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Chapter 1

Ley Lines & Nexuses



There are numerous ways that spellcasters can access the

The Weave of magic, as it is known, permeates the entire mana laying dormant around them. Druids and rangers
known universe. But one may ask, what is magic? How is it utilizing primal magic tap into the power of natural mana.
structured, and is it never-ending? These are important Then, come the practitioners of arcane magic, the Art. Bards
questions that practitioners of the Art have studied for and wizards exert control over the mana around them, using
countless eons, in an effort to decrypt nature in itself. words of power and gestures to guide the flow of mana, while
In Kyrmoria, magic is structured similarly to matter. If one sorcerers become conduits for mana, allowing it to flow
looks to the fundamental level of existence, they will find through them and shaping it with their force of will. Warlocks
mana, the building blocks of magic. Mana is a fickle thing, are a curious case, in that they are granted a connection to
and it is unknown whether they possess any form of the Weave through otherworldly powers that act as proxies,
primordial sentience, but they exist everywhere and while the studious weaveknights lean in between wizardry
anywhere in the known world. And where mana flows greatly, and sorcery, learning how to shift the way the Weave overlaps
imbuing the lands and oceans with its potency, rivers of mana with their own forms and keeping channeled mana inside
form, namely, Ley Lines. their bodies to bolster their abilities. Next, the unique case of
Ley lines are channels that carry and allow mana, and to divine magic arises. Clerical powers and prayers function
that extent magic, to flow across the world. They are pictured similarly to those of warlocks, in that they are also being
as "lines", only because they possess a sort of length and tethered to the Weave through the will of a deity. Paladins,
width that can be measured, if one is able to detect and trace however, are a mystery, as it seems like the mana answers
them. Ley lines do not exist physically and are not tangible, their call purely based on their inner ideals and goals. This
even if they sometimes alter the environment around them. interaction between the divine magic of paladins and mana,
They course deep beneath the earth, in the water or in the air, is what started the theory of mana having a sort of sentience
like invisible streams. They are prone to shifting and and responding to the will of mortals.
changing their flow direction depending on the movement of In rare cases, there is an ever more wondrous display and
celestial objects, and they very rarely remain in one place for manifestation of the Weave. When many ley lines flow to the
an extended period of time. Furthermore, they come in many same point, the condensed mana becomes a local singularity,
different sizes and potencies, which can change over time. called a nexus of magic. Nexuses aren't permanent, as the ley
It is possible to detect a ley line via standard divination lines forming them often drift apart after some amount of
magic methods, such as with a detect magic spell. To the time, but their existence leaves a large impact on the world.
observing caster, the ley line appears as a luminous torrent of They alter the geology and the environment around them,
energy motes, mana, which pulses with vibrant light of all often imbuing natural minerals with mana, creating what is
possible colors, creating a magnificent spectacle. It is also nowadays referred to as mana geodes. In addition, they
known that a large enough obstacle, such as thick stone, can literally change how reality and magic functions within the
prevent any incoming visual signs of ley lines to such area they affect. Unlike ley lines, however, nexuses seem to
detection methods. As the ley lines shift and flow, intersecting have variations in what power they represent, different
or running parallel to one another, they are not unlike threads strains, as one might call them. There have been
uniting to create a solid object. In the case of ley lines, this observations of nexuses that enhance specific schools of
object is the Weave of magic. The Weave is a sort of veil, magic, and scarcely, of nexuses that physically manifest and
overlapping with all matter without taking up any real space. transform the world around them in a way aligned with the
Through the weave, magic manifests in the world, and it is ideals represented by a Divine Domain. As is natural, the
the Weave that spellcasters attempt to harness when casting appearance of a nexus stirs countries and factions in motion,
their spells. in an effort to harness and understand its potency, often
leading to conflicts.
LEY LINES & NEXUSES
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Harnessing the Power

Creatures in the world that come across such powerful Ley Lines & Nexuses
magical phenomena often attempt to meddle with them, to Affected Tap Exhaustion Levels on
various degrees of success and failure. Contrary to what one Type Area DC Successful Tap
might believe, mana in itself does not distinguish between Lesser Mana Ley 30 feet 10 1
masters of the arcane arts, religious acolytes or simply Line
champions of the sword. Any creature can attempt to tap into Moderate Mana 100 feet 15 1
these ever-moving batteries of raw magic, yet as is natural, Ley Line
powerful casters stand to benefit more from the influx of
mana into their own reserves. Greater Mana 200 feet 20 2
Properties. Each type of Ley Line and Nexus has different Ley Line
properties. They affect a certain area around them depending Major Mana Ley 300 feet 25 2
on their type, as shown in the Type and Affected area Line
columns of the Ley Lines & Nexuses table below. Nexus 1 mile 30 3
Tapping into the Power. As an action, or as part of casting
a spell, a creature within the area affected by a ley line or a After determining the total for a Tap check, consult the Tap
nexus can attempt to seize the massive magical power for Check Result table below along with the Tap DC and
itself, if for a moment. When it does so, the creature rolls a Exhaustion Levels on Successful Tap columns of the table
d20 and adds its character levels or Challenge Rating (if any) above to determine the outcome of the creature's attempt.
to the roll. This roll is hereby referred to as a Tap check. If a For example, if Adalberto, the all powerful 20th level
creature has both a Challenge Rating and character levels, it wizard, attempts to tap into a nexus, he rolls a d20 and adds
adds the higher one of the two to the roll that determines the his total character levels to the roll (+20, from his 20 wizard
Tap Check result. This roll represents an attempt to tap into levels). He rolls a 15 on the d20, making the total a 35. Since
the mana, and it can't be altered, influenced or interacted his Tap check result exceeds a Nexus's Tap DC by 5 or more,
with by any means sort of deific intervention or a wish spell Adalberto's attempt is a Hard Success , and one minute later
unless specifically stated otherwise, but only at the GM's (see "Success" below) he gains 3 levels of exhaustion .
discretion.
Timing. Some ley line effects refer to "the next spell you
cast". If you tap into a ley line's power as part of casting a Ley Lines & Nexuses in your World
spell, that spell is the one affected by the ley line's effects, and While ley lines and nexuses exist in Kyrmoria and
the Tap check is made before the spell takes effect. the world it lies on, you might want to incorporate
Duration. The effects produced when a creature attempts them in your own world. If you choose to do so,
to tap into a ley line or nexus aren't permanent, unless ask yourself the following questions: What rules
explicitly stated. In cases where an effect from Ley Line govern magic in my world, and what is the
Beneficial Effects or Backlash tables refers to the next spell interaction between mana, ley lines, nexuses and
you cast, grants you some extraordinary ability or provides magic? Are ley lines and nexuses static, or do they
you a benefit or a penalty, that effect lasts for 1 minute or shift and flow depending on external influence?
until you leave the area affected by that Ley Line. What powers do they possess, and how does
For Nexuses, due to their immense power, the rules are a harnessing or acquiring that power affect
bit different. A benefit or penalty from a nexus's Beneficial civilization? Do they change the environment,
Effects of Backlash tables lasts for the duration mentioned in creating mana geodes, or some other mineral
that entry and doesn't end once a creature leaves the area imbued with potent magic? Where are they located
affected by the nexus, along with any other specifications and why? How do people find them? Are they
included in that entry. Some nexus entries state that they are dense or scarce, and can they be damaged or
irreversible by any means, however a GM might decide that destroyed? What legends or historical events are
related to their existence?
they are too detrimental and elect to provide a way to undo Nexuses are not given rules on how to locate
them, In such cases, a wish spell shouldn't be enough, but the them, because they can be very impactful on a
intervention of a deity or other similar power might do the story arc or adventure, even central. It is up to you,
trick. the GM, to decide when and where a Nexus forms,
Finally, a creature can't gain multiple instances of the same as well as what type of Nexus it is. Ultimately, such
benefit or penalty when tapping into a ley line or nexus, and it a powerful manifestation of the Weave serves to
can't gain a permanent benefit or penalty more than once (in further the narrative. A good and quick rule of
such cases, have the creature reroll on the appropriate table thumb however, is to have them appear on special
depending on its Tap check result) . days such as the Holy Day of a Deity, in a location
Resolving the Attempt. Depending on the outcome of the where at least 4-5 major ley lines coincide or that
roll and the Tap DC of the magical phenomena serving as a is important to that Deity's mythos. Alternatively, it
power source (see the Ley Lines & Nexuses table below), a could be a location where powerful magical events
creature might succeed in harnessing the powerful energies, took place, such as wars, or a place where magic
at the cost of some of its physical fortitude (see "Success" from another plane is seeping in.
and "Hard Success" below), or fail to do so, sometimes to
very strange and potentially dangerous outcomes.

