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Place of Power

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"There is a place in the galaxy where the Dark Side of the Force runs strong. It is something of the Sith, but it was fueled by war. It corrupts all that walks on its surface, drowns them in the power of the Dark Side — it corrupts all life. And it feeds on death. Revan knew the power of such places ... and the power in making them. They can be used to break the will of others ... of Jedi, promising them power, and turning them to the Dark Side."

Places around the world where magic is said to naturally gather in large amounts. These areas are often geologically significant, such as the top of a hill, or the intersection between two or more rivers. Natural rock formations are also common sites, as are the deepest hearts of Enchanted Forests. Some are given significance by events that occurred at that location. Battlefields, for example, are often said, in fiction and real life, to contain "vibes" left by those who fought and died there. Another common place are so-called Ley Nodes, which occur where two or more Ley Lines intersect. Or you may just find one At the Crossroads.

These places may be used by priests and mages for various rituals, such as worship, sacrifices, summoning, or all of the above. For some, spells with a high requirement may be possible to cast there, with the ambient magic of the area making up for the mage's own deficiencies. Some can gather even more power during certain times of the day (sunrise/set, noon, and midnight), year (solstices and equinoxes, for example), or other times (such as solar and lunar eclipses, planetary alignments, and the like).

A Magnetic Plot Device is sometimes explained this way. Often acts as a Field Power Effect. Compare and contrast the more malevolent Eldritch Location. Contrast Your Magic's No Good Here, i.e. Place of No Power. If someone's Place of Power that is the key to their abilities is not in the human world/plane/dimension, they will likely be Weaker in the Real World as a result.

Do not confuse with Peninsula of Power Leveling, a location where stronger-than-usual enemies can be fought for faster Level Grinding.

If it exists in Real Life, it's a Landmark of Lore. Such places fall under studies such as Psychogeography, arts like Feng Shui, and other teachings. Much of it, of course, is dismissed as pseudoscience, but in fiction, if the idea is mentioned at all, it is far more likely to be true.


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    Anime and Manga 
  • In Black Clover, Strong Magic Regions are special areas with strong mana force fields, causing many different magical phenomena to occur there.
  • In Bleach there is one moving around the Earth and is currently situated under Ichigo's hometown — explaining the going on weirdness and making it the vital location of the Big Bad's Evil Plan.
  • Delicious in Dungeon: Dungeons are magical ecosystems that form where Mana leaks into the world from another universe. The lower levels are progressively more mana-rich, enhancing spellcasting and allowing stronger monsters to exist — one powerful monster climbs to an upper level and almost passes out from mana deficiency.
  • Magical Girl Lyrical Nanoha StrikerS has two spots outside of the planet Mid-childa where something like the Saint's Cradle could position itself to absorb the magic from Mid-childa's two moons.
  • In the Manga Ore no Ie ga Maryoku Spot datta Ken — Sundeiru dake de Sekai Saikyou, the main character is summoned to another world along with his house. His house happened to land on an area where a vast amount of magical power meets up, making him the most powerful person in the world. This also caused the Spirit of the house to come to life.
  • Pokémon: The Series has the Spear Pillar, ancient ruins on top of a mountain where Cyrus uses the Red Chain to summon Dialga and Palkia (the gods of time and space).
  • Psyren as a whole is a place of power, since the atmosphere amplifies psychic power and grants it to those who breathe in the air there.

    Card Games 
  • Magic: The Gathering: Basic lands are the inverse of this trope; they're just, well, basic, regular environments that make up the majority of a typical world. Many nonbasic lands fulfill this trope, though, from "dual lands" which count as any two of the types of basic lands to lands that can produce more than one mana, which basically means that they naturally generate or have more magical energy than most lands, to lands that do completely different things like animate and fight like creatures. Some even change how every other land does its stuff.

