Ley Lines

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Ley Lines

Postby MythMage » Fri Apr 04, 2008 5:09 am

Note that in this cosmology, the Material Plane contains three layers: Terra (what most think of as the Prime Material Plane), Annwn, and Ladinion (the latter two are collectively known as Faerie).

Here is the revised ruleset, v1.90, with thanks to PAOLO, thethiefofharts, Veekie, Jaerc, Jaerom Darkwind, Nick, Dialexis, and everyone else who contributed to it:

LEY LINES
Ley lines are channels of mystic energy which can be found anywhere in Creation, but are best-known and most utilized on the Material Plane. Ley energy is the power of the planes. Concentrations of it can influence the space they occupy (producing surprising and unique magical effects), and can be tapped by creatures to empower themselves (especially to perform magic related to the energy's source). Many ley lines have no obvious effect on their surroundings and go unnoticed by creatures that traverse them, other than those who are well-versed in the matters of ley magic.

Ley Line Basics
Lines may be of many different sorts, and different types energy may even originate from the same source. The four types of ley line are elemental, essential, material, and spiritual, each the planar energy of a different class of planes. Elemental lines are the energy of Inner Planes, material of the Material Plane, spiritual of the Outer Planes, and essential of the Multiverse as a whole. These types in turn are divided into subtypes; each line has exactly one type, but may have many subtypes. Only elemental ley lines must have subtypes; material lines never have them.

Ley lines are also distinguished by how powerful they are. A ley line may have one of eight grades, as follows: trace, faint, mild, moderate, strong, major, intense, and primal. The highest grade is reserved exclusively for nodes; each primal node is a thing of incomparable power and exclusive rarity. There is no more than one primal node on any plane. The only such node in the Material Plane is located in Paradwys in Ladinion, a primal material node whimsically named the Lifeline of the Tree of Life by the fey. Beyond the Material Plane, there is said to be a vast primal node located deep in the heart of each Inner Plane. Grade and size are unrelated, though sometimes a powerful line or node is nested within a larger, weaker one.

Lines are usually between 25 and 250 feet across, and many miles long, though mile-wide lines around faults are well-known and smaller lines can also occur. Lines are sometimes much taller than they are wide, but are also often cylindrical. They can also be widely diffuse; every plane is permeated almost completely by trace essential energy, and each of the Material, Outer, and Inner Planes are permeated with trace amounts of their matching ley energy. Other shapes are rare, but a line can be of any dimensions at all. Ley energy is not restricted by space, and any number of lines and nodes may occupy the same place. Such lines are interacted with separately.

Ley energy can also be focused into points, which are called ley nodes. All effects and rules which apply to lines apply to nodes as well unless noted otherwise. Nodes are usually spherical or cylindrical, but may be any shape at all. Ley lines sometimes form spontaneously between nodes which share a type and subtype. Nodes are the most likely areas to produce magical effects on their own because they are, as a whole, more powerful than lines. There is usually only a handful of each type of major node on each world. An intense node is even less common; there is very rarely more than one on any mortal world. Typically, a world will have one intense material node which is linked to an identical node occupying the same position in Annwn. These intense nodes in Annwn are in turn connected directly to the primal node of Paradwys in Ladinion.

Trace Nodes
In addition to geographical nodes, there are also tiny trace nodes of ley energy infusing creatures, objects, and souls. Almost every soul, creature, and object native to a given plane contains trace amounts of energy matching that plane. For example, every native of the Plane of Fire contains a trace amount of elemental (fire) energy. Almost every aligned magic item and every creature with an unusually strong alignment aura (such as a cleric) contains trace amounts of spiritual energy. Almost all significantly pure matching phenomena contains a trace of elemental energy. Almost everything from within the Cosmos contains a trace of essential energy. Note, though, that this energy is generally impossible to utilize or affect (in part due to the fact that these nodes rarely extend beyond the surface of an object or beyond a creature's body) except as noted otherwise. The ley energy of souls, known to many as incarnum, can be utilized and altered in the form of essentia by those who have essentia pools, or in the form of meldshapes by those who have meldshaper levels.

Interplanar Lines
Lines that continue from one plane to another are extremely rare, with the exception of those responsible for planar vortexes. Most of the time, a line on a given plane is not connected to any particular point in the parent plane (the plane from whence the line's energy comes, such as the Plane of Fire for an elemental (fire) line), but merely to the parent plane as a whole. Even a line that is connected to a particular point, via a portal between the Plane of Fire and the Material Plane for instance, does not extend onto the parent plane in most cases (instead, a node associated with the given plane might form on the parent plane from the portal, such as a material node forming on the Plane of Fire in the previous example). Finally, note that lines not matching the plane itself are rare on planes other than the Prime Material.

Effects of Time
Ley lines often shift and change over time as the source of the line changes. For instance, a ley line follows a river. The river then becomes dammed. If the line originated from the river itself, this would cause the ley line to change its path. If the line were caused by the life in the river, the dam might not cause the line to change much if the dam causes living things to take up residence where the river used to flow.

Ley energy is a little like electricity which seeks the path of least resistance in that ley energy is most stable when it coincides with geographical features related to its type; such lines shift less often. Nodes are as stationary as their sources. Lines that are anchored (see Geomantic Structures, below) can't shift away from the point(s) at which they are anchored. Ley lines pass seamlessly between Annwn and Terra, and the location, grade, and type of most lines and nodes are identical on both of these two layers of the Material Plane. Finally, ley energy can flow independently of physical barriers. As they follow their source or stretch toward a matching node, they might pass through air, soil, water, magma, or even the emptiness of space.

LEY LINES AND RELATED SPELLS
Sometimes spells can be made to interact with the energy of ley lines, but only if the spell is related to a line's type. For instance, the Ley Adept feat can allow one to increase the caster level of a related spell. A spell is related to a ley line if its school, subschool, or descriptor matches the line's subtype, or if it can be found in a domain whose name which matches the line's subtype. See the description of each ley line type for notes on other ways spells can be related to various lines. For instance, the druid spell earthquake would be related to an essential (earth) line, an essential (evocation) line, a spiritual (destruction) line, a spiritual (earth) line, an elemental (earth) line, an essential line without a subtype, and a material line. The cleric spell holy word would be related to an essential (evocation) line, a spiritual (good) line, and a spiritual or essential line without a subtype.

SPECIAL PROPERTIES
Most ley lines cause creatures within them to have their perceptions slightly altered in a way related to the line. For instance, a spiritual (repose) line in a graveyard may cause those who pass by to feel slight pangs of sorrow for no apparent reason. An essential (abjuration) line might cause a feeling of security. These effects are subtle, but are more powerful among lines of higher grades. They rarely have any mechanical effect.

Many lines produce magical effects; trace lines virtually never do, but as grade increases so does the probability of the line having a special effect. Primal nodes always have special effects, and very potent ones at that. These special effects are always related to the line's nature. For instance, a spiritual (suffering) line might affect all those who enter as if by crushing despair. A spiritual (neutral) line might replicate the calm emotions spell. All ley line effects, even those which replicate spells, are supernatural unless noted otherwise. They don't manifest outside the line, but effects within the line can have repurcussions outside. (An earthquake inside an earth line, for example, will likely extend outside the area.)

The standard save DC for the effects of a ley line is based upon its grade, as are the typical effective spell level and caster level of the effects and their usual Challenge Rating as natural hazards. Note, however, that since these are unique effects, all four variables often differ from one line to another (even if both are the same grade). These trends (as well as the probability that a line will have any effect at all) are noted on the table below.

Ley Line Special Effect Guidelines
Line Grade
Likelihood of producing effect
Save DC
Spell Level
Caster Level
Hazard CR
Trace
1%
11
0
3rd
1/8—3
Faint
4%
13
1st
7th
3—5
Mild
10%
16
2nd
10th
5—8
Moderate
25%
19
4th
14th
8—13
Strong
45%
23
6th
19th
13—18
Major
70%
27
8th
24th
18—23
Intense
90%
31
10th
30th
23—30+

Some common special properties are described below, with more specific examples provided in the description of ley line types.

Caster Level Bonus: Related spells and spell-like abilities gain an insight bonus to caster level, typically +1 at faint grade, +2 at moderate, and +3 at major.

Creatures: A few creatures are spawned directly from ley lines. Some are bound to their parent lines like a dryad to her tree, while others are free to leave. A line usually must have a minimum grade in order to spawn a given creature, and a more powerful line will spawn an advanced version of the creature. Note that that minimum might be violated if the line was once above the minimum and has since diminished. A creature tied to a line too weak for it might waste away, fall dormant, or gain negative levels which persist so long as the reduction in power does. Most of these creatures are fey, and found only on the Material Plane (though some can spawn from non-material lines).

Any type of ley line of mild or greater grade can spawn a grim (which is bound to its line, and can appear only on the Material Plane).

Faerie Roads: These are supernatural teleportation effects which do not use transitive planes. One of these roads can turn anything which passes through into energy, channel it along ley lines, and reconstitute it elsewhere in the ley line system. Faerie roads occur only in material ley lines. Examples of this phenomenon include the crossroads and backroads found in Toril. Faerie roads are more common on powerful, narrow lines that cross long distances.

Fey Oases: Described on page 21 of Sandstorm, these locations are created by minor fey nobles with the intention of ensnaring foolish mortals. Most of these nobles are rather unusual and extremist members of the Seelie mortal-helping faction, seeing the transmutation of mortals as healing them of their mortal flaws. That the process leaves its victim chained to the oasis is of no concern; it is simply the way things work, no more cruel than binding a dryad to her tree. They travel by way of the material ley lines throughout the Material Plane and appear only in material ley lines of grade mild or greater.

Incarnum Locations: Described on page 203 of Magic of Incarnum, the ley lines which produce these sites often produce emotions stronger than usual for their grade.

Magical Locations: Magical locations as described in Complete Champion (page 150), Complete Mage (page 144), Complete Scoundrel (page 142), Drow of the Underdark (page 186), and Dungeon Master's Guide II (page 235). form spontaneously from relevant ley lines. Virtually all magical locations are tied to ley lines. Generally, a magical location can form or be created only if it is worth no more than the value indicated on the table below for a line of that type.

Maximum Magical Location Value by Line Grade
Line GradeMaximum Magical Location Value
Trace500 gp
Faint2,000 gp
Mild8,000 gp
Moderate32,000 gp
Strong128,000 gp
Major394,000 gp
Intense1,182,000 gp
PrimalUnlimited

Planar Traits: Sometimes, a ley line linked to another plane (on the Material Plane, these are spiritual and elemental lines) can cause one or more traits of that plane to take effect within the ley line. This is best known in planar bleeds (see Altering Ley Lines, below). In addition, many of the traits of the various planes in the multiverse are produced by the ley lines inherent to each plane (elemental lines in the Elemental Realities, material lines in the Material Plane, and so on).

Rebuild Sites: These places of power allow characters who manage to utilize them the ability to recreate themselves body and soul by tapping into the mystical, soul-linked potential of ley lines. They are the subject of rebuild quests as described in Player's Handbook II (pages 199-206).

Signs of the Apocalypse: Signs of the apocalypse (see Elder Evils, page 7) are greatly feared ley line special effects that always accompany elder evils. Note that ley lines can sometimes produce signs of the apocalypse without an elder evil present and without growing stronger over time.

Spell-like Effects: Most often these are long-duration area spells such as hallow which last as long as the line does. Much of the time, these effects can be permanently ended with simple dispelling, but removing them does not affect the line that spawned them. Other common effects are emotion-based spells such as good hope which affect either all those who enter the area or all those of a certain alignment (depending on the nature of the line, as always). These effects often, but not always, follow the guideline given earlier in this section.

Supernatural Waters: Ley energy can be concentrated into bodies of water that happen to lie within the ley line, imbuing them with supernatural properties. Pools, springs, and streams are all well-known forms for these waters to take, although water that leaves the ley line which empowers it quickly loses its power. Since these effects are supernatural, they do not appear under detect magic and cannont be dispelled or disjoined.

Touchstone Sites: Some ley lines can allow their energies to be tapped and carried away; lines with this property are known as touchstone sites (PlH 153, Sand 54, MoI 207). Making use of this option requires the Touchstone (Sand 53) or Planar Touchstone (PlH 41, MoI 207) feat.

