while fleeing the monster or after the wizard gains the random spell.   The Well has no top or bottom. A wizard reaching its uppermost reaches is transported instantly to the bottom, and vice versa. Any num-ber of sorcerers can be in the Well at the same time and can see and speak to each other, but they cannot strike at or pass items to each other, since each wizard and all of his or her possessions seem intangible to other wizards in the Well. Missiles fired into the Well reach its edges and stop, hanging frozen in its radiance, but they can readily be retrieved by anyone reaching into the radiance.   If a wizard has entered the Well before, all that is gained by reentering it is a vision of a being, place, or item of importance to the mage. This sub¬   ject is not necessarily something the mage is interested in or desires to see, and the vision is often cryptic in its relevance. Beings who are not wizards are not affected by the Well or its monsters. They can see its radiance, but it does not cause them to float or affect them in any way, except to remove charm spells, curses (including lycanthropyy), geas spells, and other magi¬cal controls and compulsions existing upon them at the time of contact. This power of the Well can affect the same nonwizard beings again and again if they find and enter the Well repeatedly.

 
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