TEXT: Wells of Wonder
  Alex Riggs, Joshua Zaback
  Arcane Fonts
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  Arcane Fonts
   
  Natural magical phenomena are a common 
  and popular theme in folklore, but often overlooked in 
  Pathfinder. This guide seeks to provide you with a good set 
  of rules and guidelines for creating your own mystical font 
  in your game, whether you use them very commonly or 
  only occasionally. This guide will provide you with a host 
  of magical effects which are common to streams, pools, 
  fountains, wells, fruits, animal flesh, and other naturally 
  occurring consumables, and a guideline to create your own 
  effects, as well as a group of limiters to those effects designed 
  to help you determine what is fair for a magical font.
  Fonts
   
   Magical fonts can be just about anything that 
  naturally occurs in the world and which can be accessed by 
  a character. This book will focus on fonts that a character 
  can consume, such as enchanted water found in a spring, 
  fountain, or well, as well as enchanted fruit and enchanted 
  meat. Certain fonts are obviously going to be more useful 
  than others; for example, one could consume water from a 
  spring many times but might only be able to benefit from 
  eating magical meat only once. What a font can be is limited 
  only by your imagination. This guide will provide a few 
  sample fonts, complete with boons and limiters to help get 
  you started, but you are by no means limited to what we 
  provide here. Use the list of boons and limiters to create your 
  own vision of magical fonts, or use them as guidelines to help 
  you come up with your own boons and limiters and create 
  effects entirely your own.
  Using Fonts in the Game
   
  Magical fonts can serve a variety of purposes in your 
  game, from providing plot hooks and rewards to adventurers, 
  to helping a group of adventurers make up for an area in 
  which they are sorely lacking in order to help them through 
  an adventure that may otherwise be too tough for them. 
  Exactly how you use your fonts will be influenced by the 
  boons and limiters they possess, the form they take, and 
  where you put them. 
  Creating Fonts
   
  Fonts have four basic elements: a form, a method of 
  acquisition, one or more boons, and 0ne or more limiters. 
  The first two elements are simple and have more to do with 
  the flavor of the font and your creative vision than anything 
  else. While this guide focuses on the theme of consumable 
  fonts such as magical streams and pools, fonts could assume 
  other forms, such as thrones or circles of flowers. Similarly, 
  while this guide focuses on accessing a font by eating or 
  drinking some portion of it, other fonts might be accessed 
  through some other means, such as meditation, or shedding 
  blood. For these elements, let your imagination be the 
  deciding factor and choose methods that fit your vision. 
  Note that these elements should generally be something that 
  any normal person could do. Unusually treacherous forms 
  (such as an enchanted pool of acid) or particularly difficult 
  methods of access (such as having to drink the enchanted 
  water out of a sustaining spoon) are considered limiters.
  Boons
   
  A magical font can grant one or more magical effects 
  for those who access it. These effects range from healing a 
  small amount of damage, to reversing the aging process, to 
  permanently transforming the consumer into a powerful 
  form. Because boons are powerful positive effects that can 
  often be accessed freely and by any character without need to 
  expend monetary resources, they have the potential to tip the 
  balance of the game in favor of the characters that have access 
  to the font, which can make the game unfair and less fun. 
  This can be countered a number of ways, such as by making 
  fonts available only when the game is more challenging than 
  normal, or by providing fonts in areas when the PCs can only 
  get at them rarely, or by making fonts available to the PCs and 
  their enemies just as readily. 
   