Common Effects by Grade
Below are listed common special effects based on the grade of the ley line. These effects may be produced by any type of ley line, provided it is of sufficient grade. See descriptions of these effects above or where appropriate (Dungeon Master's Guide, Magic of Incarnum, and Stormwrack are referenced). Lines can produce effects weaker than normal for a line of that grade (or, of course, no effects at all).
Trace: None.
Faint: +1 caster level, incarnate earth (MoI 204), lesser midnight construct (MoI 184).
Mild: Dolmen circle (MoI 203), grim (6 HD; Material Plane only), maelstrom (minor) (Storm 13), normal midnight construct (MoI 185).
Moderate: +2 caster level, deadsand (MoI 206), enhanced magic trait (related spells augmented up to one spell level [enlarge; extend]), greater midnight construct (MoI 185), grim (15 HD; Material Plane only), maelstrom (major) (Storm 13), midnight grove (MoI 205), soulclamor forest (MoI 206).
Strong: Enhanced magic trait (related spells augmented up to two spell levels [empower; or enlarge and extend]), grim (24 HD; Material Plane only), maelstrom (greater) (Storm 13), soulless waste (MoI 206), wildsoul zone (MoI 206).
Major: Enhanced magic trait (related spells augmented up to four spell levels [empower, enlarge, and extend; enhance; extend and widen; maximize and enlarge; or quicken]), grim (33 HD; Material Plane only), maelstrom (immense) (Storm 13), +3 caster level.
Intense: Enhanced magic trait (related spells augmented up to seven spell levels [enhance and widen; enlarge, enhance, and extend; intensify; or maximize and quicken]), grim (42 HD; Material Plane only).

LEY LINE ENCOUNTERS
In general, the more powerful a ley line is, the more attractive it is to powerful creatures with an interest in its source or an affinity for its special properties. Thus, a ley line is often a good place to find monsters and NPCs of a stronger breed than the surrounding region. Below is a guideline for the level of encounters typically found within or near ley lines of each grade.

Ley Line Encounter Levels
Line GradeAverage Encounter Level
Trace1/8-3
Faint3-5
Mild5-8
Moderate8-13
Strong13-18
Major18-23
Intense23-30+
Primal31+

DETECTING LEY LINES
All ley lines of grade moderate or higher can be detected with a Wisdom check or possibly the Perception skill. Usually, lines of grade trace to mild can only be sensed with Perception (and only if one possesses the proper Knowledge). See the Skills section for more details. Additionally, certain spells may also reveal the presence of a ley line. Detect evil reveals evil-subtyped lines; similarly, good, lawful, chaotic, and incarnum lines can be detected by the appropriate detection spell. The grade of the line determines the strength of the aura, as noted on the table below.

Alignment Aura Strength
Line GradeAura Strength
Trace or faintFaint
Mild or moderateModerate
Strong or majorStrong
Intense or primalOverwhelming

While ley lines themselves do not show up under detect magic, all their spell-like (and some supernatural) special effects do.

GEOMANTIC STRUCTURES
Geomantic structures can anchor ley lines so that they change less. They can also make it easier to make skill checks involving a ley line. Anchoring a ley line with a geomantic structure requires the use of the anchor ley line incantation (see the Incantations section). If multiple ley lines coexist at the location of the structure, each must be anchored with a separate ritual. Nodes can anchor lines on their own without any ritual, so many builders prefer to simply find such a node and use it with less or no special preparation.

Within a geomantic structure, a dowser may take 10 on any skill check relating to an anchored line, even if he is threatened. Particularly large and complex geomantic structures can also provide a bonus on skill checks relating to anchored lines.

Geomantic Structure Sizes
Structure SizeExamplesSkill Check Bonus
SimpleMenhir+0
ComplexChurch, dolmen, minor megalithic circle or line, temple+2
Very ComplexGreat cathedral, greater megalithic circle, major temple, pyramid+4

LEY LINES AND THE SKY
Many stars are conduits for planar power, including ley lines, running through and beyond the Material Plane. As a result, astronomical phenomena which relate to a ley line's source cause the ley line to grow more powerful. During the event, the line's strength increases by one grade, to a maximum of major (or for nodes, intense). It also offers a +4 circumstance bonus on skill checks made in relation to the line. Sometimes, the line can gain an additional effect during the event; often a material line gains a portal linking Annwn to either Terra or Ladinion.

LEY LINES AND SOULS
Although soulstuff and ley energy are not identical, they bear striking similarities and seem to be deeply connected. Indeed, soulstuff appears to be the medium through which mortal emotions affect and are affected by ley energy. Additionally, the transition of souls seems to be the most efficient way to manipulate ley energy - a death or birth is always more likely to have an effect than a creature simply inhabiting an area. Finally, there is personal ley energy (called incarnum) suffusing every soul.

ALTERING LEY LINES
Ley lines be altered (including being created or destroyed) by any number of events, locations, and inhabitants relevant to its type and subtype (if any). Below are noted some well-known kinds of ley energy producers and disruptors, along with suggested probabilities that a source will affect ley energy. These probabilities are only loose guidelines; it is recommended that a DM decide whether a source will have an effect, rather than determining randomly. Reduce the probability of affecting a given ley line by half (after any modifiers noted below) if that ley line is anchored by a geomantic structure (see Geomantic Structures, above). There is no known way to create, alter, or destroy a primal node, even for greater Powers.
Elder Evils: Certain forces which have the potential to destroy the world are known as elder evils. These and a select few other forces produce or are accompanied by catastrophic manifestations known as signs of the apocalypse (as noted in Special Effects, above). Signs of the apocalypse usually play havoc with a world's ley line system. In fact, they are themselves ley line special effects produced by virtue of the elder evil's influence on the world, an influence that is often exponentially stronger than a being of similar personal power would normally have. An elder evil cannot avoid its accompanying signs by any means.

For instance, the undead world known as Atropus (EE 16) emanates four nested ley nodes of the elemental (negative) and spiritual (evil) types; the outermost of these is moderate grade, then strong, then major, then intense. The outermost node extends thousands of miles from Atropus's surface, reaching its target worlds long before it does; as each new layer of the node reaches the world, the next sign of the apocalypse manifests.

Incarnum: Since incarnum itself is a form of ley energy, incarnum-based effects are among the most active producers of more permanent ley energy (epic incarnum effects have a 5% chance of altering ley lines), and incarnum locations never appear without a ley line or node.

Mortal Actions: Certain significant actions taken by any being can affect ley lines. These include casting powerful spells, altering ecosystems or geography, and erecting certain kinds of structures such as temples. Any ley line of grade major or lower can be disrupted by being tapped very frequently or by producing its special effect with unusual frequency. The probability of ley lines being altered, created, or destroyed by any given event is roughly 3%.

Mindless Forces: Some events not under the direct control of any sentient being can create or affect ley energy. These include tectonic movement, volcanic activity, elemental vortexes, and ecological changes. Within the Material Plane, healthy ecosystems produce material ley lines; within the Inner Planes, dense elemental energies create elemental ley lines; and within the Outer Planes, concentrations of belief create spiritual ley lines. The probability that such an event has an effect on ley energy is roughly 20%.

Planar Bleeds, Planar Breaches, and Manifest Zones: Especially ley-active, virtually all planar bleeds (MotP 220), planar breaches (PlH 151), and manifest zones (ECS 94) are mediated by ley lines. The bleed, breach, or zone creates a ley line (or node), and the ley line (or node) produces the effect(s) of the bleed, breach, or zone.

Supernal Power: The actions of gods and other Powers can create or disrupt ley lines because of the sheer power they wield. There is generally a 3% chance, plus 1% per rank of the entity, that its appearance, its death, or the use of its supernal abilities will spawn or alter a ley line. Unlike other Powers, Void entities rarely generate ley lines. However, they do usually disrupt or warp existing ley lines, using the same probability as other Powers.

The supernal realms of Powers other than Void entities are all valid sources of ley energy (it is rare for such a site not to include a node). The ruler of the realm gains a +4 circumstance bonus on skill checks regarding lines and nodes in the realm. In addition, a Power can reshape ley lines in the realm as part of her ability to change its metaphysical traits. A lesser Power can attempt to create, alter, or destroy ley lines that exist at least partially in her realm. Possible alterations include changing a ley line's special effect(s) to anything appropriate to its grade and type, modifying its grade, or altering its shape. A Power can only affect one ley line at a time, can make only one change at a time, and cannot alter, create, or destroy a ley line with a grade higher than a maximum determined by her strata: Lesser = strong, Intermediate = major, Greater = intense. A void entity can reshape, diminish, or destroy a line but not create or amplify it.

LEY LINE TYPES
Below are descriptions of the four types of ley energy, their possible subtypes, and additional ways spells can be related to those types of lines. Also described are features which commonly appear on these lines after they have been created, or which the lines move to coincide with. Each type notes what forces can disrupt and weaken lines of that type, indicating in parentheses the strongest line that can be disrupted by each means. Finally, for each type and grade of line or node (other than primal nodes, which are unique), there are examples of what sorts of events or locations can generate it, followed by what sorts of effects it has been known to generate. Only sometimes (DM's discretion) does a qualifying location have a ley line as strong as suggested (and only sometimes does a ley line produce effects as strong as suggested, if any at all).

Sources used: Cityscape (supernatural city hazards, pages 32-33, and zeitgeist, pages ), Complete Champion (holy sites, pages 150-158), Complete Mage (magical locations, pages 143-156), Complete Psionic (psionic locations, pages 115-117), Complete Scoundrel (legendary sites, pages 142-152), Drow of the Underdark (magical locations, pages 186-190), Dungeon Master's Guide (planar traits, pages 148-150, 168), Dungeon Master's Guide II (magical locations, pages 235-250), Elder Evils (signs of the apocalypse, pages 7-10, 17, 33, 49, 65, 81, 97, 114, 129, 145), Expanded Psionics Handbook (psionic powers and caller in darkness, pages and the SRD), Frostburn (magical frostfell terrain, pages 15-16), Heroes of Horror (dread effects, pages 68-69), Magic of Incarnum (incarnum locations, pages 203-207), Manual of the Planes (planar anomalies, pages 220-221), Monster Manual II (spirit of the land, pages ), Player's Handbook II (rebuild quest sites, pages 199-206), Sandstorm (supernatural waste hazards, pages 20-26), Stormwrack (supernatural sea hazards, pages 13-14), and The Gates of Hell (spiritual wounds, pages 6-9).