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Tap Check Result

Check Result Outcome

Tap DC - 5 or lower Hard Failure

Tap DC -1 to -4 Failure

Tap DC & Tap DC +1 to +4 Success

Tap DC + 5 and higher Hard Success

Hard Failure. The attempt at seizing control of the flowing

mana fails, and something goes horribly wrong. Roll on the Manaburn. If a creature dies as a result of having six
Backlash table associated with that Ley Line or Nexus. exhaustion levels after tapping into a ley line or a nexus, it
Failure. The attempt at channeling mana fails, but not explodes in an incredible force of raw magic, called
catastrophically so. The creature manages to expel the influx manaburn. A creature that dies this way and everything it is
of mana before it becomes affected by it. No additional effect wearing and carrying, except magic items, are reduced to a
takes place. pile of fine gray dust. The creature can be restored to life only
Success. The attempt at taking over the raw power of by means of a true resurrection or a wish spell (like with a
mana is successful. The creature immediately gains that Ley disintegrate spell ) . In addition, all creatures and objects not
Lines Successful Tap benefits, and rolls on the Beneficial worn or carried by a creature within a certain area around
Effect table associated with that Ley Line or Nexus. One the creature dying of manaburn must make Dexterity saving
minute after successfully tapping into the power of that Ley throws, with a DC as detailed below in the Manaburn table,
Line or Nexus, the creature gains a number of exhaustion depending on the type of source the dying creature tried to
levels as described on the Ley Lines & Nexuses table, tap from. On a successful save, they take force damage as
depending on the type of ley line or nexus it tapped into. detailed in the Manaburn table below, or half as much
Hard Success. The attempt at harnessing the magical damage on a failed save. In the case that the creature dying of
energies is successful, to the highest possible degree. The manaburn also had unexpended spell slots, the force damage
results are the same as those of a normal Success, with the increases by an amount equal to 1d10 times the total added
following modification: Before gaining that ley line's levels of the unexpended spell slots the creature had when it
Successful Tap benefits and rolling on the Beneficial Effect died. Creatures and objects reduced to 0 hit points this way
table associated with that ley line or nexus, the creature can are also disintegrated, similarly to a creature that died of
choose to either gain the resulting benefits for itself, or grant manaburn.
them to another creature it can see within 30 feet of it (no Finally, if a creature dies of manaburn within an area
action required) . Even if the benefits are granted to another affected by a Nexus, roll a d100. On an 80 or higher, the
creature, only the creature that successfully tapped into that Nexus turns into a permanent Nexus Rift.
ley line or nexus gains exhaustion levels. Manaburn
Affected area Dexterity Force
Manaburn around the saving throw damage
Source Type creature DC taken
The power of mana can be addictive to some, and in other
cases a creature might make a last stand, trying to take their Lesser Mana 20 feet 12 5d10
enemies with them. Rare enough, yet not unmentioned Ley Line
throughout history, are cases where someone tried to obtain Moderate 40 feet 14 10d10
too much power from a ley line or a nexus, resulting in their Mana Ley
physical form being disintegrated, and the whole area being Line
devastated by a powerful blast of magical energy. In the wake Greater 60 feet 16 15d10
of such destruction, nexus rifts are formed; areas where Mana Ley
magic is not only unpredictable, but also corrupted, in a Line
sense. Antimagic is a form of spellcraft that has been studied Major Mana 80 feet 18 20d10
to some extent, while the dark energies pouring out of a Ley Line
nexus rift have never been touched, and those who ventured
to such locations due to academic interest or otherwise, Nexus 100 feet 20 25d10
never return.
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Chapter 2
Ley Lines & Nexuses Descriptions
In this chapter, we provide descriptions of the ley line species

presented in this document, in order of ascending

condensation of mana flux (Lesser, Moderate, Greater,

Major). In addition, we provide descriptions for the most

common types of nexuses found in the material plane, those

called "Prime Nexuses", that take on properties of what has

in recent ages been the standard system of magic, in the

hopes that the knowledge is passed on to promising scholars.

Ley Lines

Lesser Mana Ley Line Beneficial Effects Moderate Mana Ley Line Effects
Successful Tap. You are immediately cured of any non- Successful Tap. You immediately gain the benefits of a
magical disease affecting you. lesser restoration spell.
d8 Effect d8 Effect
1 If the next spell you cast affects only one creature and 1 If the next spell you cast targets only one creature and
doesn't have a range of self, it instead targets up to doesn't have a range of self, it instead targets up to
two creatures of your choice. three creatures of your choice within the spell's range.
2 The range of the next spell you cast is doubled. 2 If the next spell you cast affects an area, double the
area's size.
3 If the next spell you cast has a material component
worth up to 100 gp, you ignore it. 3 If the next spell you cast has material components
worth up to 500 gp, you ignore it.
4 If the next spell you cast deals damage, you can add
your spellcasting ability modifier to one damage roll of 4 You gain resistance to either bludgeoning, piercing or
that spell. slashing damage (your choice).
5 If the next spell you cast requires you to roll damage, 5 The next time you cast a spell, you recover 1d6 hit
you can reroll a number of damage dice up to your points per level of the spell.
spellcasting ability modifier (minimum of 1).
6 You ignore somatic and verbal components for the
6 If the next spell you cast deals acid, cold, fire, next spell you cast.
lightning, or thunder damage, you can change that
damage type to one of the other listed types. 7 If you fail a saving throw against a spell or other
magical effect, you can use your reaction to reroll that
7 If the next spell you cast requires a spell attack roll, saving throw. If you do so, you must use the new roll.
you have advantage on the roll.
8 Choose one of the effects listed above.
8 Choose one of the effects listed above.
Moderate Mana Ley Line Backlash
Lesser Mana Ley Line Backlash d8 Effect
d8 Effect
1 If the next spell you cast targets only one creature and
1 If the next spell you cast targets only one creature and doesn't have a range of self, it instead targets up to
doesn't have a range of self, it instead targets up to three random creatures (GM's choice) within the
two random creatures (GM's choice) within the spell's spell's range.
range.
2 If the next spell you cast affects an area, halve the
2 The range of the next spell you cast is halved. area's size.
3 The next spell you cast fails and is lost. 3 The next spell you cast fails and is lost.
4 If the next spell you cast deals damage, you must 4 You gain vulnerability to either bludgeoning, piercing
subtract your spellcasting ability modifier from one or slashing damage (your choice).
damage roll of that spell.
5 The next time you cast a spell, you take 1d6 force
5 If the next spell you cast requires you to roll damage, damage per level of the spell.
treat any 2 or 3 on a damage die as a 1.
6 You can't cast a spell until the start of your next turn.
6 If the next spell you cast deals acid, cold, fire,
lightning, or thunder damage, you take damage of that 7 You have disadvantage on the next saving throw you
type equal to the spell's level. make against a spell or other magical effect.
7 If the next spell you cast requires a spell attack roll, 8 Roll twice, ignoring any 8.
you have disadvantage on the roll.
8 Roll twice, ignoring any 8.