  In general, the effects of font are balanced by 
  limiters, effects that impose restrictions or challenges on 
  using the font in order to offset the great benefits gained by 
  those who access it. Because some fonts are more powerful 
  than others, each boon that a font can grant is worth a certain 
  number of points. Similarly, limiters reduce the number of 
  points a font is worth. As a general rule, if a font is available 
  in your game, you should feel free to raise the average CR of 
  each encounter the font is likely to affect by an amount equal 
  to the total number of points the font is worth. Since this 
  can be hard to judge, to avoid unfair encounters you should 
  try to create fonts with 0 points (or exercise extremely good 
  judgment in future planning). 
  Limiters
   
  Like boons, limiters are an important feature of 
  fonts that make them more useable in the game, without 
  greatly throwing off the power balance. Limiters can take a 
  lot of forms, but generally make it harder to use the boon, or 
  limit the amount of use a character can get out of the font, 
  or provide some other problem which must be dealt with 
  in order to get the font’s boon. Common limiters include 
  restricting the number of times per day a font can be used, 
  or only allowing the font to function once for each character, 
  or setting guardians to protect the font, or curses which are 
  placed upon those who use the font. Limiters are just as 
  important to the flavor and fun of a font as its boon, and good 
  2
  
  use of limiters will not only make your fonts fairer, but also 
  provide you with challenges that will make the fonts seem 
  better and force those using them to think strategically about 
  them before they use them.
  Sample Boons
   
  The following are just a few of the boons that fonts 
  can offer and their associated cost. In general, when a font 
  is accessed, the font grants all of its boons (if it has more 
  than one) each time it is accessed. Of course, a font’s limiters 
  can change that, and in fact some of the most common and 
  useful limiters reduce the number of times a font can be 
  used. 
  •	
  Font restores 5 hit points.
  o Points: 1.
  •	
  Font restores 25 hit points.
  o Points: 5.
  •	
  Font restores user to maximum hit points.
  o Points: 10.
  •	
  Font restores 1 temporary negative level.
  o Points: 1.
  •	
  Font restores 1 permanent negative level.
  o Points: 5.
  •	
  Font grants an ability possessed by a certain monster 
  for 24 hours or less.
  o Points: 1 per CR of the monster.
  o If the selected ability offers a saving throw, 
  use DC 10 + ½ your level + your appropriate 
  ability score modifier (you must use the 
  same ability score that the monster would 
  use for this ability; e.g., if the save for the 
  monster would be Constitution-based, then 
  use your Constitution modifier to determine 
  the DC).
  •	
  Font grants the incorporeal subtype.
  o Points: 2 x number of minutes the effect 
  lasts.
  •	
  Font grants resistance to one type of energy.
  o Points: 1 per 5 points of energy resistance x 
  the number of minutes the effect lasts.
  •	
  Font causes the user to gain or lose a subtype.
  o Points: 1 per day of transformation for 
  any humanoid subtype; 2 per day of 
  transformation for any alignment subtype; 
  3 per day of transformation for cold or fire 
  subtype; 7 per day of transformation for any 
  outsider subtype; triple the point cost if the 
  effect is permanent. 
  •	
  Font restores the user’s form: cures all polymorph 
  effects, restores the user to his original types and or 
  subtypes (if altered), cures lycanthropy and similar 
  effects, reverts the user to his original size and shape.
  o Points: 5.
  •	
  Font alters the user’s form as though by one of 
  the following the spells: alter self, beast shape II, 
  elemental shape I or plant shape I.
  o Points: 2 per hour the effect lasts or 10 
  points for a permanent transformation.
  •	
  Font alters the user’s form to one specific shape 
  which could be replicated by a polymorph spell.
  o Points: 3 per hour of the transformation, or 
  15 for a permanent transformation.
  •	
  Font alters the user’s form to any shape which could 
  be assumed using a shapechange spell.
  o Points: 4 per hour of effect, or 20 for a 
  permanent transformation.
  3
  