Elemental
Elemental ley energy is tied to the Inner Planes, or inner planes. These lines sometimes result from portals or vortexes to the Inner Planes, or powerful elemental magic. In the Inner Planes, elemental lines occur much like material lines do on the Material Plane (these extraplanar lines are the source of several planar traits).
Subtypes: Air, ash, cold, dust, earth, electricity, fire, magma, mineral, negative, ooze, positive, radiance, salt, smoke, steam, vacuum, and water.
Related Spells: See below for notes on which spells are related to ley energy subtypes which are not spell descriptors. Spells which create or alter the named element are always related (such as flesh to salt, which is related to salt, or sunburst, which is related to radiance).
Ash: Spells with the darkness descriptor or which extinguish fire.
Cold: Spells with both the air and water descriptors.
Dust: Disintegrate and similar spells.
Magma: Spells with both the earth and fire descriptors; spells which heat earth or metal, such as heat metal.
Mineral: Note that metals count as minerals.
Ooze: Spells with the acid descriptor, or both the earth and water descriptors.
Radiance: Spells with the light descriptor.
Salt: Spells which dehydrate (such as inflicting desiccation damage).
Smoke: Spells which inflict poison directly or create poison; spells with both the air and fire descriptors.
Common Features: Localized high points (air), deep and constricted caverns in dense rock (earth), volcanoes (fire), wastelands (negative), teeming forests or reefs (positive), and large amounts of pure water (water).
Disrupted By: Anything which can produce an opposed ley line, dimensional lock (moderate; outside Inner Planes only).
EXAMPLE SOURCES AND EFFECTS BY GRADE
Trace
Sources: One or a few deaths in one event, a large pond or lagoon, a stream, a small deposit of rare ore such as cold iron, any pure manifestion of an element, a creature or object native to the Elemental Realities, long-term exposure of related 1st- to 2nd-level spells.
Effects: Frost, stabilize.
Faint
Sources: The deaths of several creatures in one event, long-term exposure of related 3rd- to 4th-level spells, lesser planar binding an Inner Planes native, a moderate-sized lake or river, a small deposit of mystical ore such as adamantine or silver, a large deposit of rare ore such as cold iron.
Effects: Appalling fecundity (faint) (EE 9), black sand (Sand 20), endure elements, energon (MotP 186, PlH 119), heart of stone (DMG2 243), heart of wind (DMG2 243), leech salt flats (Sand 22), obscuring mist, razor ice (Frost 16), shadowsand (Sand 25).
Mild
Sources: The deaths of many in one event, planar binding an Inner Planes native, major currents in a large lake or river, a large deposit of mystical ore such as adamantine or silver, long-term exposure of related 5th- to 6th-level spells, a minor planar breach from an Inner Plane (PlH 152), a dormant minor tectonic fault, Sepulcher of Wee Jas (CC 156).
Effects: Acid sleet (Frost 14), acid slush (Frost 15), appalling fecundity (moderate) (EE 9), death hail (Frost 14), dry winds (faint) (EE 9), ember of dragonfire (DMG2 238), emergent caldera (CP 117), furnace wind every 1d4 weeks (Sand 22), gust of wind, heart of flame (DMG2 241), heart of ice (DMG2 242), lightning pillar (Frost 16), red sea (Sand 25), resist energy, Sepulcher of Wee Jas (CC 156), snow geyser (Frost 16), supernatural water (false life), twisted life (faint) (EE 97), water breathing, wind wall.
Moderate
Sources: The deaths of hundreds in one event, greater planar binding an Inner Planes native, a major current of a very large lake, massive river, a dormant major tectonic fault, a dormant volcano, a minor planar bleed from an Inner Plane (MotP 220), a peripheral ocean current, long-term exposure of related 7th- to 8th-level spells, a severe planar breach from an Inner Plane (PlH 152).
Effects: Appalling fecundity (strong) (EE 9), devil dune (Sand 20), dry winds (moderate) (EE 9), elemental-dominant trait, everflame (DMG2 239), impeded magic trait (opposing spells), mild tectonic activity, minor energy-dominant trait, necrocarnum bog (MoI 205), nightstone (HoH 69), Palace of Burning Ice (CC 154), restless dead (faint) (EE 17), rust flurry (Frost 14), rustsnow (Frost 16), salt mummy (MM3), skyberg (Frost 26), supernatural water (air walk or elemental body I for matching element), twisted life (moderate) (EE 97), wall of fire, wall of ice.
Strong
Sources: The deaths of thousands in one event, an active volcano, an active minor tectonic fault, a major current of a gulf or sea, long-term exposure of related 9th-level or stronger spells, a complete planar breach from an Inner Plane (PlH 153), a major planar bleed from an Inner Plane (MotP 220), the Necrotic Cradle (PH2 203), a small elemental vortex.
Effects: Acid fog, animate objects (each minute, there is a 5% any given object animates), appalling fecundity (overwhelming) (EE 9), brilliant abyss (PH2 205), central spiral (PH2 205), dark abyss (PH2 204), dry winds (strong) (EE 9), elemental weird (Frost 125, MM2), flamestorm (Sand 21), limited magic trait (no opposing spells), major energy-dominant trait, restless dead (moderate) (EE 17), supernatural water (elemental body III for matching element, flesh to stone, or stone to flesh), twisted life (strong) (EE 97).
Major
Sources: The deaths of many thousands in one event, an active major tectonic fault, a major ocean current, long-term exposure of related epic spells, a large elemental vortex.
Effects: Dry winds (overwhelming) (EE 9), incendiary cloud, restless dead (strong) (EE 17), reverse gravity, supernatural water (elemental body IV for matching element, giant form II for form with matching subtype, iron body, temporal stasis), twisted life (overwhelming) (EE 97).
Intense
Sources: The deaths of countless thousands in one event, an active supervolcano, massive elemental vortexes creating a new world within Terra, the death of a greater archomental.
Effects: dire winter (ELH, Frost 107), fimbulwinter (Frost 93), a planar rip to the Negative Energy Plane (MotP 221), restless dead (overwhelming) (EE 17).

Essential
Essential ley energy, the power of the Cosmos itself, is tied to magic in general and is the most widely useful kind. It is most attractive to arcanists due to its versatility and their inability to get significant use out of most other lines. Such a line may result from catastrophic magical accidents, powerful spells (especially those with costly components or which cause many deaths), or other instances of magic. Essential energy also occurs naturally, and so can form ley lines out of the diffuse magical energy which fills virtually all parts of Creation. Essential ley lines and nodes beyond the trace energy suffusing Creation do not often occur naturally, though. In Toril, curious anomalies in the Weave known as sparks are a sort of naturally-occurring essential ley node, whereas the Weave itself is a trace essential line.
Subtypes: All spell schools, subschools, and spell descriptors.
Related Spells: All spells are related to an unsubtyped essential line.
Common Features: Lairs of monsters with magical abilities (especially dragons, fey, magical beasts, and outsiders), settlements of people skilled in magic.
Disrupted By: Disjunction (moderate), dispel magic (area dispel) (trace), greater dispel magic (area dispel) (mild), epic spells developed with the dispel seed (area dispel) (major or intense), long-term occupation by large numbers of aberrations (32 total HD for trace, 80 for faint, 160 mild, 400 moderate, 1000 strong, 2500 major, 5000 intense), soulbanned zone (MoI 104) (moderate).
EXAMPLE SOURCES AND EFFECTS BY GRADE
Trace
Sources: The Multiverse, or any creature or thing native to it (especially dragons, fey, magical beasts, and outsiders), long-term exposure of related 1st- to 2nd-level spells, wall of incarnum (MoI 105).
Effects: Dancing lights, ghost sound, supernatural water (detect magic).
Faint
Sources: Athenaeum of Boccob (CC 151), lesser dragon ally (SC 72), champion's crown (CS 143), long-term exposure of related 3rd- to 4th-level spells, a common magical laboratory, a small deposit of mystical ore such as adamantine or silver, more than 1 pound of quintessence (XPH), the lair of a young true dragon, the residence of common fey.
Effects: Alien skies (faint) (EE 9), altar of the dreamwalker (DMG2 237), athenaeum of Boccob (CC 151), Boccob's reading room (CM 145), bussengeist haunt (CS 142), champion's crown (CS 143), crypt of Wee Jas (CM 146), dragonheart tomb (DMG2 238), feather fall, heart of stone (DMG2 243), heart of wind (DMG2 243), leach salt flats (Sand 22), rainbow falls (CM 152), shieldstone cavern (CM 153), silent image, supernatural water (enlarge person or reduce person).
Mild
Sources: Astral hospice (SC 17), dragon ally (SC 72), long-term exposure of related 5th- to 6th-level spells, court of thieves (CS 144), the lair of a young adult true dragon, the residence of mid-level fey, a large deposit of mystical ore such as adamantine or silver, highest spire (CS 147), invoke magic (LoM 212), iron wyrm vault (CS 149), a minor planar breach from a Transitive Plane (PlH 152), more than 30 pounds of quintessence (XPH), a small-scale but powerful magical experiment, a large magical laboratory, otyugh hole (CS 151), Sepulcher of Wee Jas (CC 156), a small school of magic.
Effects: Alchemical fog (City 32), aversion (XPH), black mold (City 33), court of thieves (CS 144), dragonsblood pool (CM 149), ember of dragonfire (DMG2 238), heart of flame (DMG2 241), heart of ice (DMG2 242), iron wyrm vault (CS 149), lightning pillar (Frost 16), metamagic storm (CM 151), minor image, necropolis of dread (DMG2 246), negation snow (Frost 16), otyugh hole (CS 151), psigate (CP 117), Sepulcher of Wee Jas (CC 156), soulheart glade (CM 154), supernatural water (alter self into random or pre-determined shape), utter dark (DotU 190).
Moderate
Sources: Awaken construct (SC 21), greater dragon ally (SC 72), long-term exposure of related 7th- to 8th-level spells, the tower of a high-level wizard prolific in magic experiments, the lair of a mature adult true dragon, a fey mound, a large school of magic, a fey court ruled by lesser gentry, unusual magnetic fields (local scale), more than 160 pounds of quintessence (XPH), a minor planar bleed from a Transitive Plane (MotP 220), a severe planar breach from a Transitive Plane (PlH 152), wish.
Effects: Alchemical rain (City 32), alien skies (moderate) (EE 9), arcane pollution (City 32), Bigby's tomb (CM 143), boneyard (CM 146), cloudseat (CM 147), Coliseum of Kord (CC 153), crystal node (CP 116), dispel magic, eternal vortex (CM 150), faerie frost (Frost 15), hallucinatory terrain, haste, invisibility sphere, necrotic miasma (City 33), Palace of Burning Ice (CC 154), permanent image, quintessence (XPH), rainbow pattern, restless dead (faint) (EE 17), seal of binding (faint) (EE 81), shapesand (Sand 25), slow, solid fog, spellward of arcane might (DMG2 247), supernatural water (bestow curse, remove curse, or tongues), vale of smoke and fog (CM 155), worldmeet glade (CM 156).
Strong
Sources: A powerful lich's tomb, long-term exposure of related 9th-level or stronger spells, the resting place of a minor artifact, the lair of an ancient true dragon, the site of a great battle between very high-level mages, a fey court ruled by powerful gentry, unusual magnetic fields (national scale), more than 1 ton of quintessence (XPH), a complete planar breach from a Transitive Plane (PlH 153), a major planar bleed from a Transitive Plane (MotP 220).
Effects: Alien skies (strong) (EE 9), animate objects (each minute, there is a 5% chance any given object animates), cloudkill, dead magic zone, false vision, globe of invulnerability, greater dispel magic, guards and wards, mirage arcana, permanency, permanent image, programmed image, psychic turmoil (XPH), restless dead (moderate) (EE 17), seal of binding (moderate or strong) (EE 81), supernatural water (break enchantment, contact other plane, flesh to stone, form of the dragon I, polymorph into random or pre-determine form, stone to flesh, or true seeing), wall of force, wild magic.
Major
Sources: The death of a flight of dragons, the lair of a great gold wyrm, a Mythal, Castle Greyhawk, an epic lich's tomb, long-term exposure of related epic spells, unusual magnetic fields (planetary scale), a cataclysmic battle between an epic mage and a lesser archfiend, more than 12 tons of quintessence (XPH), a miracle worked by a demigod or lesser god of magic, the court of a lesser archfey, the Tomb of Horrors, the destruction of a major artifact.
Effects: Antipathy, alien skies (overwhelming) (EE 9), greater psychic turmoil (XPH), mind blank, necrocarnum bog (MoI 205), phase door, prismatic wall, restless dead (strong) (EE 17), scintillating pattern, screen, seal of binding (overwhelming) (EE 81), sympathy, supernatural water (form of the dragon III into random or pre-determined form, insanity, polymorph any object into random or pre-determined form), a time loop (MotP 221).
Intense
Sources: The death of an intermediate or greater deity of magic, the court of a greater archfey, an epic ritual spell with a caster level of 35th or higher.
Effects: Genius loci (ELH), restless dead (overwhelming) (EE 17), supernatural water (foresight).

Material
Material ley energy is the raw power of nature and the Material Plane as a whole. Fey call it the lifeblood of the Tree of Life. The healthy functioning of nature encourages these lines. Fey use material ley lines to a great extent. All portals to Faerie occupy at least a faint ley line or node, and many times the portal's strength matches the line's grade. Powerful nature-based magic - such as an epic druid spell - can also generate material ley energy. On planes beyond the Material, material ley lines are found emanating from powerful druidic magic, from those few mortal ecosystems on the planes, or from portals to the Material Plane.
Subtypes: None.
Related Spells: Spells cast by druids, rangers, and other characters who derive power from nature are related to a material line, as are spells which encourage or augment plant, animal, vermin, magical beast, or fey life.
Common Features: Fey settlements, standing stones, natural springs, localized high points, particularly huge or ancient trees, and verdant roses.
Disrupted By: Animate dead (trace), civilization (see below), create undead (mild), create greater undead (moderate), dimensional lock (moderate; outside Material Plane only), long-term occupation by large numbers of aberrations and/or undead (32 total HD for trace, 80 for faint, 160 mild, 400 moderate, 1000 strong, 2500 major, 5000 intense), and climates being severely affected by other sorts of lines (intense; on the Material Plane only; see Ley Scarring, below).
Civilization: Material ley lines are usually inhibited by the encroachment of civilization. Lines caused by natural sources rarely exceed a limit determined by the amount of sentient settlement to be found in the area. However, communities built carefully to avoid harming nature (such as many elf and gnome communities) are less disruptive and in rare cases can even increase the grade of material lines.