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Greater Mana Ley Line Beneficial Effects Major Mana Ley Line Beneficial Effects
Successful Tap. You immediately gain the benefits of a Successful Tap. You immediately gain the benefits of a
greater restoration spell. short rest.
d8 Effect d8 Effect
1 If the next spell you cast targets only one creature and 1 If the next spell you cast targets only one creature and
doesn't have a range of self, it instead targets up to doesn't have a range of self, it instead targets up to
four creatures of your choice within the spell's range. five creatures of your choice within the spell's range.
2 If the next spell you cast deals damage, it ignores 2 If the next spell you cast deals damage, it ignores
resistances to its damage type. resistances and immunities to its damage type.
3 If the next spell you cast has material components 3 If the next spell you cast has material components, you
worth up to 1,000 gp, you ignore it. ignore them.
4 You have advantage on saving throws against spells 4 The casting time of the next spell you cast becomes 1
and other magical effects. bonus action.
5 You regain one of your expended spell slots of your 5 You regain one of your expended spell slots of your
choice, up to 3rd level. choice, up to 5th level.
6 If the next spell you cast forces a creature to make a 6 If the next spell you cast deals damage, its damage is
saving throw to resist its effects, one target of the maximized.
spell (your choice) has disadvantage on its first saving
throw made against the spell. 7 Treat the next spell you cast as if it were cast with a
spell slot 2 levels higher than the one expended to
7 Treat the next spell you cast as if it were cast with a cast it.
spell slot one level higher than the one expended to
cast it. 8 Choose one of the effects listed above.
8 Choose one of the effects listed above.
Major Mana Ley Line Backlash
d8 Effect
Greater Mana Ley Line Backlash
d8 Effect 1 If the next spell you cast targets only one creature and
doesn't have a range of self, it instead targets up to
1 If the next spell you cast targets only one creature and five random creatures (GM's choice) within the spell's
doesn't have a range of self, it instead targets up to range.
four random creatures (GM's choice) within the spell's
range. 2 If the next spell you cast deals damage, one target
(GM's choice) gains immunity to that damage type.
2 If the next spell you cast deals damage, one target
(GM's choice) gains resistance to that damage type. 3 The next spell you cast fails and is lost.
3 The next spell you cast fails and is lost. 4 The next spell you cast takes effect at the end of your
next turn.
4 You have disadvantage on saving throws against spells
and other magical effects. 5 You lose your highest level spell slot up to 5th level.
5 You lose your highest level spell slot up to 3rd level. 6 If the next spell you cast deals damage, its damage is
minimized.
6 You can't cast a spell until the start of your next turn.
7 Treat the next spell you cast as if it were cast with a
7 Treat the next spell you cast as if it were cast with a spell slot two levels lower than the one expended to
spell slot 1 level lower than the one expended to cast cast it. If this effect would make the spell's level 0 or
it. If this effect would make the spell's level 0 or lower, lower, the spell fails and is lost.
the spell fails and is lost.
8 Roll twice, ignoring any 8.
8 Roll twice, ignoring any 8.

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Prime Nexuses Abjuration Nexus Beneficial Effects


d8 Effect
The prime nexuses, or those categorized under the schools of
magic, are the most prominent types of nexuses manifesting 1 You gain resistance to force damage. This effect is
permanent.
on the material plane. Each nexus is unique, affecting the
environment around it in a certain way. 2 You gain resistance to damage from spells for the next
In Kyrmoria, the prime nexuses are those occurring 24 hours.
naturally when many ley lines intersect. A nexus doesn't exist 3 You gain a permanent +1 bonus to saving throws
indefinitely, and disperses once the ley lines empowering its against spells and other magical effects.
presence drift apart, but it leaves a very evident mark of its 4 You are suffused with abjuration magic. You can't be
creation on the world around it. perceived by magical scrying sensors, while the space
Divination and locating Nexuses. Nexuses are magical you occupy appears as if you weren't there to them.
singularities; finite physical space occupied by an infinitely This effect is permanent.
dense amount of mana. Therefore, all sorts of weird 5 You have advantage on any spellcasting ability check
phenomena occur around them. Nexuses are impervious to you make when casting counterspell or dispel magic.
detection through divination magic or other similar means, This effect is permanent.
and can only be located via the tracking of ley lines, or due to
the consequences they inflict on the world. 6 For the next 24 hours, unless you wish to be affected,
Antimagic and Nexuses. A nexus is immune to any you are immune to spells of 6th level or lower.
antimagic, such as an antimagic field, and such spells cast
within the area affected by a nexus simply fail. There are Abjuration Nexus Backlash
rumors of particular uses of the disjunction spell, however, d8 Effect
that can interfere with a nexus, but none have proved brave 1 You gain vulnerability to force damage. This effect is
enough to confirm them. permanent.
2 You gain vulnerability to damage from spells for the
Abjuration Nexus next 24 hours.
Within the area affected by an Abjuration Nexus, the
following regional effects take place: 3 You suffer a permanent -1 penalty to saving throws
against spells and other magical effects.
An abjuration spell cast within the affected area is treated 4 You have disadvantage on saving throws against spells
as if it were cast with a spell slot one level higher than the and magical effects that try to discern your location.
one expended to cast it. This effect is permanent.
All creatures within the affected area have advantage on
saving throws against spell and other magical effects, and 5 For the next 24 hours, an antimagic field extends out
are under the effects of a mind blank spell. to a 30 foot radius around you.
Any spellcasting ability check a creature makes when 6 The abjuration magic blocks your spellcasting abilities.
casting a dispel magic or counterspell spell within the You become unable to cast spells or expend spell slots
affected area automatically succeeds. for the next week.

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Conjuration Nexus Conjuration Nexus Backlash
Within the area affected by a Conjuration Nexus, the d8 Effect
following regional effects take place: 1 You have disadvantage on ability checks and saving
throws to resist environmental effects of planes of
A conjuration spell cast within the affected area is treated existence other than your home plane. This effect is
as if it were cast with a spell slot one level higher than the permanent.
one expended to cast it.
Conjuration spells that summon creatures within the 2 For the next month, there is a 50% chance every 24
affected area, summon twice the normal amount of hours that when a random creature (GM's choice)
casts the find familiar spell, you are summoned as the
creatures. In addition, a gate or teleportation circle spell familiar and return to the location you were before
cast within the affected area becomes permanent being summoned after completing 1 task appointed to
immediately and cannot be dispelled except by a dispel you by the creature that summoned you. You can't be
magic spell cast at 9th level. summoned this way more than once every 24 hours.
When a creature teleports within the affected area, it must 3 Whenever you teleport by any means, roll a d20. On a
roll a d100. On a roll of 90-99, the creature is teleported in roll of 5 or lower, you don't teleport. This effect is
a random location within the affected area instead of its permanent.
intended destination. On a roll of 100, the creature is
teleported to a random plane of existence. The GM 4 The spellbook of a very powerful mage appears in your
hands. The original owner of the spellbook seeks to
determines both the random location and the random retrieve it and will hunt you down.
plane of existence.
5 You are subjected to the effects of a maze spell that
Conjuration Nexus Beneficial Effects has a duration of 24 hours.
d8 Effect 6 You are teleported to a random plane of existence.
1 You are immune to any environmental effects of
planes of existence other than your home plane. This Divination Nexus
effect is permanent. Within the area affected by a Divination Nexus, the following
2 You can cast planar ally once without expending a spell regional effects take place:
slot, and if the service you require is aligned with the
summoned creature's ethos, the payment is always A divination spell cast within the affected area is treated
waived. You can't do so again until you finish a long as if it were cast with a spell slot one level higher than the
rest. Intelligence is your spellcasting ability for this one expended to cast it.
spell. This effect is permanent. Creatures within the affected area cannot lie, and can
3 You can cast misty step twice without expending a communicate telepathically among themselves
spell slot. You can't do so again until you finish a short disregarding the distance between them, as if by a
or long rest. Intelligence is your spellcasting ability for telepathy spell.
this spell. This effect is permanent. Once per long rest, when a creature sleeps within the
4 You can cast magnificent mansion once without
affected area, it receives the benefits of a commune spell.
expending a spell slot or material components. You The higher power answering the creature's questions
can't do so again until you finish a long rest. corresponds to the creature's alignment, but the GM
Intelligence is your spellcasting ability for this spell. decides what the higher power is.
This effect is permanent.
Divination Nexus Beneficial Effects
5 Within the next 24 hours, you can cast maze once d8 Effect
without expending a spell slot. Intelligence is your
spellcasting ability for this spell. 1 You are under the effects of a tongues spell. This
effect is permanent.
6 You can cast teleport twice without expending a spell
slot. You can't do so again until you finish a long rest. 2 You gain knowledge of the exact location of one
Intelligence is your spellcasting ability for this spell. creature or object of your choice, regardless of any
This effect is permanent. protection the creature might have against divination
magic or magical scrying sensors.