    Fan Works 
  • Arguably defied for Arendelle in Harry Potter and the Ice Princess, as there is so much natural magic there that relatively few witches and wizards manifest as their natural powers are ‘lost’ in the general background magic, although Lucius Malfoy notes that those witches and wizards who manifest in Arendelle are shown to be exceptionally powerful elsewhere.
  • Storeybrooke essentially serves as this for Castiel in Once Upon a Supernatural Time, as coming to the town temporarily restores Castiel's wings when he was basically Brought Down to Normal at this point in canon, but the conflicting nature of Storeybrooke's magic versus the magic of this world means that the boost is only temporary and he eventually reverts to his canonically established powerless state.
  • The Confectionary Chronicles;
    • While Hermione can set up an altar to Loki basically anywhere, to perform a blót sacrifice she must be at a location with some significance to the god in question, such as the location where Loki comforted her after saving her from a fairy or an area of wild forest on the edge of the Delacours’ property line.
    • When Gabriel travels through time, he returns to Bethlehem so that he can draw on the power of the birthplace of Jesus, whom Gabriel explicitly thinks of as his ‘half-brother’ (while also acknowledging that Jesus is more complicated than that).
    • When Gabriel has to heal Hermione after Odin nearly kills her, he takes her to one of the first altars erected to Loki so that he can draw on his pagan powers to heal her to avoid drawing Heaven’s attention after some of his more blatant displays of Gabriel’s power.
  • It is strongly implied that Wakanda is this for Eric Lensherr in Avenger Goddess, as he is keenly aware of the vibranium all around him when he accompanies the Howling Commandos and Wonder Woman there.
  • In a sense, the Hellmouth serves as this for John Sheppard when he comes to Sunnydale to meet his previously-unknown half-sister Tara in Tara Sheppard, as while in proximity to the energies of the Hellmouth John's Ancient gene is boosted to the point that he can heal injuries and use telekinesis, allowing him to heal Buffy after she’s shot by Warren.
  • In the Discworld as interpreted by A.A. Pessimal, a Witch from a distant country leaves her native Rodinian Steppe for the first time and is brought to Lancre for the Witch Trials. She is also a Shaman, and every sense twangs as she asks if she is the only one who has realised what an incredible place of power this is. And why everyone else, Witches included, are moving around in a casual everyday sort of unconcerned way as if this is no big thing.

  • Back to the Future:
    • Back to the Future Part II uses time instead of location, as when Doc realizes Biff chose November 12, 1955 as the date to return to to give his younger self the Almanac.
      Doc: Unbelievable that Biff has chosen that date. It could mean that this date might hold some special significance, being the temporal junction point for the entire space-time continuum! Other than that it could just be an amazing coincidence...
    • Back to the Future Part III reveals that there are at least three versions of Doc Brown and the De Lorean present during that moment in history; the 1955 Doc native to that timeframe, the 1985 Doc who travelled back there and his future self, the 1885 Doc buried in Boot Hill Cemetery, in addition to the nuclear powered De Lorean from the first film, the fusion-powered De Lorean from the second and the De Lorean sent back to 1885, buried for 70 years in the Delgardo Mine.
  • In the Marvel Cinematic Universe, the Odinforce is a mystical energy that is intrinsically tied to Asgard. While it is implied that much of Asgard's Magitek (the Destroyer, Gungnir, the Bifrost, etc.) is powered by the Odinforce, its primary wielder has always been whoever reigns over Asgard, each heir to Asgard wielding it in different forms, either bestowing them powers or enhancing preexisting magical abilities. Bor and Odin seem to manifest it as pure energy (Bor using it against the Dark Elves, Odin against the Frost Giants), Hela manifests it as limitless Necrosword matter in a variety of forms (as well as her invincibility by the time she reaches Asgard) and Thor is able to generate lightning without his hammer Mjolnir. It seems that the Odinforce was destroyed along with Asgard when it was destroyed by Surtr in Thor: Ragnarok, as Thor is unable to channel this power by the time he encounters Thanos.
  • In Star Wars, The Empire Strikes Back introduces the concept that certain places are stronger in the Force than others (and can be tied to either the light or dark side of the Force), such as the cave on Dagobah that Yoda sends Luke into as a test. The Star Wars Expanded Universe and Legends continuities would pick up this concept and run with it.
    Yoda: That place is strong in the dark side of the Force. A domain of evil, it is.