  •	
  Font grants an enhancement bonus to one of the 
  user’s ability scores.
  o Points: 2 per point of enhancement bonus x 
  the number of hours the effect lasts. 
  •	
  Font grants a competence bonus to one of the user’s 
  ability scores.
  o Points: 3 per point of competence bonus x 
  the number of hours the effect lasts; or 10 
  times the amount of permanent competence 
  bonus (up to a maximum of +5.)
  •	
  Font grants a saving throw bonus which is 
  conditional; for example, increasing saves against 
  poisons or fear effects.
  o Points: equal to saving throw bonus, plus 
  1 point for every additional  hour the effect 
  lasts after the first (for example, a +4 saving 
  throw bonus against fear effects that lasts 3 
  hours would be worth 6 points)
  •	
  Font grants a bonus to one saving throw.
  o Points: 1 per point of bonus x the number of 
  hours the effect lasts.
  •	
  Font grants a resistance bonus to all saving throws.
  o Points: 3 per point of bonus x the number of 
  hours the effect lasts.
  •	
  Font grants a bonus of any type other than resistance 
  to all saving throws.
  o Points: 4 per point of bonus x the number 
  of hours the effect lasts.
  •	
  Font increases natural armor bonus to AC.
  o Points: 1 per point of natural armor bonus x 
  the number of hours the effect lasts.
  •	
  Font grants a deflection bonus to AC.
  o Points: 1 per point of deflection bonus x the 
  number of hours the effect lasts.
  •	
  Font grants a bonus to AC other than natural armor 
  or deflection (such as dodge, luck, etc).
  o Points: 3 per point of bonus x the number of 
  hours the effect lasts.
  •	
  Font grants a bonus on attack rolls.
  o Points: 1 per point of bonus x the number of 
  hours the effect lasts.
  •	
  Font grants a bonus on damage rolls.
  o Points: 1 per point of bonus x the number of 
  hours the effect lasts.
  •	
  Font reverses unnatural aging effects, including 
  magical and supernatural aging.
  o Points: 1 per 5 years restored.
  •	
  Font reverses natural aging.
  o Points: 2 per 5 years reversed.
  •	
  Font cures one condition.
  o Points: 1 (fatigued, shaken, sickened); 2 
  (dazed, diseased, or staggered); 3 (cursed, 
  exhausted, poisoned); or 4 (blinded, 
  deafened, insane).
  •	
  Font changes the user’s size (polymorph effect).
  o Points: 1 per size category difference from 
  Medium or Small (for example, 1 point 
  for Large or 2 points for Diminutive) x the 
  number of hours the effect lasts; or 10 x the 
  difference in size category from Medium or 
  Small for a transformation longer than 24 
  hours. 
  •	
  Font changes the user’s size (not a polymorph effect).
  o Points: 5 to increase or decrease user’s 
  size by 1 step for 1 day. Point cost increases 
  exponentially if the font can increase or 
  decrease size by more than that amount 
  (so it would cost 10 points to increase 2 
  size categories, 20 points to increase 2 size 
  categories, 40 points to increase 3 size 
  categories, etc.). The point cost is halved if 
  the effect lasts for less than 1 day, or doubled 
  if it lasts longer than 1 day, including a 
  permanent duration.
  •	
  Font grants damage reduction which can be 
  overcome by magic.
  o Points: 2 x the number of hours the effect 
  lasts for DR 5/magic; 4 x the number of 
  hours the effect lasts points for DR 10/magic; 
  or 6 x the number of hours the effect lasts 
  for DR 15/magic.
  •	
  Font grants damage reduction which can be 
  overcome by silver or cold iron.
  o Points: 3 x the number of hours the effect 
  lasts for DR 5; 6 x the number of hours the 
  effect lasts for DR 10; or 9 x the number of 
  hours the effect lasts for DR 15.
  •	
  Font grants damage reduction which can be 
  overcome by adamantine weapons or by a specific 
  alignment.
  o Points: 4 x the number of hours the effect 
  lasts for DR 5; 8 x the number of hours the 
  effect lasts for DR 10; or 12 x the number of 
  hours the effect lasts for DR 15.
  •	
  Font grants spell resistance.
  o Points: 1 per 2 points of spell resistance 
  beyond 10 (rounded up) x the number of 
  hours the effect lasts.
  4
  