3 You always know the location of the nearest town,

village or city. This effect is permanent.


4 You gain the benefits of a foresight spell for 24 hours.

5 You always know when you hear a lie. This effect is

permanent.

6 When you roll a d20 for an attack roll, ability check or

saving throw, you can treat the roll as a 20. You can do

so three times within the next 24 hours.

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Divination Nexus Backlash Enchantment Nexus Beneficial Effects
d8 Effect d8 Effect
1 You forget all languages you know, except your native 1 You gain resistance to psychic damage. This effect is
one. This effect is permanent. permanent.
2 A random creature that knows you and is hostile to 2 Choose a creature you can see. You can modify the
you gains knowledge of your exact location, regardless target's memories, as if you had cast a 9th-level modify
of any protection you might have against divination memory spell with a spell save DC of 20.
magic or magical scrying sensors.
3 Your mind is permanently altered by the Nexus's
3 You automatically fail all Wisdom (Survivals) checks magic. Whenever you succeed on a saving throw
made to find locations, unless you have a map to guide against an enchantment spell cast by a creature, that
you. This effect is permanent. creature must succeed on a DC 20 Wisdom saving
throw or be subjected to the effects of a confusion
4 You have disadvantage on attack rolls, ability checks spell until the end of its next turn.
and saving throws for the next 24 hours.
4 You can cast charm person at will without expending a
5 You automatically fail all Wisdom (Insight) checks spell slot. Intelligence is your spellcasting ability for
made to discern lies. This effect is permanent. this spell. This effect is permanent.
6 When you roll a d20 for an attack roll, ability check or 5 You can cast dominate monster once without
saving throw, the roll is treated as a 1. This can happen expending a spell slot. You can't do so again until you
up to three times to you within the next 24 hours finish a long rest. Intelligence is your spellcasting
(GM's choice). ability for this spell. This effect is permanent.
6 You are immune to effects that would sense or read
Enchantment Nexus your emotions and you can't be charmed. This effect is
Within the area affected by an Enchantment Nexus, the permanent.
following regional effects take place:
An enchantment spell cast within the affected area is Enchantment Nexus Backlash
treated as if it were cast with a spell slot one level higher d8 Effect
than the one expended to cast it. 1 You gain vulnerability to psychic damage. This effect is
A creature that spends more than 1 hour within the permanent.
affected area must make a DC 20 Intelligence saving
throw. On a failed save, the creature begins experiencing 2 When you leave the area affected by the nexus, you
vivid visions of various important moments in their lives, lose all memories of the time you spent within it, and
those memories can't be restored by any means.
some altered in weird ways the GM determines. An
affected creature can repeat the saving throw at the start 3 Whenever you suffer a critical hit, you are also
of each subsequent hour it spends within the affected subjected to the effects of a confusion spell until the
area, ending the effect on itself on a success. end of your next turn. This effect is permanent.
When a creature dreams within the affected area, its 4 You have disadvantage on saving throws against being
dreams blend with the dreams of other creatures in the charmed. This effect is permanent.
same area. The GM determines the outcome of this 5 You are subjected to a feeblemind spell with a spell
strange mixture, but creatures that share dreams can read save DC of 20. If you fail the saving throw of the spell,
each other's thoughts and feel each other's emotions for its effects can't be ended by greater restoration, heal,
the duration of the shared dreams. or wish.

6 You begin to regard a random creature you can see as

a precious ally to be protected at all costs. This effect

is permanent.

Evocation Nexus

Within the area affected by an Evocation Nexus, the following

regional effects take place:

An evocation spell cast within the affected area is treated

as if it were cast with a spell slot one level higher than the

one expended to cast it.

The damage and healing of evocation spells cast within

the affected area are maximized.

When a creature within the affected area is subject to the

effects of an evocation spell, all other creatures within 10

feet of the affected creature are also affected by that spell,

provided that they are also within the affected area. This

effect is not cumulative. In addition, the range of evocation

spells within the affected area is doubled.

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Evocation Nexus Beneficial Effects

d8 Effect

1 You gain resistance to your choice of acid, cold, fire,


lightning or thunder damage. This effect is permanent. Illusion Nexus
2 You are infused with empowering elemental energies.
Within the area affected by an Illusion Nexus, the following
For the next 24 hours, you have resistance to the regional effects take place:
damage of evocation spells. An illusion spell cast within the affected area is treated as
3 You have advantage on saving throws against the if it were cast with a spell slot one level higher than the
effects of extreme weather conditions, such as one expended to cast it.
extreme cold. This effect is permanent. Illusory creatures and objects created by illusion spells
4 Choose one of the following damage types: acid, cold, within the area become real for 24 hours, after which they
fire, lightning or thunder. Your weapon attacks deal an disappear into thin air. Illusory creatures act according to
extra 2d8 damage of the chosen type. This effect is the nature of the original creature they are based off of, or
permanent. as the GM decides. These illusions can only be dispelled
5 You can cast forcecage once without expending a spell by a dispel magic spell cast at 9th level.
slot or material components. You regain the ability to When a creature within the affected area succeeds on a
do so when you finish a long rest. Intelligence is your saving throw against an illusion spell, the successful save
spellcasting ability for this spell. This effect is is treated as a failed save instead. In addition, when a
permanent. creature within the affected area fails a saving throw
6 Within the next 24 hours, you can cast mass heal or against an illusion spell, the failed save is treated as a
meteor swarm (your choice) once without expending a successful save instead. These two effects are not
spell slot. Intelligence is your spellcasting ability for cumulative.
the spell you choose to cast.
Illusion Nexus Beneficial Effects
d6 Effect
Evocation Nexus Backlash
d8 Effect 1 You can cast disguise self at will without expending a
spell slot. Intelligence is your spellcasting ability for
1 You gain vulnerability to a random type of damage this spell. This effect is permanent.
between acid, cold, fire, lightning or thunder. This
effect is permanent. 2 You have advantage on ability checks and saving
throws you make to discern, see through or resist
2 You become a beacon that attracts elemental energies. illusions. This effect is permanent.
For the next 24 hours, you have vulnerability to the
damage of evocation spells. 3 While completely in an area of dim light or darkness,
you can become invisible as an action. You remain
3 You have disadvantage on saving against the effects of invisible until you take any action. This effect is
extreme weather conditions, such as extreme cold. permanent.
This effect is permanent.
4 You can cast greater invisibility once without
4 Your GM chooses one of the following damage types: expending a spell slot. You can't do so again until you
acid, cold, fire, lightning or thunder. Whenever you finish a long rest. Intelligence is your spellcasting
take damage of the chosen type, you take an extra d8 ability for this spell. This effect is permanent.
damage of that type. This effect is permanent.
5 You can maintain your concentration on up to two
5 A prismatic ray spell with a spell save DC of 20 targets illusion spells simultaneously. This effect is permanent.
each creature within 60 feet of you.
6 Whenever a creature succeeds on a saving throw
6 Your body becomes charged with evocation magic. At against an illusion spell you cast, you can use your
the beginning of each hour for the next 24 hours, the reaction to treat the creature's successful save as a
energy is discharged, and you cast a 9th-level fireball failed save instead. You can do so three times, and you
spell with a spell save DC of 20 centered on yourself. regain the ability to do so again when you finish a long
The damage of the spell ignores resistances and rest. This effect is permanent.
immunities to fire damage.