Limiting of Material Ley Lines by Civilization
Level of Development
Example Resident Human Society
Average Maximum Line Grade
Pristine
None
Intense
Wild
Hunter-gatherers
Major
Settled
Agricultural village
Strong
Civilized
Small town
Moderate
Heavily civilized
Large town, small city
Mild
Industrialized
Large city, metropolis
Faint

Ley Scarring: To have an unusual number of major and intense lines and nodes in a world often wreaks havoc with the natural order and can precipitate the end of the world. Most often, such a calamity is the result of too much elemental or evil energy coming from great vortexes or fiendish invasion. The world may be permanently scarred, its material lines crippled, which can lead to the end of the world. This scarring can also become malignant, spreading through ley lines to other worlds and into Faerie. If ley scarring becomes malignant, the fey of the world become gravely concerned and will never fail to act upon the threat. Many will evacuate to Ladinion, while powerful Seelie usually attempt to reverse the damage and powerful Unseelie may attempt to stop the cancer by destroying the world outright.
EXAMPLE SOURCES AND EFFECTS BY GRADE
Trace
Sources: The Material Plane and any native creature or object (especially fey and plants), long-term exposure of related 1st- to 2nd-level spells, plant growth (increase yield function).
Effects: Dancing lights, lullaby, purify food and drink, slight fertility (x1.25 crop yield, +25% chance of conception), spirit animal (Frost 155), supernatural water (virtue), worm infestation (faint) (EE 129).
Faint
Sources: A low-level druid's grove, long-term exposure of related 3rd- to 4th-level spells, a trivial migration route, the residence of minor fey, a sedge, a sparse wood, a major current in a typical lake, frog god's fane (CS 145), a fen, rich loam, common grassland.
Effects: Cavestalker formation (DotU 188), endure elements, entangle, faerie fire, fey ring (minor) (DMG2 42), frog god's fane (CS 145), goodberry, longstrider, moderate fertility (x1.5 crop yield, +50% chance of conception), razor ice (Frost 16), rimefire ice (Frost 80), supernatural water (speak with animals).
Mild
Sources: A mid-level druid's grove, long-term exposure of related 5th- to 6th-level spells, a small migration route, a typical forest, a marsh, a swamp, a bog, a peripheral temperate ocean current, a major current in a very large lake or temperate gulf/sea, a healthy stream, a minor planar breach from the Material Plane (PlH 152), otyugh hole (CS 151), vibrant grassland, a petrified forest, the residence of mid-level fey, an undisturbed graveyard, very rich loam.
Effects: Aversion (XPH), bloodstone field (HoH 69), fey ring (moderate) (DMG2 42), garden of nature's rage (DMG2 240), great fertility (x2 crop yield, +100% chance of conception), horrid blight (faint) (EE 10), howl of the north (Frost 14), otyugh hole (CS 151), slumber sand (Sand 26), stormfire (Storm 14), supernatural water (barkskin or lesser restoration), worm infestation (moderate) (EE 129).
Moderate
Sources: A high-level druid's grove, dense forest, a typical migration route, a major current of an arctic or tropical gulf/sea, gate to the Material Plane, a peripheral arctic or tropical ocean current, a mangrove forest, a site of very frequent natural wildfires, an elephant graveyard, a fey mound, the residence of powerful fey, a jungle, a great swamp/marsh/bog, a minor planar bleed from the Material Plane (MotP 220), a fey court ruled by lesser gentry, a severe planar breach from the Material Plane (PlH 152), long-term exposure of related 7th- to 8th-level spells, Vale of Dead Trees (Sand 60), a small coral reef.
Effects: Coliseum of Kord (CC 153), devil dune (Sand 20), eerie weather (faint) (EE 65), exceptional fertility (x4 crop yield, +300% chance of conception), faerie frost (Frost 15), fey ring (major) (DMG2 42), garden of resplendent hues (DotU 189), horrid blight (moderate) (EE 10), phantom voices (Sand 24), razor ice (Frost 16), razor sleet (Frost 14), rust flurry (Frost 14), rustsnow (Frost 16), supernatural water (beast shape II into random or pre-determined shape, contagion, neutralize poison, poison, remove disease, restoration, or speak with plants), wailing waste (Sand 26).
Strong
Sources: Doldrums, a major temperate ocean current, a great virgin forest, a complete planar breach from the Material Plane (PlH 153), a major planar bleed from the Material Plane (MotP 220), a fey court ruled by powerful gentry, long-term exposure of related 9th-level or stronger spells, a time wrinkle (MotP 221), a vibrant coral reef, the route of a large migration.
Effects: Aurora polaris (Frost 11), awaken 1d3 animals or plants every 1d6 weeks, eerie weather (moderate) (EE 65), the entrapping trait (MotP 211), horrid blight (strong) (EE 10), ironwood, paradisaical fertility (x8 crop yield, +700% chance of conception), spirit of the land (bound to line) (MM2), supernatural water (animal growth, beast shape IV into random or pre-determined shape, commune with nature, plant shape II into random or pre-determined shape, stoneskin, or stone tell), worm infestation (strong) (EE 129).
Major
Sources: A major arctic or tropical ocean current, long-term exposure of related epic spells, an epic druid's grove, the route of a massive migration, the realm of a lesser archfey, densest centers of old rainforests and great coral reefs, an exceptionally large and vibrant river, verdigris tsunami.
Effects: Antipathy, eerie weather (strong) (EE 65), a time wrinkle (MotP 221), unearthly fertility (plants sprout in minutes, crops can be taken weekly, conception is almost certain), supernatural water (heal, plant shape III into random or pre-determined shape, or regenerate), sympathy, worm infestation (overwhelming) (EE 129).
Intense
Sources: The court of a greater archfey, unusual interaction of planets and other celestial bodies (typically gravitational), a great river teeming with exceptional life in the most ancient of primeval forests.
Effects: Eerie weather (overwhelming) (EE 65), genius loci (ELH), horrid blight (overwhelming) (EE 10), supernatural water (foresight), supreme fertility (any seed touching soil instantly sprouts, harvests can be taken daily, scattered tree seeds may [DM's discretion] produce a verdigris tsunami effect).
Fresh Water Sources as Ley Energy Sources
Fresh water, vital as it is for survival, is one of the most commonly-sought material energy sources by dowsers. A natural fresh (not salt) water source's ley energy potential depends upon the surrounding climate, as noted below. If the water is teeming with unusual amounts of life, its grade may increase by one step.

Material Line Grade by Fresh Water Source
———————— Line Grade by Climate ————————
Water Source
Dry
Average
Wet
Brackish water (any form)
Mild
Faint
Trace
High groundwater
Mild
Faint
Trace
Natural spring
Moderate
Mild
Faint
Pond or lagoon, small
Mild
Faint
Trace
Pond or lagoon, large
Moderate
Mild
Faint
Shore, freshwater lake
Moderate
Mild
Faint
River (above or below ground)
    small stream
Mild
Faint
Trace
    moderate
Moderate
Mild
Faint
    large
Strong
Moderate
Mild


Spiritual
Spiritual ley energy is tied to the Outer Planes. These lines can be created by events which involved strong emotions and ideas from a large number of people, such as a martyr's death. Mortal emotions are more effective in this manner than are emotions of other beings; it is theorized that this is due to mortal souls' strong affinity for the Outer Planes. Spiritual ley energy can also result from portals to the Outer Planes, powerful aligned magic, or divine intervention. In Eberron, manifest zones are a type of large-scale spiritual ley node. In the Outer Planes, spiritual lines occur much like material lines do on the Material Plane (they are the source of several planar traits).
Subtypes: All clerical domains.
Related Spells: Spells cast by clerics, paladins, and other characters who derive power from belief are related to an unsubtyped spiritual line.
Common Features: Holy sites.
Disrupted By: Anything which can produce an opposed ley line; consecrate (trace; evil only), desecrate (trace; good only), dimensional lock (moderate; outside Outer Planes only), hallow (faint; evil only), unhallow (faint; good only).
EXAMPLE SOURCES AND EFFECTS BY GRADE
Trace
Sources: A healed spiritual wound, a small deposit of rare Outer Planar minerals such as aurorum or Ysgardian heartwire, a small mundane chapel, a small graveyard, the Outer Planes and anything native to them, long-term exposure of related 1st- to 2nd-level spells, bestow curse.
Effects: bleed, lost 1st-level commoner (MoI 182), purify food and drink, soulspark (least) (MoI 197), stabilize, stunted plants, supernatural water (virtue).
Faint
Sources: Athenaeum of Boccob (CC 151), the calling of a least devil, long-term exposure of related 3rd- to 4th-level spells, frog god's fane (CS 145), a large deposit of rare Outer Planar minerals such as aurorum or Ysgardian heartwire, a mundane temple, a small consecrated chapel, a small frystalline deposit, a typical cemetery.
Effects: Athenaeum of Boccob (CC 151), bless, bussengeist haunt (CS 142), demonic serpent infestation (faint) (EE 114), doom, frog god's fane (CS 145), a spiritual wound (least devil), soulspark (lesser or standard) (MoI 197), watchpost of vigilance (DMG2 249).
Mild
Sources: The calling of a lesser devil, bestow greater curse (SC 27), long-term exposure of related 5th- to 6th-level spells, cold forge of Moradin (CC 152), a hallowed temple, Heward's hall (CS 146), a large frystalline deposit, a minor planar breach from an Outer Plane (PlH 152), a mundane cathedral, Sepulcher of Wee Jas (CC 156), a large necropolis.
Effects: Abyssal blackgrass (HoH 68), anarchic spring, axiomatic spring, blood of the Spider Queen (DotU 187), blood moon (faint) (EE 50), bloodstone field (HoH 69), calm emotions, cold forge of Moradin (CC 152), consecrate, demonic serpent infestation (moderate) (EE 114), desecrate, ebony ice (Frost 15), font of delights and sorrows (DotU 189), gentle repose, haunting trap (DMG2 43), Heward's hall (CS 146), holy spring, icegaunt (Frost 141), incarnum wraith (MoI 180), necropolis of dread (DMG2 246), scare, Sepulcher of Wee Jas (CC 156), a spiritual wound (lesser devil), soulspark (greater) (MoI 197), supernatural water (aid, lesser restoration, or remove paralysis), terrible cyst (DMG2 248), undetectable alignment, unholy spring, zone of truth.
Moderate
Sources: The calling of a greater devil, coliseum of Kord (CC 153), the Gates of Dawn (PH2 200), long-term exposure of related 7th- to 8th-level spells, a hallowed cathedral, a haunted cemetery, a minor planar bleed from an Outer Plane (MotP 220), Palace of Burning Ice (CC 154), the home temple of a lesser god's high priest, a severe planar breach from an Outer Plane (PlH 152), the Temple of the First Dawn (CC 157), a typical manifest zone (ECS 94), gate to an Outer Plane, miracle with costly material components.
Effects: Blood moon (moderate) (EE 50), blood snow (Frost 15), blood snow blizzard (Frost 14), a caller in darkness (XPH), a casurua (DCom 181, DR210), coliseum of Kord (CC 153), confusion, crushing despair, dead calm (Storm 13), fear, the Gates of Dawn (PH2 203), good hope, last stand of the Ironsworn (DMG2 244), lost nymph barbarian (MoI 182), lost site (MoI 204), the mildly aligned trait, Palace of Burning Ice (CC 154), phantom cities (Sand 23), rage, restless dead (faint) (EE 17), sacred spring (HoH 68), shrine of the weaponmaster (DMG2 248), a spiritual wound (greater devil), supernatural water (bestow curse, blindness/deafness, contagion, heroism, remove blindness/deafness, remove curse, remove disease, or restoration), tainted site (1 point) (HoH 68), wailing waste (Sand 26).
Strong
Sources: A major planar bleed from an Outer Plane (MotP 220), a complete planar breach from an Outer Plane (PlH 153), long-term exposure of related 9th-level or stronger spells, an abomination's prison, the death of a demigod, the divine realm of a demigod or lesser god, the calling of a Duke of Hell, the physical presence of an intermediate or greater deity, the home temple of an intermediate god's high priest.
Effects: Blood moon (strong) (EE 50), charnel bog (HoH 69), demonic serpent infestation (strong) (EE 114), the entrapping trait (MotP 108), footsteps of Corellon (DMG2 239), forbiddance, hallow, psychic turmoil (XPH), restless dead (moderate) (EE 17), a spiritual wound (Duke of Hell), the strongly aligned trait, supernatural water (atonement, commune, heroes' feast, raise dead, or slay living), tainted site (1d4 points) (HoH 68), unhallow, a zeitgeist (bound to line) (City).
Major
Sources: Castle Greyhawk, an epic lich's tomb, the Tomb of Horrors, the calling of an arch-devil, long-term exposure of related epic spells, the death of a lesser god, the divine realm of an intermediate deity, the prison of a powerful abomination (hecatoncheires, phaethon, xixical), the home temple of a greater god's high priest.
Effects: Blood moon (overwhelming) (EE 50), demonic serpent infestation (overwhelming) (EE 114), dimensional lock, necrocarnum bog (MoI 205), greater psychic turmoil (XPH), restless dead (strong) (EE 17), a spiritual wound (arch-devil), supernatural water (greater restoration, heal, or resurrection).
Intense
Sources: The abode of a Lord of the Nine, the death of an intermediate or greater god, the divine realm of a greater deity.
Effects: Restless dead (overwhelming) (EE 17), spiritual wound (Lord of the Nine), supernatural water (greater restoration, heal, or resurrection).