  •	
  Font grants immunity to a single spell.
  o Points: 1 per 2 levels of the spell protected 
  against (rounded down) x the number of 
  10-minute increments the effect lasts.
  •	
  Font grants immunity to spells below a certain level.
  o Points: 2 per spell level of immunity x the 
  number of 10-minute increments the effect 
  lasts (to gain immunity to 0-level spells, 
  you must still spend 2 points, granting 
  you immunity to 0-level spells and 1st-level 
  spells).
  •	
  Font grants immunity to a school of magic.
  o Points: 10 x the number of hours the effect 
  lasts.
  •	
  Font grants complete immunity to magic.
  o Points: 20 x the number of minutes the 
  effect lasts.
  •	
  Font transports user to another font of the same 
  kind.
  o Points: 5 per 10 miles (rounded down) 
  between the two fonts.
  •	
  Font increases the user’s caster level (cannot grant 
  more than +5).
  o Points: 1 per point of bonus to caster level x 
  the number of hours the effect lasts.
  •	
  The font grants any spell effect not specifically 
  covered here.
  o Points: -2 per spell level of the limiting 
  effect.
  Sample Limiters
   
  The following are just a few of the limiters that fonts 
  can possess and their associated cost, which is subtracted 
  from the cost of the boons granted by the font. For best 
  balance, you should aim for the cost of the limiters possessed 
  by a font to be equal to the cost of the boons granted by that 
  font.
  •	
  Font can only be used 10 times each day (regardless 
  of number of people accessing the font).
  o Points: -1.
  •	
  Font can only be used 5 times each day (regardless of 
  number of people accessing the font).
  o Points: -2.
  •	
  Font can only be used once each day (regardless of 
  number of people accessing the font).
  o Points: -3.
  •	
  Font con only be used once each day by a given 
  character.
  o Points: -3.
  •	
  Font can only be used once by a given character.
  o Points: -5.
  •	
  Font can only be accessed at night.
  o Points: -1.
  •	
  Font can only be accessed by command word.
  o Points: -1 to -5, depending on the difficulty 
  in obtaining the command word.
  •	
  Font can only be accessed by performing a ritual, 
  which takes 1 hour or longer to perform.
  o Points: -1 to -5, depending on the difficulty 
  of the ritual.
  •	
  Font can only be accessed by a specific creature type 
  or subtype.
  o Points: -3.
  •	
  Font can only be accessed by a character of a specific 
  sex.
  o Points: -2.
  •	
  Font can only be accessed by characters of a specific 
  level or levels.
  o Points: -1 per level that cannot access the 
  font (up to a maximum of -19 points).
  •	
  Font is consumed in use.
  o Points: -10.
  5
  
  •	
  Font has a minor curse placed upon it (permanent 
  -2 penalty to a physical ability score, or equivalent 
  penalty).
  o Points: -1.
  •	
  Font has a curse placed upon it (replicates a bestow 
  curse effect).
  o Points: -3.
  •	
  Font has a major curse placed upon it (replicates any 
  effect in line with a 7th-level spell).
  o Points: -5.
  •	
  Font is difficult to reach.
  o Points: -1 to -5, depending on the difficulty 
  of accessing the font.
  •	
  Font has one or more guardians.
  o Points: -1 per 2 the total combined CR of all 
  the font’s guardians (rounded down).
  •	
  Font must be purified, requiring a ritual or other 
  expenditure of effort.
  o Points: -1 to -5, depending on the level of 
  effort required.
  •	
  Font is guarded by a demon or similar entity that 
  possesses those who use it.
  o Points: -1 per CR of the possessing entity.
  •	
  Font exposes the user to one or more poisons.
  o Points: -1 per CR of the poisons, or – points 
  equal to the Fortitude save DC of the poison 
  -10 (so a poison with a DC 25 Fortitude save 
  would cost -15 points).
  •	
  Font exposes the user to one or more diseases.
  o Points: -1 per CR of the diseases, or – points 
  equal to the Fortitude save DC of the disease 
  -10 (so a disease with a DC 25 Fortitude save 
  would cost -15 points).
  •	
  Font places user in an enchanted sleep, which can 
  only be overcome by break enchantment or more 
  powerful magic.
  o Points: -4.
  •	
  Font requires a material sacrifice in order to gain 
  access to it.
  o Points: - 2 for every 1,000 gp sacrificed 
  (rounded down).
  •	
  Font it is limited by any spell effect not specifically 
  covered here.
  o Points: -2 per spell level of the limiting 
  effect.
  Sample Arcane Fonts
   
