Ley Magic Details

This is the technical stuff that most characters really do not need to know…

LEY LINES
» LEY LINES AND RELATED SPELLS
» SPECIAL PROPERTIES
» LEY LINE ENCOUNTERS
» DETECTING LEY LINES
» GEOMANTIC STRUCTURES
» LEY LINES AND THE SKY
» LEY LINES AND SOULS
» ALTERING LEY LINES
LEY LINE TYPES
° Elemental
° Essential
° Material
° Spiritual
SKILLS
FEATS

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 Paradise, in the Fey Wood, 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.

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.

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.

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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. 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.

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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. 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.

Magical Locations: Magical locations 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 Grade Maximum Magical Location Value
Trace 500 gp
Faint 2,000 gp
Mild 8,000 gp
Moderate 32,000 gp
Strong 128,000 gp
Major 394,000 gp
Intense 1,182,000 gp
Primal Unlimited

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).

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.

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).

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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 Grade Average Encounter Level
Trace 1/8-3
Faint 3-5
Mild 5-8
Moderate 8-13
Strong 13-18
Major 18-23
Intense 23-30+
Primal 31+

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 depending on the type of ley line). 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 Grade Aura Strength
Trace or faint Faint
Mild or moderate Moderate
Strong or major Strong
Intense or primal Overwhelming

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

Even those who cannot see magic will feel its hum in their bones. When they approach within ten miles of a ley line or node they will feel a distinct tingling sensation in the tips of their fingers and toes. As they draw closer, their hair will begin to stand on edge and their bones and their teeth will begin to throb. The sensation fades when they pass into the radius of influence of the node or ley line, as their body adapts to the arcane energy which now permeates it.

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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 ritual (Sanctify Shrine, Temple or Cathedral, or any of the Create Nexus rituals). 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. When anchored, a node is created, if one did not already exist in that location on the ley line.

Particularly large and complex geomantic structures can also provide a bonus on skill checks relating to anchored lines.

Geomantic Structure Sizes

Structure Size Examples Skill Check Bonus
Simple Menhir +0
Complex Church, dolmen, minor megalithic circle or line, temple +2
Very Complex Great 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 suffusing every soul.

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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.

Mortal Actions: Certain significant actions taken by any being can affect ley lines. These include casting powerful spells and rituals, 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%.

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.

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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).

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).

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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.
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).

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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 deep faerie, 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

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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).

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SKILLS

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.

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.

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 for which it equals or exceeds the DC. 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.

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.

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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FEATS

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, 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.

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.

Spell (Slot)
Level
Effective
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.

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.

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

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.


Line Grade
Strength
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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Ley Lines and Nodes
Shrines and Nexuses
Recharge
Magic Rules
Magic of Crimson Skies

LIBRARY

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Ley Magic Details

Crimson Skies PhoenixMark