READING LEY LINE DESCRIPTIONS
Each ley line's description begins with the bolded words Ley Line followed by the line's grade, type, subtype, shape (either line or node), and the Perception DC to sense the line. The second line describes the physical boundaries of the line and/or its approximate dimensions. On the next line, any special properties of the line are described and the Spellcraft DC to identify each property is listed after it. If the line's properties are complicated, such as if it is a touchstone site, details follow on the lines below. The last line describes the source of the ley energy and the Perception DC to identify it.

Below is an example of a ley line using the touchstone site known as Salt Statuary (Sand 58).

    Ley Line: Mild elemental (salt) line (Perception DC 12 to sense).
    Boundaries: The edges of the exposed salt deposit (approximately 150 feet by 90 feet).
    Properties: Touchstone site (Spellcraft DC 26).
      Base Ability: You gain the Improved Heat Endurance (Sand 50) feat.
      Recharge Condition: You must successfully cast flesh to salt (Sand 116) on a living creature within the line.
      Higher-Order Ability: You can use parching touch (Sand 118) as a spell-like ability. Your caster level is equal to your character level.
      Higher-Order Uses: 12.
    Source: Many castings of flesh to salt in a short period of time (Perception DC 20).
Last edited by MythMage on Sun Jun 08, 2008 5:39 pm, edited 2 times in total.
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Example Ley Lines

Postby MythMage » Fri Apr 04, 2008 5:11 am

Known Ley Lines
What follows is a list of known sites known to contain ley lines according to the source they appeared in. Most of these locations are touchstone sites; only one line at each such site has that property, and the relevant line (if any)for each location is noted with an asterisk (*).
Magic of Incarnum
Bastion of Souls: intense elemental (positive) node*, trace essential line
Planar Handbook
Empyrea Mere: trace essential line, faint spiritual (good, healing, law) line*
Mundellir Lake: trace essential line, faint elemental (water) node*, trace spiritual (chaos) line
The Burning Rift: mild elemental (fire) node*, trace essential line
Heart of the Sea: mild elemental (water) node*, trace essential line
Omore's Folly: trace essential line, mild spiritual (protection) node*, trace spiritual (evil) line
The Unseen Path: trace essential line, mild spiritual (darkness) node*, faint spiritual (chaos) line
The Veil: trace essential line, mild essential (shadow) node*
Arthenmyr's Wrath: trace essential line, mild essential (acid) node*, trace spiritual (evil) line
Destiny Point: trace essential line, mild spiritual (good, law, nobility) line*
The Library of Ignorance: trace essential line, mild spiritual (evil, knowledge, madness) line*
Mimshan's Curtain: trace essential line, mild spiritual (good) line*
Mount Sangaree: mild elemental (cold) line*, trace essential line
The Blazing Forge: trace essential line, mild spiritual (artifice, chaos) node*
The Blinding Tower: moderate elemental (positive) node*, trace essential line, faint essential (shadow) line
The Fountain of Screams: trace essential line, mild essential (acid) node*, mild spiritual (chaos, evil) node
The Ice Catacombs: mild elemental (cold) node*, trace essential line
The Monastery of Zerth'Ad'lun: trace essential line, moderate essential (divination) node*, trace spiritual (chaos) line
The Were Glade: trace essential line, mild material node*, mild spiritual (animal, good) line
The Astral Sojourner: trace essential line, moderate spiritual (travel) line*
The Breath of Threphocris: trace essential line, moderate spiritual (good) node*
The Catalogues of Enlightenment: trace essential line, moderate spiritual node*, strong spiritual (law) node
The Silent Temple: trace essential line, mild spiritual (scalykind) node*, trace spiritual (chaos, evil) line
The Stormvault: trace essential line, strong spiritual (law, weather) node*
Echolost: moderate elemental (earth) line*, trace essential line
The Metacube: trace essential line, moderate spiritual (artifice) node*
The Spire of Thorns: trace essential line, moderate material node*, mild spiritual (chaos, good, plant) line
Yondalla's Teeth: trace essential line, moderate spiritual (chaos) node*
The Cavern of the Self: trace essential line, moderate spiritual (chaos) node*
Oxyrhynchus: moderate elemental (negative) node*, trace essential line
Pilgrim's Rest: faint essential line, faint material line, moderate spiritual (travel) node*
The Valley of Thunder: trace essential line, moderate material line*
The Breaching Obelisk: strong essential node*, plus one additional node according to the sort of planar breach in effect
The Eye of Gu'n'ragh: strong essential node*
Juiblex's Grasp: trace essential line, moderate spiritual (chaos, evil) line*
The Lip of Purity: trace essential line, moderate spiritual (good, law) line*
The Mausoleum of Icy Fear: trace essential line, mild essential (necromancy) line*, faint spiritual (chaos, evil) line
The Red Pit: trace essential line, mild spiritual (chaos, evil) line*
The Shrine of Acererak: trace essential line, moderate essential (necromancy) line*, mild spiritual (chaos, evil) line
The Fields of Autumn: trace essential line, moderate spiritual (competition, good, law) line*
The Great Orrery: mild essential line, moderate spiritual (law) node*
The Life Molds of Neumannus: faint essential line, moderate spiritual (artifice, law) line*
The Pillar of Skulls: trace essential line, strong spiritual (law) node*, moderate spiritual (evil, law) line
The Temple of Radiance: trace essential line, moderate spiritual (good, sun) node*
Ashardalon's Tongue: trace essential line, strong spiritual (fire) line*, faint spiritual (evil, law) line
Densahl's Challenge: trace essential line, strong spiritual (strength) node*, trace spiritual (chaos, good) line
Restyn's Last Stand: trace essential line, strong spiritual (law, war) line*, moderate spiritual (good) node
The Peak of Continuation: trace essential line, strong spiritual (healing) node*, mild spiritual (good) line
The Sargasso of Entropy: strong elemental (negative) node*, trace essential line
White Feather Bridge: trace essential line, strong spiritual (good) line*
Player's Handbook II
The Gates of Dawn: moderate spiritual node, mild material line
The Necrotic Cradle: strong elemental (negative) line, strong elemental (positive) line, moderate essential (transmutation) node
Sandstorm
Shrine at Kahar: moderate spiritual (good, healing) node*, trace material line, trace essential line
Sunken city of Pazar: faint essential (transmutation) node*, trace material line, trace essential line
Healing Waters of Abu-Ima: mild spiritual (healing) node*, trace material line, trace essential line
Pyramid of Amun-Re: mild essential (necromancy) node*, trace material line, trace essential line
Crypt of Badr Al-Mosak: moderate spiritual (repose) node*, trace material line, trace essential line
City of the Dead: trace essential line, mild essential (necromancy) line, trace material line, moderate spiritual (charm) node*, moderate spiritual (death) line
Salt Statuary: mild elemental (salt) line*, trace essential line, trace material line
Eternal Breath of Seneferu: mild essential line, mild elemental (earth) line, strong elemental (air) line*, moderate material line
Well of Al-Shazar: trace essential line, trace material line, moderate spiritual (knowledge) node*
Skysea: moderate elemental (fire) line*, trace essential line, trace material line
Vale of Dead Trees: trace essential line, moderate material line*
Sunken Barge: trace essential line, trace material line, strong spiritual (water) node*
Temple of Three: moderate spiritual (scalykind) node*, trace essential line, trace material line
Womb of Kikanuti: trace essential line, moderate material line, moderate spiritual (healing) node*, strong spiritual (water) node, faint spiritual (water) line
Dusty Conclave: trace essential line, moderate essential (necromancy, transmutation) node*, mild material line
Blue Dragon's Graveyard: trace essential line, strong essential (electricity) line*, moderate material line
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New Skills & Skill Uses

Postby MythMage » Fri Apr 04, 2008 5:12 am

NEW SKILL USES

PERCEPTION (Wis)
You can sense and locate ley energy and its sources, provided you have the necessary knowledge.
Sense Ley Lines: To detect a ley line, you need only enter the area (requiring no additional action). Whenever you enter the area of a ley line, the DM secretly makes a Perception check to see if you sense it. The DC to sense a line depends upon its grade, as noted on the table below. If you detect a line, you learn the grade and type of the line. If multiple lines occupy the same location, you detect all lines which you meet or exceed the DC for except for trace lines, which can only be detected with conscious effort.
Code: Select all
Line Grade   Perception DC
Trace            17*
Faint            14
Mild             12
Moderate         10
Strong            8
Major             6
Intense           3
*Cannot be sensed reactively

If you fail to detect a line, you do not get another free check to sense it until you leave the line and enter it again.

At any time, you can take a move action to actively try to sense any ley lines you are within or near. When actively sensing, you can detect lines you are merely near, but the DC increases by +1 per 10 feet distant you are from the line.

Once you have sensed a ley line, you can try to identify the source of that line as a full-round action. This has a DC as noted on the table below. When you identify a source, you learn some of its general nature (such as "high groundwater", "a small lagoon", or "a portal to an evil plane") but not precise details (such as the name of the place a portal leads to or whether the water in a lake is safe to drink). You also learn its approximate distance and direction from your location.
Code: Select all
Line Grade   Perception DC
Trace            12
Faint            16
Mild             20
Moderate         25
Strong           30
Major            34
Intense          38

If you fail the check to identify a line's source, you cannot try again until you gain at least 1 rank in Perception.

You can choose to search an area of land for ley lines, making a Perception check after walking around the area and exploring. The check reveals all ley lines in the area which it equals or exceeds the DC for. You can then attempt checks to analyze those lines' effects and identify their sources. Searching a region for ley lines requires 1d6 days for an area of ten square miles.

Special: The Perception skill can only be used to sense ley lines or identify their sources by characters with at least 1 rank in an appropriate Knowledge skill. With regard to ley lines you lack proper knowledge of, you can only reactively sense lines that have a DC of 10 or lower by making a Wisdom check (rather than a Perception check). Even if you sense the line, you learn only that the area is a place of power; you gain no more information and can't determine the line's origin through means of this skill. Knowledge (planes) allows you to perceive all lines; Knowledge (arcana) allows you to perceive essential lines only and Knowledge (nature) allows you to perceive material lines only.

SPELLCRAFT (Int; trained only)
You can identify the unique magical effects of certain ley lines and draw energy from them.
Identify Unique Magical Effects: Many ley lines create unique magical effects. These effects can be identified with a Spellcraft check against the following DC, dependent upon grade.
Code: Select all
Line Grade   Spellcraft DC
Trace            18
Faint            22
Mild             26
Moderate         30
Strong           34
Major            38
Intense          42

Since these are unique effects, it is not uncommon for lines to have DCs different from the base listed here.

Tap Ley Line: As a standard action that provokes an attack of opportunity, you can attempt to draw energy from a ley line which you have already sensed with the Perception skill (not merely a Wisdom check) to augment your magic. The DC depends upon how you intend to use the energy. For instance, if you have the Ley Adept feat, you can use the energy to increase your caster level for spells related to the ley line and determine your success based on the DCs listed in that feat.

Some ley lines can be tapped for magic by anyone who can make a necessary Spellcraft check. The DC and benefit are unique to each such line. You can only attempt to draw energy from a ley line for a unique effect if you have already identified that unique effect with a Spellcraft check.

Note that ley lines can be tapped for uses that do not use Spellcraft, such as psionics. In such a case, the relevant alternative skill, such as Psicraft, is used to tap the ley line instead (the rules are otherwise the same).

Special: If you have the Touchstone (or Planar Touchstone) feat, you gain a +2 circumstance bonus on Spellcraft checks to tap a ley line that you are currently linked to as a touchstone site.
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New Feats

Postby MythMage » Fri Apr 04, 2008 5:15 am

DOWSING FEATS
Dowsing feats are those that utilize the energy of the planes, ley lines, in some manner or another. They usually require or alter the use of the tap ley line function of the Spellcraft skill. Most require at least 1 rank in Spellcraft, Psicraft, or a similar skill. Many alter the way you cast spells, and can only affect spells which are related to the type of the ley line you tapped. All the benefits of these feats are supernatural unless otherwise noted.

