Ley Lines are places where planes of existence overlap. Some are destructive, and one plane is forcing itself in the space of another, destroying on. Sometimes one is going on in "way" rubbing against another going the opposite way. Sometimes they crash and merge forming a new plane from the two smaller ones.
At any way, they are constantly moving, some faster, some slower.
The lines are subatomic "cracks" in reality formed by this interaction. From these cracks, cosmic energy seeps in.
Some sorcerers tap into this energy for magical means.
Ley Line energy is called mana and is used to fire off spells without casting times, or reagents. So they are similar to powers.
Here are the rules.
Ley Line Mana is quite powerful, and Ley Sorcerers have to be quite hardy. So any mana they take OVER their endurance in one action burns them for a point of damage per point of mana. This can not be rolled with.
First the sorcerer must spend an inventing point to learn about Ley Lines.
Then, they will develop a fell for mana. They must concentrate and roll detect hidden to see if they are near a ley line.
If they make the roll, then roll a d20.
a roll of 1-10 is how many points of mana are currently available for spell casting. Anything over 10 means there is nothing there to use.
This is a pool, not a river, so if there are 9 points available, that is it, it will take some times for the area to refuel.
So this is not going to help in a long protracted spell battle, but it might give a nice edge for a fast paced, quick draw spell.
Or it can be used to power and recharge area of effect magic or even magical items.
If the roll to detect was a critical success ( 01-5) then a place of power was found. Then roll 1d100 to see how much mana is there.
Also, once the mana pool is established, the GM will make a side roll based on Mana found d100 to see if there is anything odd, to be found, guarding, watching, using, hanging out, or just something to screw with the player.
Any questions?
|