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Illusion Nexus Backlash Necromancy Nexus Beneficial Effects
d6 Effect d6 Effect
1 Every day, a random minor illusory effect such as a 1 You gain resistance to necrotic damage. This effect is
change in eye color manifests on you. To see through permanent.
the illusion, a creature can use its action to inspect
your appearance and must succeed on a DC 20 2 When you gain this benefit, choose an object in your
Intelligence (Investigation) check. This effect is possession. The first time you die within the next year,
permanent. you are instantly brought back to life in a new body
identical to your old one, as though you were the
2 You have disadvantage on ability checks and saving target of a true resurrection spell. The new body
throws you make to discern, see through or resist appears within 10 feet of the object chosen when you
illusions. This effect is permanent. got this benefit.
3 While completely in an area of dim light or darkness, 3 You can cast finger of death once without expending a
you shed bright light in a 5-foot radius around you. spell slot. You can't do so again until you finish a long
This effect is permanent. rest. Charisma is your spellcasting ability for this spell.
This effect is permanent.
4 You can't become invisible by any means. This effect is
permanent. 4 You know the exact location of all undead creatures
within 100 feet of you while you are conscious. This
5 You have disadvantage on Constitution saving throws effect is permanent.
that you make to maintain your concentration on
illusion spells. This effect is permanent. 5 Whenever you deal necrotic damage to a creature, that
creature must succeed a Constitution saving throw
6 You believe everything that surrounds you is an with a DC equal to half the necrotic damage it took, or
illusion. This effect lasts for 1 month, and cannot be its hit point maximum is permanently reduced by an
dispelled by any means. amount equal to half the necrotic damage it took. This
effect is permanent.
Necromancy Nexus 6 Uncanny words echo in your mind. You learn the
Within the area affected by a Necromancy Nexus, the secrets required to achieve lichdom.
following regional effects take place:
A necromancy spell cast within the affected area is treated Necromancy Nexus Backlash
as if it were cast with a spell slot one level higher than the d6 Effect
one expended to cast it. 1 You gain vulnerability to necrotic damage. This effect
Spells and other magical effects that create or summon is permanent.
undead creatures (such as the create undead spell) within
the affected area create or summon twice the normal 2 Whenever you are reduced to 0 hit points, your soul
amount. In addition, an undead creature within the leaves your body, and you can't be brought back to life
except through a true resurrection or wish spell. This
affected area is immune to effects that turn undead. effect is permanent.
Furthermore, if an undead creature within the area takes
damage that reduces to 0 hit points, it drops to 1 hit point 3 Necrotic energy erupts from within you. All creatures
instead, unless the damage is radiant or from a critical hit. within 100 feet of your current location take 100
If a spell is cast within the affected area to restore a necrotic damage, ignoring any resistances or
immunities they might have to necrotic damage.
creature to life (such as the revivify spell) and the spell has
material components, the material components are 4 All undead creatures within 100 feet of you know your
ignored. exact location. This effect is permanent.
5 For the next 24 hours, whenever you take necrotic

damage you must succeed on a Constitution saving

throw with a DC equal to half the necrotic damage you

took, or your hit point maximum is permanently

reduced by an amount equal to half the necrotic

damage you took.

6 Your soul leaves your body, and enters the phylactery

of a random lich. As a result, the lich's soul returns

back to it and the lich is restored to life, while your

soul remains trapped within its former phylactery.

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Transmutation Nexus Transmutation Nexus Backlash
Within the area affected by a Transmutation Nexus, the d6 Effect
following regional effects take place: 1 Roll a d20. On a roll of 10 or lower, your age
permanently increases by 2d10 years. On a roll of 11
A transmutation spell cast within the affected area is or higher, your age is permanently reduced by 2d10
treated as if it were cast with a spell slot one level higher years. These changes can potentially extend your
than the one expended to cast it. lifespan, cause you to die from old age or turn you into
The duration of all transmutation spells cast within the an infant. This effect is permanent.
affected area is doubled.
When a creature or group of creatures leaves the affected 2 You have disadvantage on saving throws against spells
and magical effects that would alter your form. This
area after spending at least 1 day within it, the GM effect is permanent.
decides an appropriate time change or rolls a d20. The
result of the roll times the number of days the creature or 3 You lose a random racial trait. You can't lose a racial
group of creatures has stayed within the affected area, is trait that would reduce one or more of your ability
scores. This effect is permanent.
the time that has passed outside the affected area, but the
time the creature or group of creatures leaving has 4 Gravity is permanently altered for you. Standing up
experienced is the same as the time they spent within the from being prone costs an amount of movement equal
affected area. to your speed, instead of equal to half your speed.
5 The area of the Nexus is subjected to a reverse gravity
Transmutation Nexus Beneficial Effects spell with a spell save DC of 20 for the next hour.
d6 Effect
6 You are transformed into a sheep as if by a polymorph
1 You can temper with time. You can touch a creature spell, but you do not revert back to your normal form if
and permanently increase or reduce its age by 2d10 you drop to 0 hit points. This effect cannot be
years, potentially extending the creature's dispelled by any means and lasts for 1 month, after
lifespan,causing it to die from old age, or turning it which you revert back to your normal form.
into an infant. You can't do so again until a year has
passed. This effect is permanent.
2 Unless you wish to be affected, you are immune to Optional Rule: Nexus-Themed Ley
spells and magical effects that would alter your form. Lines
This effect is permanent.
Understandably, the benefits and drawbacks of
3 You gain a racial trait of your choice from a race of tapping into the power of a nexus might be too
your choice. You can't choose a racial trait that much for certain adventurers to handle at their
increases one or more of your ability scores. This current level of power and expertise. If you want to
effect is permanent. provide them a glimpse, or even for further
4 You can cast telekinesis twice without expending a narrative purposes, you can transfer some of the
spell slot. You can't do so again until you finish a long passive effects taking place in areas affected by a
rest. Intelligence is your spellcasting ability for this nexus, and apply them to the area affected by a ley
spell. This effect is permanent. line.
5 Within the next 24 hours, you can cast time stop once Perhaps, a ley line has been affected by a planar
without expending a spell slot. Intelligence is your portal opened near it, and now the area affected by
spellcasting ability for this spell. the ley line takes on the properties of an area
affected by a Conjuration Nexus. Or, perhaps, a
6 You can cast true polymorph once without expending terrible necromantic ritual took place in a site near
a spell slot or material components. You can't do so
a ley line, and now it functions similarly to a
again until you finish a long rest. Intelligence is your
spellcasting ability for this spell. This effect is Necromancy Nexus.
permanent. Nexuses are there to embody the inherent and
primal power of magic all around the world, so it is
natural that as they interact with the world, the

world interacts with them, and the same can be

said for ley lines. Using this optional rule, you can

even make a Lesser Mana Ley Line feel unique and

serve powerful storytelling purposes.

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Chapter 3
Character Options
In this chapter, we present character options for adventures Creature Type. You are an Elemental.
in Kyrmoria as well as in worlds that have ley lines and Size. You are Medium or Small. You choose the size when
nexuses. These options are represented by the Nexusborn you select this race.
race, Manascarred background and accompanying feats, as Speed. Your walking speed is 30 feet.
well as the new system of Ley Powers. Manavision. You can see in dim light within 60 feet of you
Additional options recommended are the Weaveknight as if it were bright light and in darkness as if it were dim
class and the Circle of Mana Druidic Circle, the Way of the light. Your ties to the natural magic of the world make your
Weave Monastic Tradition and the Universalist Arcane darkvision unusual: everything you see in darkness is in
Tradition, all found in the Masters of Arcana document. shades of blue and green.
Elemental Nature. You don't need to eat, drink or breathe.
Race: Nexusborn Magical Affinity. You gain proficiency with the Arcana skill.
When a nexus of magic manifests on a plane, it influences its In addition, you can use your Constitution modifier, instead of
surroundings, changing both the landscape and the creatures Intelligence modifier, when making an Arcana check to
that frequent it. Nexusborn are the result of such influence; physically interact with magic or to manipulate magic in any
elemental spirits that were given sentience and a physical sort of active way.
constitution due to the energies of a nexus. These creatures Nexusborn Magic. When you finish a long rest, you can
are a mystery, and are often the topic of hot conversation synchronize yourself with one of the schools of magic. While
between scholars debating the claim that magic in itself has synchronized with a school of magic, you have advantage on
will, manifesting through the nexusborn. saving throws against spells of that school.
Nexusborn take many shapes and forms, but mostly In addition, while synchronized with a school of magic, you
resemble typical humanoids. Their unique physicality is know one cantrip from that school. Starting at 3rd level and
evident, as their skin often pulses with magical energy and again at 5th level, you also gain access to spells from the
has unusually colored hues and markings, while their eyes school of magic you are currently synchronized with, and you
shine with the glow of mana. Naturally attuned to magic, can cast each of these spells with this trait. Spells you cast
many nexusborn choose to embrace the career of a with this trait do not require material components, unless the
promising spellcrafter, while others drawn to the simplicity of spell consumes them. Once you cast one of the spells that
common mortal lives choose more mundane professions. become available to you at 3rd or 5th level with this trait, you
Nevertheless, all nexusborn try to eventually answer the can't cast that spell with this trait again until you finish a long
riddle behind their existence, forging relationships and bonds rest. You can also cast either of those spells using any spell
slots you have of the appropriate level.
along the way. Constitution, Intelligence, Wisdom or Charisma is your

spellcasting ability for these spells when you cast them with

this trait (choose when you select this race) . The cantrip and

spells you gain from this trait depending on the school of

magic you're currently synchronized with are detailed on the

Nexusborn Magic table below.