AZURE GEOMANCY [DOWSING]
You can channel energy from ley lines to empower your soul.
Prerequisites: Wis 13, Knowledge (planes) 1 rank, Spellcraft 1 rank.
Benefit: When you tap a ley line, you may use the power to enhance incarnum-based effects. You add a number of bonus essentia to your essentia pool. Channeling energy from a ley line requires a Spellcraft check, with the result determining how much, if any, essentia you acquire. Once a check has been made, you remain attuned to the line and can access the bonus essentia for a number of hours thereafter equal to your Wisdom bonus, or until you leave the area.
Code: Select all
            Spellcraft DC by
            Points of Essentia Gained
Line Grade     1   2   3   4   5   6   7   8
Trace         15   —   —   —   —   —   —   —
Faint         14  19   —   —   —   —   —   —
Mild          13  18  24   —   —   —   —   —
Moderate      12  17  23  30   —   —   —   —
Strong        11  16  22  29  37   —   —   —
Major         10  15  21  28  36  45   —   —
Intense        9  14  20  27  35  44  54   —
Primal         8  13  19  26  34  43  53  64


EVOKE LEY ENERGY [DOWSING]
You can convert your spell energy into ley energy.
Prerequisites: Wis 13, Ley Adept, Knowledge (arcana or the planes) 10 ranks, Spellcraft 10 ranks, ability to cast 2nd-level spells.
Benefit: As a move action, you can expend an uncast spell or spell slot to gain geomantic energy as if you were within a ley line. For a number of rounds equal to your Wisdom bonus (minimum 1), you can activate feats such as Ley Adept or maintain the effect of feats such as Strength of the Leys as if you were within an unsubtyped essential ley line. The level of the spell slot determines the effective grade of the ley energy, as shown on the table below.
Code: Select all
Spell
(Slot)   Effective
Level   Line Grade
2nd          Trace
4th          Faint
6th           Mild
8th       Moderate
10th         Strong
12th         Major
14th       Intense
16th        Primal


GEOMANTIC METAMAGIC [DOWSING]
You can channel energy from ley lines to augment your spellcasting.
Prerequisites: Wis 13, Ley Adept, any metamagic feat, Knowledge (planes) 1 rank, Spellcraft 5 ranks.
Benefit: When you tap a ley line, you may use the power to augment your spells. You gain "bonus levels" on the next spell you cast related to the ley line's type. Channeling energy from a ley line requires a Spellcraft check, with the result determining how many, if any, bonus levels you gain. Once a check has been made, you remain attuned to the line and gain the bonus levels on the next appropriate spell you cast unless you first leave the area. These bonus levels can be spent to "buy" one or more metamagic effects. You can buy the effect of any feats you possess whose total level increase is less than or equal to the number of bonus levels you have.
Code: Select all
            Spellcraft DC by
           Bonus Levels Gained
Line Grade    +1  +2  +3  +4
Trace         20   —   —   —
Faint         19   —   —   —
Mild          18  24   —   —
Moderate      17  23   —   —
Strong        16  22  29   —
Major         15  21  28   —
Intense       14  20  27  35
Primal        13  19  26  34

You may choose the spell and metamagic effect(s) immediately after you make the Spellcraft check. If you do, you lose the benefit if the next spell you cast is not the chosen one modified as in the chosen manner. If you do not make the choice immediately, casting this modified spell requires at least a full-round action unless the spell is quickened or you are buying that metamagic effect; if the spell's normal casting time is longer, increase the casting time by 1 full-round action.

LEY ADEPT [DOWSING]
You can channel energy from ley lines to improve your spellcasting power.
Prerequisites: Wis 13, Knowledge (planes) 1 rank, Spellcraft 1 ranks.
Benefit: When you tap a ley line, you may use the power to bolster your spells. You gain an insight bonus on your caster level for spells related to the ley line's type. Channeling energy from a ley line requires a Spellcraft check, with the result determining how much, if any, your caster level is increased. Once a check has been made, you remain attuned to the line and gain the bonus to your caster level whenever you next cast an appropriate spell, as long as you do not first leave the area.
Code: Select all
            Spellcraft DC by
            Caster Level Increase
Line Grade    +1  +2  +3  +4
Trace         15   —   —   —
Faint         14   —   —   —
Mild          13  20   —   —
Moderate      12  19   —   —
Strong        11  18  26   —
Major         10  17  25   —
Intense        9  16  24  33
Primal         8  15  23  32


LEY LIFEFORCE [DOWSING, INCARNUM]
You can use soul energy as ley energy.
Prerequisites: Wis 13, Knowledge (planes) 5 ranks, Spellcraft 5 ranks.
Benefit: Once per day, you can invest essentia in this feat to gain geomantic energy as if you were within a ley line. You can activate feats such as Essential Geomancy or maintain the effect of feats such as Strength of the Leys as if you were within a ley line. Moreover, you can tap this energy as a free action using the Spellcraft skill once per round.

The ley energy is either essential or the type matching your home plane, as you prefer. An Outer Plane native can create a spiritual node (with appropriate subtypes); an Inner Planes native, elemental (with appropriate subtypes); a Material Plane native, material. The amount of essentia invested determines the effective grade of the ley energy, as shown on the table below. Once you choose the amount of essentia to invest in this feat, it cannot be changed and remains invested for 24 hours.
Code: Select all
Points of
Essentia   Effective
Invested  Line Grade
1              Trace
2              Faint
3               Mild
4           Moderate
5             Strong
6              Major
7            Intense
8             Primal

You gain 1 point of essentia.

STRENGTH OF THE LEYS [DOWSING]
You can use the ambient energy of ley lines to improve your physical prowess.
Prerequisites: Con 13, Knowledge (arcana, nature, or planes) 3 ranks.
Benefit: As long as you are within a ley line, you gain an enhancement bonus on your Strength score depending on the grade of the line. You must identify the source of a line in order to draw on the energy of that line.
Code: Select all
            Strength
Line Grade   Bonus
Trace          +1
Faint          +2
Mild           +3
Moderate       +4
Strong         +5
Major          +6
Intense        +7
Primal         +8

You gain the benefits of this feat while within an essential line only if you have at least 3 ranks in Knowledge (arcana or planes), an elemental line only if you have at least 3 ranks in Knowledge (planes), a material line only if you have at least 3 ranks in Knowledge (nature or planes), and a spiritual line only if you have at least 3 ranks in Knowledge (planes).

You cannot benefit from a line that is antithetical to your nature. For example, a chaotic good creature cannot benefit from a lawful or evil line and vice versa, a fire creature cannot benefit from a cold or water line unless it is also somehow a cold or water creature, an apostle of peace cannot benefit from a spiritual (war) line, and so on.

TOUCHSTONE GEOMANCY [DOWSING]
The Touchstone (or Planar Touchstone) feat allows you to carry a small amount of ley energy away from a ley line; you can now use this energy for more purposes.
Prerequisites: Touchstone (or Planar Touchstone), any one dowsing feat, Knowledge (planes) 1 ranks, Spellcraft 5 ranks.
Benefit: You can expend a use of your touchstone site's higher-order ability as a swift action to activate this feat. Then, you gain all the benefits and drawbacks of being within the ley line that you are attuned to as your touchstone site. Thus, you can use the tap ley line function of the Spellcraft skill as if you were within that ley line. This effect lasts for a number of rounds equal to your Wisdom bonus.

If you are already within the touchstone site when you use this ability, you gain a +4 bonus on your Spellcraft check to tap that ley line.

Additionally, when you meet a touchstone site's recharge condition, increase the amount of uses of its higher-order ability you gain by 1.
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New Magic

Postby MythMage » Fri Apr 04, 2008 5:16 am

NEW MAGIC

Anchor Ley Line (Incantation)
School transmutation [see text]; Effective Level 6th
Skill Check Perception DC (10+5*grade), 1 success (see below); Spellcraft DC (10+5*grade), 5 successes
Failure damage
Components V, S, B (caster is exhausted), M (see text)
Casting Time 6 hours
Range 0 ft.
Targets one ley line and one potential geomantic structure
Duration instantaneous
Saving Throw none; Spell Resistance no

This incantation links a ley line to a physical structure designed to fix that part of the line in place. A line so anchored generally shifts less often than other lines. A builder can't anchor a ley line to a structure unless he is aware of the line and has analyzed it, and the structure must be designed from the start to take advantage of the line.

While anchoring a line to the structure, the caster can attempt to create a node of the same type and grade as the line. Attempting to create a node increases the skill check DC to anchor the ley line by 10 points and doubles the material component cost. If multiple ley lines coexist at the location of the structure, each must be anchored with a separate incantation. Nodes can anchor lines on their own without any ritual, so many builders prefer to simply find such a node and anchor the structure to it instead of taking the effort to create a new node. If a node is created or targeted with this effect, it may be caused to produce a specific effect of the builder's choice worth less than the cost of the material components (DM's discretion if no cost is given).

The nature of the structure must not be opposed to the nature of the line for the ritual to succeed. For instance, a spiritual (evil) line cannot be anchored to a temple dedicated to a good god. A material line cannot be anchored to a temple dedicated to an entity not associated with nature. Essential lines can be anchored to virtually any structure not linked to the Void Beyond the Stars.

The initial Perception check must be made by a participant with the Knowledge relevant to the line (planes for any type; arcana for essential lines; or religion for spiritual lines).

If the target ley line has a subtype which is a valid spell descriptor, this incantation has that descriptor.

Mortal magic such as this has no effect on primal lines.

Failure: The caster is burned by mis-aligned ley energy, suffering 2d12 damage per grade of the ley line.
Material Component: Rare herbs, oils, and compounds worth at least as much as indicated on the table below.
Code: Select all
            Skill         Material
Line Grade    DC    Component Cost
Trace         15            500 gp
Faint         20          2,000 gp
Mild          25          8,000 gp
Moderate      30         32,000 gp
Strong        35        128,000 gp
Major         40        384,000 gp
Intense       45      1,152,000 gp

Campaign Use: This incantation is used by any group that makes a habit of tapping ley lines for power, especially druid circles.

Create Magical Location
School evocation [see text]; Level cleric 4, druid 4, sorcer/wizard 4
Components: V, S, M (herbs, oils, incense worth half the value of the magical location created), F (ley line), DF
Casting Time 24 hours
Range 0 ft.
Target 50-ft. +5 ft./level radius emanating from the touched point; see text
Duration instantaneous
Saving Throw none; Spell Resistance no

As you finish the spell, barely-visible magical energy spreads through the area around you.

When you cast the spell, you must attempt a Perception check against DC 20. Since this DC is above 10, you must have ranks in the Knowledge matching the ley line's type (planes for any type; arcana for essential lines; or religion for spiritual lines); you may take 10 on this skill check unless you are threatened. If you succeed, you understand the nuances of the ley line focus sufficiently to produce the effect of a chosen magical location. The magical location fills a 50-foot radius unless the nature of the magical location demands otherwise, in which case it fills an area as close to this size as is appropriate. Increase the radius of the area by 5 feet per caster level you possess; if the base size is not 50 feet, the rate of increase should be modified proportionately.

The created magical location has a caster level equal to your own. The spell fails if you attempt to create a magical location that exceeds the value limit noted for the grade of the ley line focus on the appropriate table (see Special Effects in the ley line rules). If the ley line focus has a subtype which is a valid spell descriptor, this spell has that descriptor.

A spellcaster can only create a magical location from a type of ley line related to his magical skills. Arcane spellcasters may manipulate only essential ley lines. Belief-based spellcasters may manipulate only spiritual ley lines, plus those related to their source of power. Nature-based spellcasters may manipulate material ley lines, as well as any found on the Material Plane.

Dowser's Sense
School divination; Level druid 0, sorcerer/wizard 0
Components V, S, F
Casting Time 1 standard action
Range personal
Personal you
Duration 1 hour/level

You hold the dowsing rod before you; it seems to faintly lurch forward in your hand, urging you on your search for ley lines.

You may make Perception checks to sense ley lines as if you were trained in Knowledge (planes). You gain a +2 insight bonus on Perception checks involving ley lines.

Focus: A dowsing rod.