  Below are several examples of arcane fonts, which 
  you can add directly into your game, or use as a guideline 
  in order to create your own arcane font. These fonts are all 
  formatted the same way, as described below.
  Reading an Arcane Font
   
  The following example explains each segment of an 
  arcane font’s  entry.
  Name
  Point Adjustment: Lists the point adjustment of the font.
  Boons: Explains which boons the font has.
  Limiters: Explains which limiters the font has.
  Description: Explains what the font is and other details 
  about its use.
  New Arcane Fonts
   
  The following arcane fonts are presented in 
  alphabetical order.
  Fountain of Magic 
  Point Adjustment: -1 point (encounters) 0r 7 points for 
  difficult to enter. 
  Boons: +5 caster level and spell resistance 25 for 1 hour.
  Limiters: Font can only be used 5 times per day. Font is 
  difficult to access; it is located on the grounds of the arcane 
  university, which can only be freely entered by characters who 
  are capable of casting a spell of 5th level or higher and who 
  have a letter of recommendation from an arcane spellcaster 
  of at least 12th level; the grounds are guarded by five 12-level 
  wizards (CR 15 encounter), which, if defeated, are followed by 
  an encounter with an 18-level wizard (CR 17 encounter).
  Description: On the grounds of the elite arcane university, 
  which exists partially in reality and partially outside of it, 
  lies the majestic ivory Fountain of Magic, filled with golden 
  waters threaded with violet light. While any who are welcome 
  to the university’s grounds are permitted to drink from the 
  fountain, gaining access to these hallowed halls is a difficult 
  process, often complicated further by the whims of mages 
  and their dire plots. 
  Fountain of Restoring Waters
  Point Adjustment: 3 points.
  Boons: Restores 25 hit points
  Limiters: Font can only be used 5 times per day.
  Description: Located in the town square of the idyllic 
  Nettle Haven, this majestic marble fountain is carved with 
  the image of the town’s heroic founder. Local legend states 
  that the town’s founder blessed the sacred waters which 
  6
  