  • American Gods has these, one of which is the site of the House On a Rock, which is a real place. The meeting of the old gods happens there, because the wall between the physical world and the Spirit World is thinner. There's also the antithesis, dead zones of utter mundanity where nothing interesting or important happens. The parley between the two factions of gods is held in one such place, the exact geographical center of the US.
  • The Dark: Beechwood House, site of murderous occult ritual, harnesses the titular Dark, an ethereal concentration of humanity's capacity for evil, which manifests in independent patches of darkness. Beechwood's demolition unleashes it across London.
  • The planet Vjun in Yoda: Dark Rendezvous. Vjun's population had always had a high percentage of Force-sensitives, and then the Viscount Malreaux conducted an experiment to unlock Force potential in the rest. It went horribly right; those who weren't killed outright went mad and murdered each other. Vjun is now steeped in the dark side, one of the reasons Count Dooku chooses it as a retreat. All Jedi visitors, even the Weak, but Skilled Padawan Scout, have their powers amplified on Vjun, and those who are already strong and prone to the lure of the dark, such as Whie Malreaux and Anakin Skywalker, find themselves capable of amazing feats.
  • In Diana Wynne Jones' Deep Secret, Hotel Babylon is a hotel built right on top of a power node, giving it hallways that turn ninety-degree angles and keep going on past the point of a perfect square, a clear path to the next dimension over, and a hotel full of people unconsciously attracted to the fan convention it's hosting. (Admittedly, the protagonist's fiddling around with fate may have something to do with the last one).
  • The Dresden Files
    • Near Chicago there's an island that is said to be the source of a major ley line. Harry forges a connection to it, giving him awareness of whatever happens on the island, as well as gaining the spirit of the place as a dubious ally. It turns out that said ley line is the "body heat" of all of the Eldritch Abomination prisoners of the island.
    • Ley lines in general. There are places where several of them converge, and those are places where much more serious magical power can be drawn, so there are fortresses and temples at these places — the seat of the White Council is on one, the Red Court's Chichen Itza, and others.
    • The Land of Faerie itself, where the laws of physics work differently, allows things like the gunpowder in guns to work very well or not at all.
  • In Dragon Bones, castle Hurog is built on such a place. Ward, the protagonist, who has some (weak) magic power, can feel the magic of the place, and feels rather alone, cold and incomplete when he's not there. It is implied that other family members feel this too, and that's why they yearn to own the place. There is also a hill, that's also a place of power, and where there was once an ancient temple. The heroes spend a night there, with unpleasant results. Even the non-magically talented group members say they get a feeling of being watched. Ward can tap into the magic of the place, but it doesn't work with him like the magic of Hurog, where he is born.
  • Dungeon Engineer: The "mana wells" which are the primary topic of chapter seven, which is a heavy concentration of mana.
  • Heralds of Valdemar series:
    • Termed Nodes, these are formed by the intersection of two or more Ley Lines and are much sought out by mages and other creatures that feed on or utilize magical power. Only the most powerful of mages (Adept-class) can handle the energy of a node without being burned out or destroyed.
    • The Hawkbrothers improve upon standard nodes with their Heartstones. Each Clan has one, which maintains its Hidden Elf Village. While nodes require an outgoing ley line to drain excess energy, Heartstones can collect magic indefinitely and use it to power ongoing magical effects. They're also calmer and easier to handle than nodes, allowing access by Master-class mages (one step below Adept). The only Heartstone outside the Clans is in Valdemar's capital city, placed there by the Hawkbrother-trained Vanyel and mostly dormant since then.
  • Journey to Chaos: Zones where mana gathers into heavy concentrations are known as "Fog Clouds" because the magical energy is so intense that it forms a visible Fog that obscures visibility. Breathing the air within this cloud can send anyone's physical or magical power through the roof. It can also send them over the edge of sanity.
  • In Greg Keyes' Kingdoms of Thorn and Bone, the sendos act as this. They are sacred places where people can get in contact with, through prayers or rituals, the powers and energies of holy beings variously referred to as "saints" or "gods". The sendos are carefully researched and catalogued, especially since they can lose their power over time: a powerless sendo is called "dead". Members of the Church can gain special powers and abilities when undergoing a special pilgrimage throughout a given set of sendos - each "path" representing a different divine being, whose various aspects, avatars and identities are reflected by the sendos of the path. As it turns out, it is far from being a pleasant process, as the saints/gods ruling over the sendos will impose hard trials upon those that walk their paths. One of the main characters undergoes the path of the divine being of knowledge and learning - only to find that each sendos he visits removes either one of his bodily senses, or one of his memories...