Nexusborn Magic

Spell gained at Spell gained at

School Cantrip 3rd level 5th level

Abjuration resistance sanctuary          warding bond

Conjuration mage hand floating disk misty step

Divination guidance detect magic see invisibility

Enchantment vicious
mockery
charm person suggestion

Evocation arcane bolt faerie fire shatter

Illusion minor illusion silent image invisibility

Necromancy spare the dying inflict wounds blindness/deafness

Transmutation prestidigitation longstrider enhance ability

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Background: Manascarred Manascarred Personality Traits
d6 Personality Trait
When you were born, or at some point in your life, the raw
magic of the land influenced your very being through a 1 The scar is a curse, and I won't rest until it's lifted.
dramatic event, and left you with a mark. After that, you 've 2 I bear my scar with pride because it made me who I am
found yourself having a unique connection with mana, the today.
building blocks of magic, and you 've set out to learn more 3 I believe I've been blessed with a great destiny.
about that connection.
In Kyrmoria, the ley lines running inside the earth and the 4 I want to seek out and connect with others sharing
marks of the mana.
Nexuses that manifest at their interconnecting points often
exert enough influence for someone close to them to 5 I am not a monster regardless of how people see me,
manifest some sort of mark. These extraordinary individuals, and I will prove it.
who are often looked at with awe or fear, are called 6 I will harness this gift and acquire great power.
Manascarred. Some choose to live quiet lives, while others
are approached by organizations that show interest in them, Manascar Event. When you make your character, consider
but they are nonetheless unique in the world. what event left the magical scar on you. The Manascar Event
Skill Proficiencies: Arcana, plus one from among History, table below provides suggestions on determining how you
Investigation, Nature and Survival came to acquire such a mark. In addition, work with your GM
Languages: Two of your choice to determine what the mark looks like; your eyes might shed
Equipment. A memento of the event that marked you (at a soft spectral glow, weird markings may have manifested on
the GM's discretion) , a set of common clothes, and a pouch your body, or the mark could even take the form of an actual
containing 10 gp unearthly looking scar.
Feature: Ley-Touched Manascar Event
You gain the Ley-Touched feat (presented later in this d6 Event
document) . 1 You were born at the same moment a nexus
In addition, work with your GM to establish connections manifested.
with one organization in your world that studies Ley Lines
and Nexuses. Members of that organization will provide you 2 You were struck by a Ley Line's essence when it was
free, modest lodging and food at any of their establishments. shifting.
In Kyrmoria, two such organizations are: 3 The residual magic of a Nexus marked you when you
wandered too closely.
The Acolytes of the Veil, historians, lore-keepers and
guardians of wild, natural magic. Their base of operations 4 You once tried to tap into a ley line unsuccessfully, and
is in the Prismatic Mountains, but they have other it left you with a Manascar.
settlements and agents throughout the land. 5 You were experimented upon by an organization
The Cabal, an illegal organization of mages running the looking to produce super soldiers.
underground citadel of Dhen Rahzeem and profiting from 6 You survived a manaburn explosion.
its vast black market as well as mana geode trade with the
Kyrmorian Republic and the flying cities of the Shifting
Barrens.

Building a Manascarred Character


Manascarred characters are typically spellcasters, finding
that their innate connection with the magic of the land favors
the path of a druid, sorcerer, warlock, weaveknight or wizard,
regardless of specialization. Bards and rangers also find this
connection enhancing their arsenal, while a lot of clerics and
paladins view the mark as a blessing from a deity or other
higher power. Additionally, barbarians, fighters, monks and
rogues often find that being marked by mana can enhance
their physical capabilities, allowing them to perform unique
tasks none of their peers are able to.
Suggested Characteristics. To have a mark left on you by
the mana has various benefits and drawbacks. You could
have experienced people treating you favorably and
embracing you, or you could have been discriminated against
due to fear and uncertainty, making you reluctant to connect
with others. The Manascarred Personality Traits table
suggests traits you might adopt for your character.

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Ley Adept

Ley-Touched
Prerequisite: Spellcasting or Pact Magic feature, Nexusborn Prerequisite: 4th level, Ley-Touched feat
race or Manascarred Background You 've focused on harnessing the power of ley lines,
You 've studied the natural magic of the world and learnt of improving your powers. You can now attune to Lesser and
ways to harness it, or you might have come into contact with Moderate Mana Ley Lines, following the same rules
a ley line or nexus, an event that altered your very being. regarding Moderate Mana Ley Lines as those for Lesser
When you gain this feat, you become attuned to a Lesser Mana Ley Lines described in the Ley-Touched feat.
Mana Ley Line. This attunement does not count against the Ability Score Increase. Increase your Constitution,
number of items you can attune to at a time, and it doesn't Intelligence, Wisdom or Charisma score by 1, to a maximum
end by you being more than 100 feet away from the ley line, of 20.
or if another creature attunes to the same ley line. You can Moderate Ley Powers. You learn one Moderate Ley
only be attuned to one ley line at a time, and if you attune to a Power of your choice from the ones presented in this
new one, the attunement with the previous one ends. document. Whenever you finish a long rest, you can replace
While attuned to a ley line, you always know the closest the ley power you learned from this feat with another
direction towards its location as long as you 're on the same Moderate Ley Power from the list above.
plane of existence as it. Over a short rest, you can attune to Mana Points. You gain two mana points, which you add to
another Lesser Mana Ley Line while you are within the area the points you have from the Ley-Touched feat.
affected by it. Mana Limit. You can spend up to 4 mana points on a ley
Lesser Ley Powers. You learn two lesser ley powers of power at a time.
your choice from the ones presented in this document.
Whenever you finish a long rest, you can replace a ley power Ley Expert
you learned from this feat with another Lesser Ley Power Prerequisite: 8th level, Ley-Touched and Ley Adept feats
from the list above. You 've become an expert on utilizing ley magic. You can
Ley Power DC. If a ley power you learn from this feat or now attune to Lesser, Moderate or Greater Mana Ley Lines,
any feat that has this feat as a prerequisite requires a saving following the same rules regarding Greater Mana Ley Lines
throw, the save’s DC equals 8 + your proficiency bonus + your as those for Lesser Mana Ley Lines described in the Ley-
Constitution, Intelligence, Wisdom or Charisma modifier Touched feat.
(your choice when you gain this feat) . Ability Score Increase. Increase your Constitution,
Mana Points. You gain a number of mana points equal to Intelligence, Wisdom or Charisma score by 1, to a maximum
your proficiency bonus, representing your prowess over ley of 20.
magic and your innate connection with the land. You can Greater Ley Powers. You learn one Greater Ley Power of
never have more mana points than your proficiency bonus, your choice from the ones presented in this document.
unless you gain extra mana points from feats that have this Whenever you finish along rest, you can replace the ley
feat as a prerequisite. You can use these points only with the power you learned from this feat with another Greater Ley
ley powers you gain from this feat and with any ley powers Power from the list above.
you gain from feats that have this feat as a prerequisite. You Mana Points. You gain two mana points, which you add to
regain all spent mana points when you finish a long rest. In the points you have from the Ley-Touched feat.
addition, once per day when you finish a short rest within the Mana Limit. You can spend up to 6 mana points on a ley
area affected by a ley line you are attuned to, you can choose power at a time.
to regain spent mana points up to your proficiency bonus.
Mana Limit. You can spend up to 2 mana points on a ley Ley Master
power at a time.
Prerequisite: 12th level, Ley-Touched, Ley Adept and Ley
Expert feats
Ley Powers You 've mastered the art of attuning and drawing power
Ley powers and by extent, these feats, create a from ley lines. You can now attune to Lesser, Moderate,
system of pseudo-class features. They are meant to Greater or Major Mana Ley Lines, following the same rules
present new character options for ley-themed regarding Major Mana Ley Lines as those for Lesser Mana
worlds and campaigns, easily re-flavored to other Ley Lines described in the Ley-Touched feat.
types of powers. Ability Score Increase. . Increase your Constitution,
Ley powers do have combat applications, but in Intelligence, Wisdom or Charisma score by 1, to a maximum
no way replace the progression granted to a of 20.
character by their class features or otherwise. Major Ley Powers. You learn one Major Ley Power of
When you pick out your ley powers, choose ones
you feel will enhance the experience of roleplaying
your choice from the ones presented in this document.
your character and think on how your character has
Whenever you finish a long rest, you can replace the ley
been influenced or potentially scarred by the power you learned from this feat with another Major Ley
natural magic of the world. Power from the list above.
Mana Points. You gain two mana points, which you add to
the points you have from the Ley-Touched feat.
Mana Limit. You can spend up to 8 mana points on a ley

power at a time.