  flow through the fountain so that his people would never 
  fear attack. Whether the legend is true or not, adventurers 
  living in and around Nettle Haven have found the fountain’s 
  healing waters invaluable in the constant struggles against 
  the gnolls living outside of town.
  Fountain of Youth
  Point Adjustment: 0 points.
  Boons: Reverses all temporary aging and reverses 10 years of 
  natural aging.
  Limiters: Guarded by 3 couatls (CR 11 encounter); user loses 
  10 years of memory each time the font is used.
  Description: Hidden deep in the mists of  the fabled Nebuli 
  Jungle lies the ruins of an ancient fountain. Flowing with 
  water from a sacred spring in the remote Grove of Serpents, 
  the fountain is said to have the power to restore youth to 
  those who drink from it. A trio of what the savage local 
  inhabitants call the old gods stands eternal watch over the 
  fountain, allowing only those possessed of wisdom and virtue 
  to drink of the sacred waters. Those perusing the ruins on 
  the way to the remains of this fountain find all manner of 
  clues regarding the downfall of the ancient civilization which 
  first created the fountain, and clever adventurers may learn 
  how the gods cursed the elder civilization for their arrogance 
  in defying mortality by damning those who drink of the 
  fountain to forget all they ever knew. Though the curse has 
  waned in strength somewhat over the generations, those 
  who drink from the fountain still lose some of their memory, 
  making it a risky position to drink of these enchanted waters. 
  Whether there is some method to counter the ancient curse 
  or restore the memories of those who fall victim to it is 
  said to be a matter of great debate among the local jungle-
  dwelling peoples, though the very oldest of the elders speak 
  that the blood of Grafnir, a great green dragon which lives in 
  the deepest heart of the jungle, could appease the old gods 
  and cleanse the waters evermore.
  Pixies’ Fountain
  Point Adjustment: -1 point.
  Boons: Size changed to Diminutive (polymorph effect).
  Limiters: May only be accessed once each day by a given 
  character. 
  Description: At the foot of a great oak in the Elder Woods, 
  at the very edge of the human reckoning of the world, 
  stands a glorious fountain made of acorns  and filled with a 
  bounty of red and gold flowers which bloom eternally. The 
  fountain’s crystal waters bubble constantly and attract many 
  colorful birds which, despite their endless playfulness, never 
  dirty the pure spring water contained within the fountain. 
  Those consuming the water are blessed by the small folk 
  and transfigured into a minute version of themselves, no 
  larger than a common toad.  The transformation lasts for one 
  day, after which the user is returned to his natural size once 
  more. As this transformation takes effect, the Diminutive 
  fairies which originally created the fountain are alerted and 
  are said to permit the user to enter their hidden, miniscule 
  underground city. Those entering the city are said to be 
  treated to extraordinary hospitality, as though a king or 
  queen visiting another’s court. The fey always greet visitors 
  with kindness, though they are insistent that the visitors 
  leave the city before the fountain’s effects wear off, stating 
  that all who would transform back to their ordinary size 
  within the city are instead trapped forever at Diminutive 
  size, unable to return to their normal form. Beyond this one 
  rule, the fairies are exceptionally grand hosts and treat their 
  visitors to their fine city filled with all manner of exciting 
  activity and wondrous treasure.
  White Boar Meat
  Point Adjustment: 0 points.
  Boons: +6 enhancement bonus to Strength for 1 hour
  Limiters: Font is consumed in accessing it; must slay white 
  boar (advanced dire boar).
  Description: The white boar is an ancient and dread beast 
  which haunts the badlands, far from civilization’s hold. 
  The great creatures roam unchallenged in the wilderness, 
  trampling all they cross and leaving a path of devastation 
  in their wake. Among the mighty barbarian tribes that call 
  these untamed wilds home, hunting the white boar is a 
  mark of pride and honor, and the meat of such a beast is 
  said to bestow the strength of the gods upon the user for one 
  glorious day, a strength they will need if they are to enter the 
  Frost Caves and undergo the deadly and dangerous challenges 
  that serve as an initiation process for the tribe.
  7
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork 
  Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, 
  Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
   
  END OF LICENSE 
  
   
  Fantasy worlds are full of strange and mystical fonts, 
  wells, and fountains that can imbue unknown magics upon 
  those who drink from them…or so the tales say. In truth, 
  these fantastical elements are rarely seen in roleplaying 
  games, as their mystical nature is often at odds with the 
  strict, codified rules of the game.
   
  This book presents rules for creating your own arcane 
  wells with wondrous properties, and ensuring that they 
  remain balanced and usable in your game. While the focus of 
  the book is primarily sources of water, the same rules apply 
  equally well to other things�such as mystical fruit, or meat, 
  to name just a couple of examples. Mix and match different 
  benefits and limiters to create a natural source of mystic 
  power that fits exactly what you want for your campaign!
  power that fits exactly what you want for your campaign!
  A New Kind of Magic For Your Game!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Wells of Wonder - Arcane Fonts.pdf