  • The Licanius Trilogy: Kan enters the world through the time rift in Deilannis, which means that it's easier to use and access the closer you are to Deilannis.
  • H. P. Lovecraft's work sometimes features places like this. The best example would be The Dunwich Horror, where there are several large hills topped with ancient monoliths around the town of Dunwich. Strange noises and smells are often reported around these hills, and some are completely devoid of all plant life. A passage from Necronomicon in the same book links such site to the Great Old Ones.
    "They walk the lonely places of the world, where Words have been spoken and Rites have been committed. The wind howls with Their voice and the ground rumbles with Their thoughts."
  • The Magic Cottage: Gramarye, the titular cottage, is built on a point of the Earth's crust which exudes the "ethereal vitality" said to drive and shape the universe. A crack in the wall is found to have unaccountably closed over; local wildlife is uncannily tame, and the new occupants' creative inspiration is remarkably stoked.
  • Masks of Aygrima has two large deposits of black lodestone which attracts magic to it. They're used to mine magic for Aygrima to use. It's implied that if Mara's theory about black lodestone being from a meteorite is true then it landed in the mountains that house the deposits.
  • Myth Adventures had lines of power that went through the air or ground. One of the first things Aahz taught Skeeve was how to find these. They also used them to track down the Big Bad in the opening book.
  • Of Fire and Stars: Many sanctuaries and temples had been built possessing specifications which amplify magic's strength. At the High Adytum in Zumorda, legendary enchantments have been cast.
  • An important ritual for practitioners, the magic users in Pact and Pale, is the Creation of such places through the demesne ritual. There are several interludes that discuss what the ritual entails and the benefits of such a place, while there you're effectively an unchallenged god and numerous other benefits apply. Beings of sufficient power or those with Position of Literal Power can have similar places of power.
  • The Scholomance: Magic is much more efficient and effective in Enclaves, the Pocket Dimensions created as homes for elite Magical Society. Magic runs on Clap Your Hands If You Believe, so it's a huge advantage to work in a place that's built from magic and reinforced by its all-wizard population, rather than the Muggle world.
  • The Soldier Son: The Dancing Spindle is a strange, gigantic spindle-shaped pillar standing at an impossible angle, and covered in circular markings that create the optical illusion of it "turning" on itself. At the time of the novels, it is considered one of the most mysterious relics of the half-destroyed Kidona civilization, and tourists go see it as some sort of historical landmark or religious monument. But to the magic-touched character, it becomes clear that the Spindle is actually turning, and his magical sight allows him to perceive the monument for what it truly is: a gigantic turbine that captures all the magic currents in the land to redistribute them to the Kidona people. Unfortunately, just as the protagonist discovers this, some tourists drop by accident an iron knife at the bottom of the Spindle. Cold Iron ensuing, the Spindle stops "turning", and as it is later revealed, it causes the very end of the Kidona magic.
  • A Song of Ice and Fire: High Heart is a place in the Riverlands where apparently the old gods still have power, despite the weirwoods being cut down. The red priest Thoros, who follows a different god, doesn't see any visions in the fire here. Godswoods in The North are also this by virtue of having Heart Trees, weirwoods with faces carved into the trunks so that the old gods (and, incidentally, sufficiently powerful wargs) can see the goings-on there.
    • The Wall might also be one, as Melisandre finds that her magic is much stronger at the Wall than it ever has been before. Whether this is because the Wall was built on a natural place of power or because the spells used in its construction mean it produces a Background Magic Field isn't clear.
  • Invoked in The Wheel of Time. There are arguably three Places of Power: the Eye of the World, the city of Rhuidean, and Shadar Logoth. However, they are all man-made; the ones useful to protagonists were even made for those specific purposes. The magical power of those places can be destroyed or used up, and when it happens there's nothing special left of them. However, the world of the Wheel of Time also has many places where certain locations prevent magic from working.
  • In The Witcher novels, the sorcerers can only hold to a limited amount of Power at the time, so they must draw it from the crossing points of natural energies, usually following underground water veins, in order to cast their spells. The video games have these places giving the player character short boosts to various abilities when he activates them.
  • The Origin Wells from The Witchlands. They supply power to witches all over the continent and have amazing healing properties.