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Ley Power Descriptions
Ley Powers The ley powers are presented in alphabetical order.
Wondrous even among the most studied of spellcasters and
scholars is the ability of some individuals to produce magic, Aether Fire
without speaking any words of power, making gestures, or major ley power
using peculiar components, simply through their innate Minimum Slot Level: 8th
connection with the world. Such powers are highly sought Minimum Mana Point Cost: 8
after in Kyrmoria, and often place great interest on a person Concentration: No
able to wield them.
Ley Powers and Standard Magic. Ley powers aren't As an action, you summon flames made out of pure mana.
magic, explicitly, but operate in a similar manner. Ley powers When you use this ley power, you can manifest the aether
do not require verbal, somatic or material components, and flames in one of two ways:
can't be countered by counterspell or similar spells and
effects. However, ley powers can't be used while in an Condensed. You condense the aether flames. Choose one
antimagic field or a similar zone of anti-magic or dead magic creature you can see within 60 feet of you. The target
that does not allow creatures to cast spells. If a ley power is must make a Constitution saving throw. The target takes
active while the creature that's producing it enters such an 8d10 force damage on a failed save, or half as much
area, the ley power immediately ends. damage on a successful one.
Mana Points. Each ley power has a minimum mana point Unleashed. You unleash the aether flames in a wide area.
cost. To use a ley power, you must expend a number of mana Each creature in a 20-foot-radius, 60-foot-high cylinder
points at least equal to that ley power's minimum mana point centered on a point of your choice that you can see within
cost. You can also spend more mana points on a ley power, 60 feet of you must make a Constitution saving throw. A
depending on your Mana Limit detailed in the Ley-Touched creature takes 4d10 force damage on a failed save, or half
feat and feats that have it as a prerequisite. as much damage on a successful one.
Mana and Spell Slots. You can expend spell slots, instead In addition, any spell or magical effect of 4th level or lower
of mana points, to use a ley powers you know. To do so, you on a creature that fails its saving throw to resist the effects of
must expend a slot with a level at least equal to that ley this ley power ends.
power's minimum mana point cost. Similarly to using mana
points, when you expend a spell slot with a level higher than Conjure Mana Weapon
that ley power's minimum mana point cost to use a ley power, moderate ley power
but the slot's level can't be higher than your Mana Limit. Minimum Slot Level: 2nd
When you use a ley power by expending a spell slot with a Minimum Mana Point Cost: 2
level higher than that ley power's minimum mana point cost, Concentration: Yes
treat the ley power's effect as if you had spent 1 more mana
point to use it for each slot level above that ley power's As a bonus action, you create a weapon of pure mana in
minimum mana point cost. your hand. This magic weapon lasts for 1 hour or until you
Concentration. Some ley powers require you to lose concentration on this ley power. It counts as a simple
concentrate on them for their duration, as if you were melee weapon with which you are proficient. It deals 1d10
concentrating on a spell. force damage on a hit and has the finesse, light, and thrown
Equivalent Spell Level. A ley power that requires you to properties (range 20/60).
concentrate on it can be dispelled by a dispel magic spell, or If you drop the weapon or throw it, it dissipates at the end
other similar effects. In this occasion, treat the ley power as a of the turn. Thereafter, while you're concentrating on this ley
spell with a level equal to the mana points or slot level you power, you can use a bonus action to cause the weapon to
expended to use it. reappear in your hand.
When you create the weapon, you can add one additional
Ley Power List property to the weapon by spending additional mana points,
as detailed in the Mana Weapon Additional Properties table
Lesser Ley Powers
below:
empowered ley tap

ley pulse

Greater Ley Powers Mana Weapon Additional Properties


ley powered movement
lock/unlock ley
Additional Mana
mana barrier
Point Cost Additional Property
ley sense

mana charge
1 The weapon gains the Reach property.
mana awareness

Major Ley Powers 2 The weapon deals double damage to


Moderate Ley objects and structures.
Powers aether fire

ley teleportation
2 The weapon's damage increases to
conjure mana weapon 2d10.
ley healing
4 The weapon's damage increases to
ley shock
3d10.

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15
Empowered Ley Tap Ley Sense
lesser ley power lesser ley power
Minimum Slot Level: 1st Minimum Slot Level: 2nd
Minimum Mana Point Cost: 1 Minimum Mana Point Cost: 2
Concentration: No Concentration: Yes
When you make a Tap check to tap into the power of a ley As an action on your turn, you focus your senses,
line you 're attuned to, but before the GM determines the connecting with the magic deep beneath the earth. For 1
outcome, you can increase the total by an amount equal to minute per mana point spent, you gain tremorsense out to a
half the number of mana points spent (rounded up) . range of 30 feet.
If you use this ley power while in an area affected by a ley
Ley Healing line you're attuned to, your tremorsense extends to the entire
moderate ley power area affected by the ley line, up to a 300-foot radius around
Minimum Slot Level: 2nd you.
Minimum Mana Point Cost: 2 Ley Shock
Concentration: No moderate ley power
As an action, you can channel mana to produce one of the Minimum Slot Level: 2nd
following healing effects of your choice on a creature you Minimum Mana Point Cost: 2
touch: Concentration: No
Invigorate. The target regains a number of hit points As an action, you can unleash a powerful shock, targeting a
equal to 1d10 per mana point spent. number of creatures you can see within 30 feet of you equal
Restore. You end either one disease or one condition to half the number of mana points spent (rounded down). A
afflicting the target. The condition can be blinded, target must succeed on a Constitution saving throw or
deafened, paralyzed, or poisoned. You can end one become stunned until the end of its next turn.
additional disease or condition per two mana points If you use this ley power while in an area affected by a ley
spent. line you're attuned to, a target has disadvantage on its saving
Revitalize. You reduce the target's exhaustion level by one throws to resist the effects of this ley power.
per two mana points spent.
Ley Powered Movement Lock / Unlock Ley
lesser ley power greater ley power
Minimum Slot Level: 1st Minimum Slot Level: 1st
Minimum Mana Point Cost: 1 Minimum Mana Point Cost: 1
Concentration: No Concentration: No
When you move, you can increase your speed by 10 feet As an action while you're in the area affected by a ley line
per mana point spent. This increase lasts until the end of you're attuned to, you can lock the ley line for a number of
your next turn. days equal to the amount of mana points spent, or unlock it if
Alternatively, when you make a high or long jump, you can it's already locked. If you lock the ley line, it becomes
extend the distance of the jump by 10 feet per mana point unlocked and returns to normal after the aforementioned
spent. This extra distance doesn't cost you extra movement. duration.
While a ley line is locked, no creature can tap into its power
Ley Pulse by making a Tap check or in any other way. In addition, the
lesser ley power attunement of all creatures attuned to the ley line ends, and
creatures can't attune to that ley line again until it's unlocked.
Minimum Slot Level: 1st If you try to unlock a ley line that's locked by a creature
Minimum Mana Point Cost: 1 other than you, you must make an ability check using your
Concentration: No Constitution, Intelligence, Wisdom or Charisma modifier
As an action you can stomp the ground, unleashing a (your choice) and you gain a +1 bonus to the total per mana
shockwave. Creatures touching the ground in an area around point spent. The DC is equal to the Ley Power DC of the
you must succeed on a Strength saving throw or be knocked creature that locked the ley line. On a successful check, the
prone. The area has a radius equal to 5 feet per mana point ley line is unlocked.
spent.

