100 Magical Fountains and Pools

One hundred mystical fountains filled with magical liquid that your players can drink!

d100Entry
1Fountain of Transformation: Drinking the water of this fountain causes the drinker to transform into a random race. The transformation is permanent.
2Fountain of Draining: Drinking the water of this fountain causes the drinker's muscles to shrivel up, making them lose 1d4 Strength points for 1d4 days.
3Fountain of Holy Water: The water of this fountain is considered Holy Water.
4Fountain of Teleportation: This fountain can transport the player to another location. All the player needs to do is submerge themselves into the water of the fountain, and they will arise in a new location.
5Fountain of Resurrections: This fountain can bring a single dead body back to life if the body is fully submerged in the water. This effect can only happen once a year.
6Fountain of Blinding: Drinking the water of this fountain causes the drinker to go blind for 1d6 days.
7Fountain of Inspiration: This fountain fills the drinker with the inspiration of a poet. They gain a permanent +1 to their Performance skill.
8Fountain of Animal Knowledge: Drinking the water of this fountain allows the drinker to understand and speak to animals for 1d4 days.
9Fountain of Aging: Drinking the water of this fountain increases the drinker's age by 1d8 years.
10Fountain of Enchantment: Dipping a weapon in this pool causes the weapon to become a +1 Magical weapon.
11Fountain of Water Weird: The water in this fountain is actually a giant Water Weird! It attacks when a player gets within 5 ft.
12Fountain of Alerting: Touching the water of this fountain alerts all of the monsters within 1d4 miles to your presence.
13Fountain of Acid: The liquid in this fountain is disguised to look like water, but it is actually a dangerous corrosive acid. If touched, it causes 2d12 damage.
14Fountain of Youth: Drinking the water of this fountain reduces the drinker's age by 1d8 years.
15Fountain of Gemstones: Dipping a gemstone into this fountain's water increases the value of the gemstone by ten times. The fountain dries up when 1d10 gemstones have been converted.
16Fountain of Genders: Drinking the water of this fountain allows the player to become the opposite gender permanently. The players can only use this fountain 3 times before it dries up.
17Fountain of Cursed Wealth: Touching the water of this fountain causes all of the player's money on their person to vanish.
18Fountain of Hunger: Drinking the water of this fountain causes the drinker to become ravenously hungry. They require ten times the normal amount of food a day for 1d4 days.
19Fountain of Drunkenness: Drinking the water of this fountain causes the drinker to instantly become blackout drunk.
20Fountain of Wealth: Dipping copper and silver pieces into the water turns them into gold pieces. The fountain dries up after 1,000 coins have been converted.
21Fountain of Growth: Drinking the water from this fountain instantly increases the height of the drinker by one foot.
22Fountain of Gaseous Form: Drinking the water of this fountain turns the drinker into a gaseous form for 1d4 hours.
23Fountain of Invisibility: Drinking the water of this fountain will turn the drinker invisible for 1d4 hours.
24Fountain of Misfortune: Drinking the water of this fountain allows a permanent -1 to a single random ability. This can only be used once and the fountain dries up.
25Fountain of Water Breathing: Drinking the water of this fountain allows the drinker to breathe underwater for 1d4 days.
26Fountain of Metal Disintegration: The liquid in this fountain causes anything metal that touches it to disintegrate instantly.
27Fountain of Shrinking: Drinking the water from this fountain instantly decreases the height of the drinker by one foot.
28Fountain of Mutation: Drinking the water of this fountain gives the player a hideous mutation, causing their charisma to drop by 2 points until their mutation is magically fixed.
29Mystic Pool: This pool is intelligent and has the power of telepathy. It can speak all languages. This pool is ancient and wise, and may help the players with any questions they have about the area.
30Fountain of Memories: This fountain collects a random memory of everyone who touches its water. You can replay the memory by looking into the water. Only you can see your memory.
31Fountain of Good Fortune: Drinking the water of this fountain allows a permanent +1 to a single random ability. This can only be used once and the fountain dries up.