    Live-Action TV 
  • In American Gods (2017), Mr. Wednesday explains to Shadow that there have always been places around the world that people are naturally drawn to, where they then decided to build houses of worship, landmarks, or even tourist attractions on. One such place is the House on the Rock, a real world tourist attraction in Wisconsin, where he invited the Old Gods to gather and discuss their plans.
    Mr. Wednesday: So, over the centuries, people in other countries felt called to places of power. They knew there was an energy there, a focus point, a channel, a window to the imminent, and they built churches, cathedrals, or they'd erect a stone circle. Well, you get the idea.
  • Buffy the Vampire Slayer:
    • Sunnydale, California was built over a Hellmouth. Lots of Big Bads try to use it for some Evil Plan and lots of nasties try to come out of it.
    • There's another Hellmouth in Cleveland, which comes up a couple of times.
  • The Halliwell house in Charmed is built over a powerful natural magical nexus, with the sisters eventually concluding that the house was built there to ensure that good magic would have the power of that nexus.

  • Bally's Paragon has the Paragon Tower; reaching it after spelling P-A-R-A-G-O-N rewards an impressive 25,000 points.

    Stand-Up Comedy 
  • According to Bill Bailey, the UK's ubiquitous Little Chef motorway restaurants were built on the intersections of LeyLines. The roads came along later to join them up.

    Tabletop Games 
  • Ars Magica: Areas can have Divine, Infernal, Magical, and Fae "auras" of various strengths, which affect creatures and magic within. If sufficiently powerful, they can even distort the area into a "regio" Eldritch Location with built-in Pocket Dimensions. Magical auras are especially prized to mages, since they enhance spellcasting and create natural Mana deposits, but strong ones can slowly warp creatures who spend too much time inside.
  • In Big Eyes, Small Mouth, "Place of Power" is an actual character advantage; it represents a place where he or she can recharge his mana.
  • Dungeons & Dragons has many varieties. Notable examples are Wild Magic zones, which distort spells at random, and mythals, powerful wards that provide permanent spell effects and can augment or restrict the spellcasting of people within.
  • Exalted has demesnes, manses, and freeholds, all of which are places where Essence pools and/or wells up, often but not always as a result of dragon lines intersecting. The chief difference between them is whether they have been left largely undisturbed (demesnes), harnessed for occult purposes (manses), or transformed by The Fair Folk into miniature Wyld zones (freeholds).
  • Feng Shui's Secret War revolves around capturing Feng Shui sites that generate powerful Chi. Capture enough of them in the right places, and history can be changed in your own image.
    • The CCG Shadowfist which is set in the same world as Feng Shui uses this as a win condition. You don't win by destroying your opponent but rather by controlling enough Feng Shui sites. Of course, you'll have to fight to defend them, and that's where the cyborg monkeys come into play.
  • GURPS Magic and GURPS Thaumatology both spend some time discussing both natural places of power and ones that the caster must create himself (such as a sanctified room).
  • New World of Darkness:
    • Mage: The Awakening:
      • Similarly to Ascension, Hallows are spots where Supernal energy either makes it through the Abyss or is trapped and recycled, generating Mana (nodes are where Ley Lines intersect, and can be harnessed by mages for free energy).
      • A Master mage can create a "Demesne" by investing a fragment of their soulnote  into a location. This protects mages within from the risk of Paradox and provides a power boost to spells of the soul's ruling Arcana.
    • Werewolf: The Forsaken has loci, places bound up in spiritual importance where the border between Earth and the spirit world is a little bit thinner and Essence can be gathered.
    • Geist: The Sin-Eaters features Haunts, the "low places" of the world touched by death and despair. Yes, they often contain ghosts, but they also contain a great store of Plasm.
    • The Ordo Dracul from Vampire: The Requiem seek out "Wyrm's Nests," areas where the weird reigns high and power is trapped. More often than not, these Nests are also Loci, Hallows, or Haunts. Which means they're often in competition with other supernaturals for them...
    • Inverted with the "Shadowless Chambers" merit, which lets a character cultivate an area to be so stiflingly mundane that Spirits overlook its existence entirely.
  • Old World of Darkness:
    • Werewolf: The Apocalypse has caerns, some of the few remaining "wild places" in the world, where werewolves can commune with Gaia and gain spiritual power.
    • Mage: The Ascension has Nodes, places in the Tapestry where the separate strands knot up and generate Quintessence.
    • And all nodes can be turned into caerns, and all caerns can be used as nodes. Oh, and the undead kuei-jin also want to use them. Naturally, this leads to conflict...
    • Changeling: The Dreaming has Freeholds, untamed places that still bear a connection to the Dreaming that provided a font of Glamour for changelings.
  • Rifts: The places where ley lines intersect are called "nexuses" and are places where magical energy is most concentrated. These locations are optimal for practitioners of magic but are also where the eponymous rifts are most likely to form. Some very powerful super-nexuses with a lot of ley lines running into them exist, and often have megalithic structures built on them, including Stonehenge, the Great Pyramid of Giza and the ironically named St. Louis Gateway Arch.
  • Too many to list in Warhammer 40,000. Generally any place where the wall between reality and the Warp is thin will be this trending toward Eldritch Location.
    • Warhammer has its fair share as well, although the form they take tends to be more varied: the Black Pyramid of Nagash is a font of necromantic power, while Brettonia is riven with actual ley lines. Occasionally these become actual game mechanics.