Shunt Ley Line
School transmutation [see text]; Level druid 3, sorcerer/wizard 4
Components V, S, F (dowsing rod)
Casting Time 1 round
Range 1,000 ft./level
Target One ley line whose source you have identified with the Perception skill
Duration 1 round/level
Saving Throw None (object)
Spell Resistance No (object)

A line of violet energy shoots from the dowsing rod into the earth and streaks like lightning along the ground off into the distance. Almost immediately, emerald green light flows back along the line to you.

Make a Spellcraft check as if you were attempting to tap the target ley line (DC varies by grade: trace 12, faint 14, mild 16, moderate 18, strong 20, major 22, intense 24, primal 26). If you succeed, the energy of the target ley line is drawn to the space you occupy. You may target the line only if there is an unbroken medium between you and the line - air, earth, water, or the like; different states of matter count as different mediums (ice is not the same as water - for instance, if you are in a boat you cannot reach a line underwater without touching the water's surface; you cannot reach a line through the earth if you are floating on a river of magma). If the spell must go around an obstacle, the extra distance is counted against the spell's range.

As long as you do not move from your space (or until the spell ends), you are treated as if within the ley line for the purposes of the line's effects (including the ability to tap the ley line or gain a bonus from the Strength of the Leys feat).
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Re: Ley Lines

Postby Jaerom Darkwind » Mon Apr 07, 2008 8:16 pm

Did we ever address the issue of dowsing for water?
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Re: Ley Lines

Postby MythMage » Tue Apr 08, 2008 8:17 am

Yes, we did; you asked "What's the Dowse DC to find water in a natural setting?" on February 27th.

MythMage wrote:Here is a place where the rules I've written may seem a little counterintuitive. Dowse interacts with ley energy. Ley energy sources noted here, which includes water sources on land, are only somewhat probable (30% is what it says in the current draft, above) to produce detectable ley energy. This means that only 30% of all water sources you want to dowse for are going to be detectable by use of this skill at any DC.

I streamlined the rules a little since you first asked that question - answering it made me realize I thought they were too complex - so, the rules involved are actually simpler than I described in my original answer.

Now, once a water source has been sensed (the DC is based on the grade of the line/node the water source produces), all the dowser knows is the the grade of the ley line/node, its shape, and its type (and subtype, if any). The type/subtype might be either elemental (water) or natural in this case. To determine that it's specifically a water source (and a few details about it at the DM's discretion) requires a second check, the DC of which again depends on the grade.

See the section near the very bottom of the first post called "Fresh Water Sources as Ley Energy Sources", which provides guidelines on what grade of line/node a given water source is likely to produce.

A final note I'd like to repeat:
MythMage wrote:If you want dowsing in the sense it was practiced a few hundred years ago, where they'd dowse for everything under the sun (including criminals), this skill isn't what you're looking for. That's closer to proper divination - either write up rhabdomantic divination spells, make a feat to add rhabdomantic elements to existing spells, use a skill like Prognosticate (rhabdomancy) (suggested last April in a thread on the sky of Midlorr and astrology in D&D), or use a skill like Profession (diviner or rhabdomancer) (also suggested in that thread).
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Re: Ley Lines

Postby MythMage » Tue May 06, 2008 1:47 pm

LEY LINES AND SOULS
Although soulstuff and ley energy are not identical, they bear striking similarities and seem to be connected somehow. Indeed, soulstuff appears to be the medium through which mortal emotions affect and are affected by ley energy. Additionally, each soul's affinity for its plane of origin causes it to have a disproportionately large impact on ley energy when away from that plane - a dense patch of ordinary Material Plane flora and fauna can create a stronger natural ley line on an Outer or Inner Plane than it could ever cause on the Material Plane itself. Finally, the transition of souls seems to be the most efficient way to manipulate ley energy - a death or birth is always more likely to have an effect than a creature simply inhabiting an area.

Strong concentrations of incarnum are among the most active producers of ley energy, and incarnum-touched locations seem to never appear without a ley line or node. Not surprisingly, many masters of incarnum have learned to combine their power with that of the leys.


OOC: I'd like help from anyone reasonably well-versed in incarnum to develop some mechanics linking incarnum with ley energy.
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Re: Ley Lines

Postby Jaerom Darkwind » Tue May 06, 2008 2:31 pm

I know a thing or two about the stuff. What do you need?
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Re: Ley Lines

Postby MythMage » Tue May 06, 2008 3:10 pm

Jaerom Darkwind wrote:What do you need?

Really, anything could help. I'm currently in the conceptual/brainstorming stage and can't access the book at the moment.

For future reference, could you share the page numbers of the Planar Touchstone and Incarnum-Touched Location sections (and tell me if I got the name of the latter wrong)?
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Re: Ley Lines

Postby Jaerom Darkwind » Tue May 06, 2008 3:59 pm

Planar touchstones are found starting on p153 of the Planar Handbook. Incarnum locations are found starting on p203 of Magic of Incarnum.
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Re: Ley Lines

Postby MythMage » Sun May 18, 2008 9:15 pm

ESSENTIAL GEOMANCY [DOWSING]
You can channel energy from ley lines to empower your soul.
Prerequisites: Wis 13, Dowse 1 rank, Spellcraft 6 ranks, essentia pool of 1.
Benefit: When you tap a ley line, you may use the power to enhance incarnum-based effects. You add a number of bonus essentia to your essentia pool. Channeling energy from a ley line requires a Spellcraft check, with the result determining how much, if any, essentia you acquire. Once a check has been made, you remain attuned to the line and can access the bonus essentia for a number of rounds thereafter equal to your Wisdom bonus, or until you leave the area.
Code: Select all
            Spellcraft DC by Bonus Essentia Gained
Line Grade     1   2   3   4   5   6   7   8
Trace         32   —   —   —   —   —   —   —
Faint         24  35   —   —   —   —   —   —
Mild          22  27  39   —   —   —   —   —
Moderate      20  25  31  44   —   —   —   —
Strong        18  23  29  36  50   —   —   —
Major         16  21  27  34  42  57   —   —
Intense       14  19  25  32  40  49  65   —
Primal        12  17  23  30  38  47  57  74
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Re: Ley Lines

Postby MythMage » Sun Jun 08, 2008 5:41 pm

I've added material from Magic of Incarnum to the main ley line rules and reformatted the first post's tables from code blocks to proper tables.

EDIT: Here's another incarnum-related feat:

LEY LIFEFORCE [DOWSING, INCARNUM]
You can use soul energy as ley energy.
Prerequisites: Wis 13, Dowse 8 ranks, Spellcraft 8 ranks.
Benefit: Once per day, you can invest essentia in this feat to gain geomantic energy as if you were within a ley line. You can activate feats such as Essential Geomancy or maintain the effect of feats such as Strength of the Leys as if you were within a ley line. The ley energy is either arcane or the type matching your home plane (divine - Outer Plane; elemental - Inner Plane; natural - Material Plane), as you prefer. The amount of essentia invested determines the effective grade of the ley energy, as shown on the table below. Once you choose the amount of essentia to invest in this feat, it cannot be changed and remains invested for 24 hours.
Code: Select all
Points of
Essentia   Effective
Invested  Line Grade
1              Trace
2              Faint
3               Mild
4           Moderate
5             Strong
6              Major
7            Intense
8             Primal

You gain 1 point of essentia.
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Re: Ley Lines

Postby MythMage » Sun Aug 03, 2008 4:15 pm

Ley lines, as presently written, should be found all over the cosmology. Therefore, I'd like opinions on whether this is an acceptable addition to make to the whole DF Cosmos.
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Re: Ley Lines

Postby KingCrazyGenius » Sun Aug 03, 2008 4:18 pm

I think it is acceptable, but I don't think it should be necessary. I'd like to be able to run a plane-crossing campaign without having to concern myself with ley lines if I don't want to.
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Re: Ley Lines

Postby Jaerom Darkwind » Sun Aug 03, 2008 4:33 pm

Well, they seem to be an option, not something that you necessarily have to interact with. They can assumed to be there without affecting a game in any particular way.
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Re: Ley Lines

Postby MythMage » Sun Aug 03, 2008 8:31 pm

Jaerom Darkwind wrote:Well, they seem to be an option, not something that you necessarily have to interact with. They can assumed to be there without affecting a game in any particular way.

That was the intention, but I can't be sure I pulled it off effectively.
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Re: Ley Lines

Postby Dialexis » Mon Aug 04, 2008 1:37 am

Ok, it's been some time since I've commented on the ley lines (though I have been looking in once and a while), but since we're trying to throw this out to the whole cosmology/community, here's some thoughts to consider:

We seem to be lacking in explanation on how the ley lines came to be or from what source they exist.

Originally, I thought we had envisioned them as coming from the Seed of Life, being much like the 'veins' of the Tree of Life.

If that is still the case (in which case we should present such at least in the flavor as a rumor), then why would ley lines exist outside of the Material Plane?

Why would The Abyss have them or Nirvana? Personally, I think it should remain a 'natural' thing that is exclusive to the Tree of Life/material plane. Not only would this prevent convoluting the concept, but it also makes it easier to swallow for its introduction into the community/cosmology. (and avoids questions why things like Horrors and tGoH ignore all considerations of it)

*Note, a lot of my following comments are based upon this meta-concern/concept.

The four types of ley line are arcane, divine, elemental, and natural. These types in turn are divided into subtypes.


What is the conceptual reason for this? I mean, if ley lines are 'natural', what's the difference between natural ley lines and the others (which would seem to be by default, unnatural).

Fire, earth, water, etc, are all 'natural', both to the fey and the Mortal Coil. So far, we've portrayed arcane magic to be the same. Also, all the ley lines are 'magic', and so there isn't arcane, elemental, divine, and nature magic. There is only arcane and divine. A druid casting goodberries is using divine magic, not 'natural' magic.

It would seem far better from a conceptual standpoint, and even mechanical (since the whole thing would be streamlined and cleaner) that we just have Ley Lines. All ley lines would be 'natural', though they could be perverted and disrupted or corrupted to become something else (like what certain cosmics or Void or Yan-An-Od try to do). You could still have subtypes such as fire and death types, but all of those are natural and part of nature.

Lines are usually between 25 and 250 feet across, and many miles long, though mile-wide lines around faults and other very large-scale sources are well-known.


Why is the minimum 25 feet? Much like we described exceptional lines being greater than 250 feet, I think we at least allow/mention the possibility of lines smaller unless there is some compelling reason why they have to be at least 25 feet across.

An intense node is even less common; it is often called a grand nexus on the Material Plane.


And in Annwn? (Meaning, I would think that an intense line would run from each Grand Nexus of each Mortal Coil world that then connects it to Ladinion/Primal Nexus). Along that 'route', would there be a Grand Nexus for each of those Annwn areas tied to the Mortal Coil? Exceptions might exist, but I would think this to be the norm, and also the norm for both of them to shadow one another (with exceptions existing as well).

Grims: They occur only on the Material Plane.


As a fey, why would Grim not exist in Annwn? (because the fey believe that fey won't mess with the lines but mortals will?)

Detect evil reveals divine (evil) lines; similarly, good, lawful, and chaotic divine lines can be detected by the appropriate detection spell.


Why should detect evil be able to detect evil lines, while detect magic can't detect magical lines (i.e. arcane or divine)? Both should either work or not at all. (I think not at all, since you otherwise have the problem of why paladins haven't been reading ley lines all the time).

I think detect evil should only be able to detect the evil effects of the line (like unhallow aura), just as detect magic should be able to detect said supernatural effect as well.

Additionally, each soul's affinity for its plane of origin causes it to have a disproportionately large impact on ley energy when away from that plane - a dense patch of ordinary Material Plane flora and fauna can create a stronger natural ley line on an Outer or Inner Plane than it could ever cause on the Material Plane itself.


What -why? The power of nature is stronger away from the realm of nature? That doesn't make sense at all.

Elder Evils:


We including Void Powers in this mix?

NEW SKILL: DOWSE (Wis; trained only)
This skill allows you to sense, locate, analyze, and utilize ley energy.


I'm always leery of creating or adding new skills. Why couldn't we just have Dowse be a new use of the Spellcraft skill? Spellcraft is used for the discerning, identifying, and shaping of magic. Ley lines are magical, and those who attempt to tap into them are trying to shape said magic.

All the mechanics could otherwise stay the same.

Everything else (which is like 99% and a ton), looks great and is fantastic.
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Re: Ley Lines

Postby Jaerom Darkwind » Mon Aug 04, 2008 1:44 am

Dialexis wrote:We seem to be lacking in explanation on how the ley lines came to be or from what source they exist.