32Fountain of Knowledge: This fountain will answer one Yes/No question, and then it dries up.
33Fountain of Protection: Drinking the water of this fountain will increase your AC by +2 for 1d4 hours.
34Fountain of Madness: The water of this fountain seems to be whispering to the players. Touching or drinking its water causes a minor madness.
35Fountain of Poison: Drinking the water of this fountain poisons the drinker for 2d12 damage.
36Fountain of Glowing Water: This water has a permanent Light spell cast upon it.
37Fountain of Mana: Submerging yourself in this pool allows you to regain all of your spell slots. This can only be used 1d4 times a week.
38Fountain of Languages: Drinking the water of this fountain allows the drinker to understand any language for 1d4 days.
39Fountain of Visions: Drinking the water of this fountain allows the player use of the spell Scrying once per week.
40Fountain of Psychic Empowerment: Drinking the water of this fountain protects the drinker's mind from mind-altering effects for 1d4 days.
41Fountain of Planes: This fountain can teleport the players to a different plane. All the player needs to do is submerge themselves into the water of the fountain, and they will arise in a new plane.
42Fountain of Brittle Bones: The water of this fountain causes the drinker to feel sluggish and weak, decreasing their DEX score by 1d4 for 1d4 days.
43Fountain of Healing: This fountain will heal the drinker for all of their hit points. This effect only works once per day.
44Fountain of Awakened Plants: When poured over plants for 7 days, the plant is awakened, as per the spell. It has only enough for one dose per 24 hours.
45Fountain of Bacchus: Drinking any amount of liquid from this shrine will enhance the potency of any alcohol consumed within 1 hour. Can be used to spike other drinks.
46Fountain of Strength: A person who drinks from the fountain increases their STR by 1. This works once.
47Fountain of Dexterity: A person who drinks from the fountain increases their DEX by 1. This works once.
48Fountain of Constitution: A person who drinks from the fountain increases their CON by 1. This works once.
49Fountain of Intelligent: A person who drinks from the fountain increases their INT by 1. This works once.
50Fountain of Wisdom: A person who drinks from the fountain increases their WIS by 1. This works once.
51Fountain of Charisma: A person who drinks from the fountain increases their CHA by 1. This works once.
52Fountain of Amnesia: When a person drinks from this fountain, they must make a DC 14 INT save. On a failure, they are struck with full amnesia for 1d4 weeks.
53Fountain of Morale Antipode: A person who drinks from this fountain has the alignment change to its opposite for 1d10 days.
54Fountain of Polyglotism: A person drinking from this fountain is under the effects of the Comprehend Languages for 3D8 days.
55Fountain of Control X - A person who drinks from this fountain can control X monster for 2D4 hours. They can control up to 1+CHR Modifier monsters with a minimum of 1.
56Fountain of the Artisans: The water has anomalously high surface tension. It can be molded like soft clay, carried without a vessel, and placed on cloth or earth without soaking in. The effect ends when the water is struck by a sharp impact or contacts another fluid.
57Fountain of Becoming: Living creatures are reflected as they could appear in a possible future. They may appear older, battle-scarred, in the garb of a distant land, etc. Rarely, the reflection will be their decaying corpse; this is considered an ill omen.
58Fountain of Sweetwater: The water has a distinct pleasant flavor that varies from drinker to drinker. Villagers claim that the ghost of a beloved grandmother haunts the fountain, offering comfort even in death.
59Fountain of Stillness: The water's surface never ripples, even when disturbed. When consumed, the water temporarily halts involuntary movement of any kind, slows the progression of disease, calms the mind, and induces gentle sleep. Prolonged consumption causes lethargy and eventually coma.
60Fountain of Mists: Thick fog continually pours from the basin. When water is thrown, it erupts into a thick fog cloud that completely obstructs sight in a 10-foot radius for 2D6 minutes. When consumed, sporadically belch fog clouds for 2D6 minutes.
61Effervescent Fountain: The water is naturally carbonated and infused with minerals and salts. Gourmands consider it an exotic treat, and it commands a price as high as a fine wine. Just make sure the bubbles survive from fountain to goblet!
