The tiles would be best as a shape with more than for sides probably. The better to 'do the circle thing' in drawing magic from the land. I didn't know Divine Divinity has square tiles. It seems that the tiles are shapes with more sides than stop signs, as the player can move in more than seven directions.
But if it is possible for the player to move in a variety of directions even with square tiles, than maybe it doesn't matter using square tiles for mapping graphics on the land and matching it wtih magic value on the map.
In all those games including Divine Divinity’s urns of manna and health in dungeons and in the hall of the seven races, those manna and health regeneration sources themselves regenerate after a while and they may be used again.
So the idea of attributing such qualities to land tiles is not really a new idea and it was taken further into a more decorative aspect.
Another attribute of magic assigned to tiles is teleportation, where certain tiles (in many games) are used as portals to transfer the player to another remote tile.
That is why I was more concerned about new attributes regarding casting spells that harness the powers of nature of the place as you might have imagined.
Kindest regards.
Many games have lone tiles that trigger special magical events for the player when clicked or walked on.
The idea here is that there is magic in all or most of the tiles in the land.
That most, 100% of all tiles have a magic value:
that vary in magic type,
is the source of energy for casting powers, rather than an internal source for magic represented by a blue mana bar which the mage taps for all spells regardless of energy type,
augements the mages existing magic attack strength, healing potency, asthetic, etc.
The mage acesses the magic by standing on the spot, not by clicking on anything.