    Video Games, Visual Novels 
  • In Control, Places of Power that cause mysterious anomalies to manifest are found across the United States. The Federal Bureau of Control seeks out such places to contain them, keep the public ignorant of them, and neutralize them whenever possible. The Oldest House is a particularly large Place of Power where the FBC is based and in which they contain numerous anomalous objects and organisms.
  • In Dominions, magic sites are province features that can provide gems, special units, other benefits, or actually harm the province. The fourth game also adds Thrones of Ascension, which have stronger effects such as altering your dominion and are required for the Ascension victory.
  • In Dragon Age: Origins, one of the Mage Collective quests has the Warden seek out four places of power, located in the Circle of Magi, the Brecilian Forest, the Deep Roads, and the Denerim Alienage.
  • The "Your Sanctuary" locations in EarthBound (1994), which Ness had to dominate in order to make the power of the Earth his own.
  • The Elder Scrolls:
    • The series lore includes the idea of "joint points" of reality, a side-effect of the creation for Mundus, the mortal plane. Atop these joint points can be constructed metaphysical Towers, which "define reality" in their "Aurbic vacinity". The ed'Ada who would become the Aedra constructed the first such tower, "Ada-Mantia" or the Adamantine Tower, atop one such point to hold "Convention" following the creation of Mundus. The mortal races would then discover how to create their own towers atop other such joint points (Crystal-Like-Law, White-Gold, Numidium, Red Mountain, Snow-Throat, etc.). By the 4th Era, the majority of these towers have been destroyed or otherwise de-powered, contributing to the chain of catastrophic events afflicting Tamriel leading up to the events of Skyrim
    • Daggerfall includes effects like this as part of character creation. Included are being better/worse/unable to cast spells in sunlight or in darkness. In practice, since the majority of the time battling enemies is spent in the darkness of dungeons, most players take "Cannot use magic in Daylight" as a debuff. (Taking debuffs increases the rate at which you level up).
  • In Fuyuki City of Fate/stay night, there are two nodes where spiritual energy concentrate: the Tohsaka family of sorcerers built their house on top of one, while the other is located in a temple on top of a hill (an important plot point).
  • Crystals in Final Fantasy (GBA Remake) (Each kept an element in harmony). Crystals in Final Fantasy V shared a similar purpose.
  • Golden Sun: The Elemental Lighthouses boost the power of any Adept of the corresponding element. The beacon of Mercury Lighthouse, which represents Water, has already been lit when the heroes enter. Its power constantly restores Mia's Psynergy points, therefore allowing her to heal and throw ice attacks around without having to worry about running dry. Saturos, being a Mars (Fire) adept, is greatly weakened by the power instead. Later it is revealed that Venus (Earth) and Mars share a symbiotic relationship, as do Mercury and Jupiter (Air). Even when Saturos and his partner Menardi are defeated again on top of Venus Lighthouse, they manage to light the beacon, which ends up fully restoring their power. Curiously enough, Garet, the party's own Mars adept, is unaffected by Mercury Lighthouse's beacon.
  • Rainbow Resort and the area immediately surrounding the Fountain of Dreams in Kirby's Adventure and especially in the GBA remake. The landscape is bizarre even by Kirby standards with strange geometric shapes and what appear to be vertical music staffs falling from the sky; even the enemies are oddly colored. This is possibly a result of the dream giving mist that normally flows from the fountain.
  • Kirby Super Star goes on to imply that every planet in Pop Star's solar system has similar fountains as Kirby has to gather their power in the Milky Way Wishes story.
  • The four temples in The Legend of Zelda: Spirit Tracks act as power nodes, connected to the Tower of Spirits by the Spirit Tracks.
  • A key mechanic in Magic and Mayhem, the main (and often only) source of mana. They are handled quite reasonably in-universe, with each one prominently marked and buildings and structures often built around them.
  • Master of Magic has nodes of power that can be tapped for Mana. Age of Wonders has a similar mechanic.
  • Mother 3: You have the Seven Needles that keep the Dark Dragon asleep. Once pulled, a "great power resonates."
  • In Nexus Clash, quite a lot of places with entirely mundane historical or sentimental value in the mortal city of Laurentia became Places of Power once Laurentia became the battlefield of the Nexus. A lot of formerly physical objects either turned into a Portal Door to other planes or became mystically empowered shrines to one of the Powers That Be. For instance, the shrine of the god of Cooperation is a necklace that was once owned by a historical figure whose tragically short life was an inspiration to greater peace, love and harmony throughout Laurentian history.
  • According to notes found throughout The Park, Atlantic Island Park was built specifically to take advantage of one of these: Nathaniel Winter had discovered a "nexus of dark energies" hidden beneath the soil of Archibald Henderson's property, and hoped that he could use it to make himself an immortal mage; of course, it could only be unlocked via an influx of emotion, hence the siphoning devices hidden around the park. The Secret World implies that this "nexus" is actually the Gaia Engine hidden under Solomon Island — which might explain why Winter ended up being transformed into the Bogeyman once he got the energy he was after.
  • Certain locations in the world of Pokémon carry power due to their association with Legendary and Mythical Pokémon. Some of them are places where the legendaries can be summoned to assist you under certain circumstances, while others experience a direct physical effect due to the presence of the legendary Pokémon — for instance, Sinnoh's Flower Paradise is overgrown with flowers due to Shaymin's presence.
  • Star Wars Legends:
  • Sword and Fairy series has Nine springs - key points in Spiritual Veins, that supply Six Realms with life energy. Each spring also has some kind of power, such as being the source of all poisons and antidotes in the world, or allowing one to see the future.
  • Touhou Project: The Forest of Magic is the favorite hotspot for magic users specifically for this reason.
  • The city of Lea Monde in Vagrant Story is described as a "wellspring" of dark magic; humans who visit it sometimes develop supernatural powers such as Clairvoyance or becoming Living Lie Detectors, and those who die there are fated to be Barred from the Afterlife and reborn as walking corpses.