62Fountain of Burnishing: Hard objects immersed in this water for a full day emerge with an immaculate mirror sheen. No material is lost, even on repeat immersions. Consuming the water causes violent stomach illness for 1D4 hours.
63Fountain of the Stentor: Grants the drinker a deafeningly loud, but pleasantly smooth, voice for 4D6 hours. Increases the range of voice-based abilities by 100 feet, but even a whisper is unbearably loud within 30 feet. The drinker perceives their own voice at normal volume. When the effect ends, the user's throat becomes hoarse and raspy for about 12 hours.
64Fountain of the Void: Water, and anything soaked in it, is utterly pitch black, as if it were a bottomless hole. The water has no other properties.
65Fountain of Scrying: Looking into the pool will reveal the (person, creature, object, place) that you are thinking about at the time.
66Pool of Communing: The pool links to another pool of communing. When activated you can see and hear through the pool, allowing two way communication.
67Pool of Communing with the Dead: The pool allows two way communication with the realm of the dead. The user must concentrate on the spirit of the person they are trying to communicate with. 1 in 10 chance that the communication will reach an unintended spirit of the dead.
68Pool of Drowning: Any creature that touches the pool's surface, gets teleported below the surface. The surface then freezes over in a block of ice (AC:13, HP: 4d8, Damage Threshold: 3, cold attacks heal the ice instead of damaging it). Once the surface is frozen the pool loses its teleportation properties for 1 hour.
69Pool of Freezing: The pool is magically cold like liquid nitrogen, but its waters do not turn to ice. Any creature that touches the pool takes 1d8 cold damage. Any creature that is submerged in the water takes 8d8 cold damage. Any creature killed by this pool becomes a frozen statue until thawed. Water taken from this pool and used as a spell component increases the damage and duration of cold spells by x1.5, but the water only remains viable for 1 hour if removed from the pool.
70Pool of Healing: Any creature that drinks from the pool or bathes in the pool, will be healed for 2d6 damage. The effect only works once per day on an individual. Any water taken from the pool loses its healing properties after 1 hour.
71Portal Pool: Any creature that completely submerges in the pool and then exits, will exit out of a linked portal pool.
72Pure Water: The (fountain, pool) has a permanent purify water spell on it.
73Fountain of Baleful Polymorph: Transforms the drinker into a random beast. They retain any abilities or spells and are still capable of speech, but this effect is considered permanent until removed with Remove Curse/Greater Restoration(DM's choice).
74Fountain of Water: Transforms the drinker's body into pure water. They retain their form, but are just made of water. This effect is considered permanent.
75Fountain of the Infernal: Drinker becomes a tiefling and gains the control flames cantrip.
76Fountain of the Fairy: Drinker becomes a fairy and rolls a d4, each number corresponding to a season(spring summer fall winter), and their form becomes themed around that season.
77Fountain of the Ceaseless Gaze: Drinker grows 1d20 eyes in various places across their body.
78Fountain of the Trees: Gives the drinker permanent barkskin and turns any hair they have into leaves.
79Fountain of Physical Transformation: If you drink from this fountain you may switch points between any of your physical stats on a one for one basis, to a maximum of 20.
80Fountain of Mental Transformation: If you drink from this fountain you may switch points between any of your mental stats on a one for one basis, to a maximum of 20.
81Fountain of Mobility: When moving your normal speed, you are not hindered by difficult terrain.
82Fountain of Health: Your Maximum Hit Points increases by 1d6. This bonus is considered a bonus Hit Dice.
83Fountain of Resilience: Gain a +1 bonus to your saving throws.
84Fountain of Eternal Beer: Constantly flowing stream of beer. The beer is rich, dark, and full of depth and flavor. It will never run out nor will it overfill.
85Fountain of Fire: This fountain constantly streams fire and molten rock. Drinking from it will cause 1d10 points of fire damage per drink consumed. Submersion in the fountain will cause 18d10 damage.