I believe the idea is to use Ley Lines as the umbrella system that encompasses and unifies all types of latent and background energy that exist in the Cosmos.
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Re: Ley Lines

Postby Kain Darkwind » Mon Aug 04, 2008 9:17 am

Myth, I don't have a problem with assuming that ley lines can be found throughout the cosmos. The creation origin supports that concept.

I do want to ensure that the mechanics aren't such that one must utilize ley lines even if they don't want to. Just like epic regions of planar effects being the exception, not the norm.

And you know what I think should power them. And what one method of drawing on them should be.
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Re: Ley Lines

Postby veekie » Mon Aug 04, 2008 3:18 pm

Dialexis wrote:
Elder Evils:


We including Void Powers in this mix?


I can field this one, the Elder Evils Mythmage refers to are the ones in the WotC book of the same name, world ending threats that causes various 'signs of apocalypse' to manifest as they approach a world or break free. It refers to their own ley energies flooding and corrupting the existing leys to create said signs.

As for the origin of ley lines, I think it was meant to represent the universal flow of all energy, from one form to another, one plane to another and one place to another.

Energy out of place has a disproportionate impact on it's surroundings and hence manifests greater(and more disruptive) effects, though I believe the home planes of certain ley energies are supposed to have ambient energy equivalent to a fairly strong ley line on the Prime, resulting in things like planar traits, which require a magical location or an unusually strong line/node to manifest in other planes.

Natural energy in that sense, is the energy that comes from the cycle of life and death, as compared to the raw elemental forces and faith/concept based divine energy. Not so sure about arcane, though I suppose a case could be made for it being the latent potential for change itself. Or some sort of 'mana flow'
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Re: Ley Lines

Postby MythMage » Mon Aug 04, 2008 3:48 pm

Dialexis wrote:We seem to be lacking in explanation on how the ley lines came to be or from what source they exist.

JD is essentially right here. Ley lines are more or less the "energy" of the planes, and as such exist so long as planes exist.

Originally, I thought we had envisioned them as coming from the Seed of Life, being much like the 'veins' of the Tree of Life.

That was originally and still is the idea with the natural ley lines. However, the other types of ley lines have always been described as separate in origin. JD and Veekie convinced me to extend it to the rest of the Cosmos; there's no reason a similar phenomenon can't occur on the other planes of existence, especially when it's those planes that are originating a lot of this energy. In fact, I believe Nick's plans for the ultimate powers of the Inner Planes are intimately linked to elemental ley lines.

If that is still the case (in which case we should present such at least in the flavor as a rumor), then why would ley lines exist outside of the Material Plane?

That's not the case for most of the ley energy types, so this question (and a lot of your subsequent concerns based on it) doesn't apply. It would if we changed it back, of course.

Lines are usually between 25 and 250 feet across, and many miles long, though mile-wide lines around faults and other very large-scale sources are well-known.

Why is the minimum 25 feet?

I said "usually". It's not a hard minimum. (In fact, virtually none of the characteristics of ley lines have hard rules.)

An intense node is even less common; it is often called a grand nexus on the Material Plane.

And in Annwn? (Meaning, I would think that an intense line would run from each Grand Nexus of each Mortal Coil world that then connects it to Ladinion/Primal Nexus). Along that 'route', would there be a Grand Nexus for each of those Annwn areas tied to the Mortal Coil? Exceptions might exist, but I would think this to be the norm, and also the norm for both of them to shadow one another (with exceptions existing as well).

You're entirely correct, except for a slight misunderstanding of terms. The "Material Plane" refers to the whole plane. Annwn is inside the Material Plane (specifically as its second layer), so obviously intense nodes there are called grand nexuses. Typically, a grand nexus on the Mortal Coil lines up with one in Annwn, and from there is connected directly to Paradwys in Ladinion.

Grims: They occur only on the Material Plane.

As a fey, why would Grim not exist in Annwn? (because the fey believe that fey won't mess with the lines but mortals will?)

Since Annwn is a part of the Material Plane, yes, grims occur in Annwn. Also in Ladinion. (I'm thinking of making a paragon one guard the Lifeline of the Tree of Life... however, I might also suggest that Yan-An-Od killed it already.)

Detect evil reveals divine (evil) lines; similarly, good, lawful, and chaotic divine lines can be detected by the appropriate detection spell.

Why should detect evil be able to detect evil lines, while detect magic can't detect magical lines (i.e. arcane or divine)?

Detect magic does NOT detect all kinds of magic. It only detects spells and magic items. Ley lines are usually neither of those things. Conversely, detect evil detects everything that is evil, and divine (evil) lines are always evil.

Additionally, each soul's affinity for its plane of origin causes it to have a disproportionately large impact on ley energy when away from that plane - a dense patch of ordinary Material Plane flora and fauna can create a stronger natural ley line on an Outer or Inner Plane than it could ever cause on the Material Plane itself.

What -why? The power of nature is stronger away from the realm of nature? That doesn't make sense at all.

It's not that nature is stronger. It's that the power of nature is collected and focused more effectively. An ecosystem on the Material Plane is already immersed in trace amounts of natural ley energy. It's like a magnet attracting ionized gas from a normal atmosphere. However, that same ecosystem on the Reality of Air is removed from ambient natural energy. If a line forms, it does so by creating a subtle link to the Material Plane. This is like if the magnet from before were placed in a vacuum and then the atmosphere was allowed in; it gets far more ionized gas (ley energy) than a magnet in the open air gets simply by virtue of the far lower air pressure (the lack of ambient natural energy).

If you don't get my physics metaphor, let me know and I'll try coming up with a different one. ;)

I also have a metagame motivation for reading it this way. If that weren't the case, either 1. the non-natural ley lines on the Material Plane would mostly be uselessly weak or 2. there would always be tons of crazy-powerful divine and elemental lines all over the Outer and Inner Planes (depending on where we set the norm), both of which would be bad for gameplay.

NEW SKILL: DOWSE (Wis; trained only)
This skill allows you to sense, locate, analyze, and utilize ley energy.

I'm always leery of creating or adding new skills. Why couldn't we just have Dowse be a new use of the Spellcraft skill?

Flavorfully, Dowse is intimately linked to wisdom and sensation. I've said before that I'd be fine making Dowse into Spellcraft if it could use the Wisdom modifier.

Spellcraft is used for the discerning, identifying, and shaping of magic. Ley lines are magical, and those who attempt to tap into them are trying to shape said magic.

Spellcraft is not used to sense magic; detect magic is required for that. It is used only to identify and shape magic, and the rules above already use Spellcraft for all shaping of ley energy.

Everything else (which is like 99% and a ton), looks great and is fantastic.

Thank you.
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Re: Ley Lines

Postby Kain Darkwind » Mon Aug 04, 2008 4:12 pm

MythMage wrote:You're entirely correct, except for a slight misunderstanding of terms. The "Material Plane" refers to the whole plane. Annwn is inside the Material Plane (specifically as its second layer), so obviously intense nodes there are called grand nexuses. Typically, a grand nexus on the Mortal Coil lines up with one in Annwn, and from there is connected directly to Paradwys in Ladinion.



The Prime Material or just Prime refers to the plane.

The Mortal Coil refers to the layer of the plane on which most mortal life resides, the Annwn and Ladinion layers are the lower of the two.
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Re: Ley Lines

Postby Dialexis » Tue Aug 05, 2008 3:01 am

Originally, I thought we had envisioned them as coming from the Seed of Life, being much like the 'veins' of the Tree of Life.

That was originally and still is the idea with the natural ley lines. However, the other types of ley lines have always been described as separate in origin. JD and Veekie convinced me to extend it to the rest of the Cosmos; there's no reason a similar phenomenon can't occur on the other planes of existence, especially when it's those planes that are originating a lot of this energy. In fact, I believe Nick's plans for the ultimate powers of the Inner Planes are intimately linked to elemental ley lines.


Hmm, if that is the way we go, we need to identify how the fey differentiate between the 'natural' energy and the 'unnatural' energy. Not only would they not likely call the extraplanar ones ley lines, but they wouldn't be likely to use them except to cull them (Unseelie) or change them to natural ones (Seelie).

Lines are usually between 25 and 250 feet across, and many miles long, though mile-wide lines around faults and other very large-scale sources are well-known.

Why is the minimum 25 feet?

I said "usually". It's not a hard minimum. (In fact, virtually none of the characteristics of ley lines have hard rules.)


Understood. My point was asking why the norm minimum was 25' and why exceptions were listed for those that exceeding the maximum but not the minimum. The uneven treatment skews the message.

Annwn is inside the Material Plane (specifically as its second layer), so obviously intense nodes there are called grand nexuses. Typically, a grand nexus on the Mortal Coil lines up with one in Annwn, and from there is connected directly to Paradwys in Ladinion.


We need to add this -specifically- the latter part to the main section.

(I'm thinking of making a paragon one guard the Lifeline of the Tree of Life... however, I might also suggest that Yan-An-Od killed it already.)


Hmm, I'd say that he didn't so much as kill it and get rid of it as much as he killed it and animated it. As he is busy and secretively going about trying to take control of the 'strings'/convert the veins of the Tree to flow with necrotic energy, he would want to keep a guardian tied to the line (just like as he does with the ley liches), and the uber-grim makes perfect sense, as the 'guard-dog' would (due to the necromantic magic) be loyal to him alone.

Just a thought.

Detect magic does NOT detect all kinds of magic.


What kind of magic isn't detected?

It's that the power of nature is collected and focused more effectively.


This doesn't seem to make sense at all with everything else we've done here at SotS. Nature and its powers is most effective and focused in the Prime (specifically Ladinion), not the Outer Planes.

I also have a metagame motivation for reading it this way. If that weren't the case, either 1. the non-natural ley lines on the Material Plane would mostly be uselessly weak


Gods aren't weak on the Prime, and neither are alignments and their associated creeds/beliefs. Thus, while these non-natural ley lines (at least according to the fey) would be immigrant to the Prime, they have spread and grown much in the same way that gods and the worship of them have grown, and thus aren't uselessly weak.

or 2. there would always be tons of crazy-powerful divine and elemental lines all over the Outer and Inner Planes (depending on where we set the norm), both of which would be bad for gameplay.


There is no reason there has to be tons of crazy-powerful divine and elemental lines all over the Outer & Inner Planes. Also, why is it ok for tons of lines to exist in the Prime but not outside it? Why is one good for gameplay and the other not?

Flavorfully, Dowse is intimately linked to wisdom and sensation. I've said before that I'd be fine making Dowse into Spellcraft if it could use the Wisdom modifier.


Search as a skill uses Int, but many could equally claim that seaching is based upon wisdom and sensation.

Especially in the light of Pathfinder and DnD rolling skills together and creating multiple uses for them (instead of separate skills), creating another Skill that could so easily roll into Spellcraft is a bad move. It's also unnecessary.

Spellcraft is used for the discerning, identifying, and shaping of magic. Ley lines are magical, and those who attempt to tap into them are trying to shape said magic.

Spellcraft is not used to sense magic; detect magic is required for that. It is used only to identify and shape magic, and the rules above already use Spellcraft for all shaping of ley energy.


Depending upon how strict you want to be in defining 'sense', spellcraft can do so (i.e. you sense a person is charmed or dominated or that a pit to the Hells is being created). Sure, you have to use your senses in conjunction with the skill, but you also have to use your senses to make a Search or Perception check. Spellcraft doesn't replace detect magic.

Making another skill that is largely redundant is something that we should avoid. Just make dowsing another manner in which you can use Spellcraft.

If the real desire is to have it be Wis based, just make a feat (or PrC ability) that allows you to add or substitute your Wis for your Int when dowsing with Spellcraft.

Having it be one skill makes it less hard to introduce the mechanics into a game and makes it more backward compatible (like avoiding having to deal with why Meph is a n00b at sensing the arcane nodes inside his own realm).
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Re: Ley Lines

Postby veekie » Tue Aug 05, 2008 4:03 am

With the 'ley lines on other planes' issue, the simplest way I can see to deal with having crazy strong lines on other planes is simply tie their special effects to planar traits. Enhanced/Impeded spells, everything is on fire all the time, etc.

Since you tap the lines mostly for spells of the appropriate type, it stands to reason that earth spells can be tapped for more power(above what the Enhanced planar trait grants) on Elemental Earth and so on. Looks to be fairly specific on most planes, and mostly grant a 'home ground' advantage to those that can tap said lines.

Ley backed Holy Smite anyone?

Not too clear on the Dowse/Spellcraft division myself. Perhaps make it a specialised use of Spellcraft and certain Knowledge skills?
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