    Web Original 
  • In Phaeton the orphanage is built on one such place, the Arks all landed in such places and various man-made structures quickly become places like this, which is why ghosts are drawn to Indian burial grounds.
  • Not only does the Whateley Universe have Ley Lines all over the place but Whateley Academy is set just a few miles from Dunwich. Yeah. That Dunwich. There are Places of Power all around Whateley, and all of them are really, really dangerous.


    Western Animation 
  • In Adventure Time, the Lich has a Place of Power, referred to in those exact words. It appears to be its "birthplace," the spot where the Depopulation Bomb hit during the Great Mushroom War.
  • In The Dragon Prince, there are six places in the world, called Nexuses, where the magic of Primal Energies are most pure and powerful. The beginning of Season 2 has the heroes staying at the Moon Nexus for a while.
  • In Gargoyles, Avalon is one of these, and its Hollow Hill especially so.
  • In Star Wars: The Clone Wars, the planet Mortis is an intersection of the Force, and the home of three Anthropomorphic Personifications of the Light Side, the Dark Side, and the Balance between them.
  • In Teenage Mutant Ninja Turtles (2003), there were three Ley Line nodes tapped by the Foot Mystics that had to be liberated to prevent a demon from spreading his reality-warping, undead-summoning power across the planet. Of course, one of these was next to the Statue of Liberty; another was in the United Nations building. The third? At a butcher shop called "Manny's Meats".

    Multiple media 
  • Most incarnations of the World Tree.
    • In Negima! Magister Negi Magi, the World Tree at the school's campus glows due to excess power every 22 years, right around the time of the School Festival. during that time, six points around the tree also radiate power, enough to turn a simple Love Confession into a magical compulsion.
      • It also power's Negi's time machine, as well as supplying magical energy for the forced recognition spell that the Big Bad want to use to end The Masquerade.