86Fountain of Gold: This magical golden fountain splashes out water that turns whatever it touches into pure gold. Getting close requires a Dexterity Save with a DC of 15 or be splashed. If Splashed a DC 20 Con save will resist being turned into gold. This is fatal.
87Fountain of Bathing: Drinking from, splashing with, or submerging in the fountain will instantly clean any person, creature, or object. It will remain clean for 1d4 days.
88Fountain of Dryness: Anything splashed or submerged with this liquid is instantly dried. Any creature drinking it takes 1d4 Con Damage that will restore itself after a Long Rest.
89Fountain of Extreme Dryness: Anything splashed or submerged with this liquid is instantly dried, taking even the body's water. This causes meat and produce to be turned into dried foodstuffs, while living things take 12d8 damage (Con Save DC 21 for half).
90Fountain of Daydreaming: The water from this fountain reflects light in a weird way, like giving it a random slight coloration. When someone drinks it, they have to make a DC18 Charisma check or start hallucinating as if dreaming, influenced by whatever they were thinking about. Even if they make it, they have disadvantage on Intuition and Investigation checks for 10 minutes, as slight hallucinations make lies more believable and illusions more real.
91Fountain of Divine Channeling: by submerging yourself into that fountain, you gain a connection to a specific deity, patron or powerful entity for a specific duration. During that duration you gain magical abilities and spells of the specific class. Stick to the dogma of the entity and you gain a class with unique abilities befitting to that entity permanently.
92Fountain of Alertness: Any creature that drinks from this fountain will be awake and alert for the next 2d6 days. The creature takes no exhaustion from lack of sleep and is immune to sleep spells during this time. After the effect ends the creature gains 3 levels of exhaustion.
93Fountain of Love: Any creature that drinks from this fountain will fall in love with the next creature they see. Effects last for one day.
94Fountain of Rage: Any creature that drinks from this fountain will become enraged and attack nearby creatures. Effects last for one hour.
95Fountain of the Phoenix - Drinking from the fountain grants resistance to fire damage for 7 days. If the drinker dies while under the effect of this fountain, they are returned to life with half of their total HP.
96Fountain of Attunement: Bathing naked with nothing but an item that requires attunement for 8 hours allows the character to attune to this item as a fourth attunement slot, rather than the normal three. Alternatively, this can allow attunement to a magic item that a character's class would not normally be able to be attuned to. These abilities are removed once the item is no longer attuned. Once the fountain is used, it can no longer grant this ability for a year.
97Fountain of Mirroring: A creature submerged in the fountain's opaque waters reemerges twice - one is the original creature, and the other a doppelganger or doppelganger-like entity, usually of the opposite alignment. Both are affected by the mind blank spell until the other is slain.
98Fountain of Liquid Truesilver: Weapons or ammunition dipped in this fountain become silvered and gain a +2 to attack and damage rolls, not stacking with any preexisting magical bonus to attack and damage rolls. Shapechangers hit with attacks by such weapons or ammunition make a DC 15 Wisdom saving throw, reverting to their original form on a failure and becoming unable to shapeshift for 1 hour. Drinking the fountain's liquid inflicts 6d6 necrotic damage per gallon, as metal coats your digestive tract, and you can't properly digest food until the metal is removed somehow, such as by use of the greater restoration spell.
99Fountain of Reincarnation: a corpse placed in the waters of the fountain quickly dissolves, then reconstitutes into a new form which the soul re-enters, as per the reincarnate spell. The fountain's energies are a danger to living creatures - drinking a thimbleful of it deals 1d6 force damage to any creature that isn't a shapechanger and polymorphs it into a CR 0 creature until the next moonrise.
100Fountain of Desiccation: this fountain is filled with swirling, undulating dust instead of water. A living creature that touches the dust takes 6d8 necrotic damage, as the water is sucked right out of its body. Plants and oozes take maximum damage instead. The dust can be used as a contact, ingested, or injury poison. Disturbing the fountain with a strong wind or explosion causes it to flow out into a 30 ft radius dust cloud that inflicts its effects on any creature that enters the area or starts its turn there.