If you use this ley power while in an area affected by a ley


line you're attuned to, the area has a radius equal to 10 feet
per mana point spent instead.

LEY LINES & NEXUSES


16
Mana Awareness Alternatively, as an action, you can touch a magic item and
lesser ley power cause it to regain a number of its expended charges or uses
up to half the mana points spent (rounded down) . A magic
Minimum Slot Level: 1st item recharged in this manner can't be recharged by you
Minimum Mana Point Cost: 1 again until after the item regains expended charges or uses
Concentration: Varies (see text) on its own.
As an action, you can extend your senses outward and
produce one of two effects: Travel via Ley
major ley power
Until the end of your next turn, you know if any creature Minimum Slot Level: 5th
you can see in an area around you has the ability to cast Minimum Mana Point Cost: 5
spells. The area has a radius equal to 30 feet per mana
point spent. Concentration: No
For 1 minute, while you 're touching the ground, you know As an action while you're within the area affected by a ley
the exact location of each ley line within an area around line you 're attuned to, you can transform yourself and your
you. The area has a radius equal to 1 mile per mana point equipment into pure mana and travel through the ley line.
spent. If you produce this effect when you use this ley While doing so, you move at a speed of 300 feet per round
power, you must concentrate on it while it lasts or the along the path of the ley line, and can decide to stop traveling
effect ends. at any time during your turn, at which point you transform
back into your physical form and appear in a random
Mana Barrier unoccupied space within 5 feet of the ley line.
greater ley power When you use this ley power, you can choose one other
Minimum Slot Level: 1st willing creature within 10 feet of you that you can see for
Minimum Mana Point Cost: 1 each mana point spent above this ley power's minimum mana
Concentration: No point cost. The chosen creatures and their equipment travel
When you or a creature you can see within 10 feet of you also transform into pure mana and travel along with you.
takes damage, you can use your reaction to roll a number of They stop traveling when you do, at which point they also
d10s equal to the mana points spent, reducing the damage transform back into their physical forms and appear in
taken by the number rolled. random unoccupied spaces within 5 feet of the ley line.
While traveling via the ley line, you and all creatures that
Mana Charge are traveling with you are immune to all damage, spells and
greater ley power effects, can't take any actions, bonus actions or reactions, and
can't be targeted by divination magic or perceived by magical
Minimum Slot Level: 2nd scrying sensors. If the ley line ends abruptly before you
Minimum Mana Point Cost: 2 decide to stop traveling, the travel ends short and you and all
Concentration: No creatures traveling with you appear in random unoccupied
As an action, you can touch one willing creature (other spaces within 5 feet of the ley line's end.
than yourself) and transfer your innate mana to it. The target
regains one expended spell slot, the level of which equals half
the number of mana points spent (rounded down) or lower. Fan Content Policy
Once you transfer mana to a creature this way, you can't This work is unofficial Fan Content permitted
transfer mana to it again until that creature finishes a long under the Fan Content Policy. Not
rest. approved/endorsed by Wizards. Portions of the

materials used are property of Wizards of the

Coast. ©Wizards of the Coast LLC.

LEY LINES & NEXUSES


17
Appendix A: Magic and the Land Step 4. Once you know how many and what types of ley
lines are present in the area, roll a d20 and consult the
Ley lines are located all throughout the land, yet they rarely Distance to Ley Line table to determine the distance between
remain static. The decision on placing a ley line in the map the central point and the highest tier of ley line present in the
shouldn't be made lightly, and the following are guidelines to area. If there are multiple ley lines of that type, add a +1
help you populate your world with them, whether during stacking modifier to each consecutive d20 roll.
session preparation or during live play. After you are done with the highest ley line tier, move to the
Step 1. Pick a Central Point. The point can be a city, a next tier. Resetting the total modifier for the d20 roll, repeat
monument, your party's current location, the center of the the process, until all ley lines of that tier are located. This is
map, etc. This method will help you populate the area within the process to be followed for all ley line tiers.
a 100-mile radius around the central point with Ley Lines in For example, consider the scenario where you roll an 82
3 more "easy" steps. on the d100 to determine the ley lines present in the area
Step 2. Look at the following Geographical Influence table, (from the Ley Line Presence table), and conclude that there
and save the highest modifier of the d100 modifier column are 1 greater, 2 moderate and 7 lesser ley lines present in the
corresponding to the geographical features listed within 100 area. You then begin the process of locating them on the map.
miles of the Central Point. Rolling a d20 for the highest tier among them, which is
greater, you roll a 10, meaning that the greater ley line is 1
Geographical Influence mile away from the central point. Next, you roll a d20 for the
d100 Geographical Features within 100 miles of the first moderate ley line, rolling a 4, meaning that it is 300 ft
Modifier Central Point away from the central point. You then add +1 to the d20 roll
-80 Nexus Rift or Dead Magic/Antimagic Zone to determine the distance of the second moderate ley line
+5 Shallow canyons or underground, hills, lakes,
from the central point. Finally, you roll a d20 for the first
small mountains, small rivers, streams lesser ley line, rolling a 1, meaning that it is located 100 ft
away from the central point. For the second lesser ley line,
+10 Ancient forests, druidic groves, ruins reclaimed you add a +1 on the d20 result, for the third a +2, and so
by nature, large rivers, temples forth. Of course, you are free to adjust the results as you see
+15 Deep canyons, glaciers, large mountains, oceans, fit to enhance the narrative.
planar portals, deep underground or volcanoes In addition, roll once for each ley line on the Direction
+20 Lairs of magical creatures with a CR of 5-17, Relative to Central Point table, to determine its direction
such as young and adult dragons relative to the Central Point.
+25 A place of power, such as a religious site, an Distance to Ley Line
ancient monument, the tomb of a renown figure, d20 Distance
a Qyarë (elven sanctuary cities protected by
Qyaral barriers) or a Wild Magic zone 1-2 100 ft
+30 Lairs of magical creatures with a CR greater than 3-4 200 ft
17, such as ancient dragons 5-6 500 ft
+80 Nexus 7-8 800 ft
Step 3. Roll a d100, applying the modifier you save in Step 9-11 1 mile
2., and consult the Ley Line Presence table below to 12-13 2 miles
determine how many ley lines are present in the 100-mile 14-15 10 miles
radius area around the Central Point.
16-17 50 miles
Ley Line Presence 18-20+ 100 miles
d100 Ley Lines in the Area
01-20 None Direction Relative to Central Point
21-40 1 Lesser d8 Direction
41-50 1d4 Lesser 1 North
51-60 1 Moderate 2 Northeast
61-65 1 Moredate +1d3 Lesser 3 East
66-70 1d4 Moderate + 2d4 Lesser Mana Ley Lines 4 Southeast
71-80 1 Greater 5 South
81-85 1 Greater + 1d4 Moderate + 2d6 Lesser 6 Southwest
86-95 1 Major 7 West
96- 1 Major + 1d4 Greater +2d4 Moderate + 2d8 8 Northwest
100+ Lesser

LEY LINES & NEXUSES


18
License 6. Notice of License Copyright: You must update the COPYRIGHT
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3. Offer and Acceptance: By Using the Open Game Content You 2000, Wizards of the Coast, LLC. System Reference Document
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4. Grant and Consideration: In consideration for agreeing to use Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
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royalty-free, nonexclusive License with the exact terms of this E. Gary Gygax and Dave Arneson.
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5. Representation of Authority to Contribute: If You are Ley Lines & Nexuses Copyright 2022, Chronicle of Heroes

contributing original material as Open Game Content, You END OF LICENSE


represent that Your Contributions are Your original Creation
and/or You have sufficient rights to grant the rights conveyed by

this License.

LEY LINES & NEXUSES


19
Ley Lines &
Nexuses
Unleash and harness the innate magic of
Kyrmoria with this new compendium.

Links for references in the document:


Weaveknight Class v.3.1
Masters of Arcana v.1.0

Created by u/ChronicleOfHeroes

Disclaimer: We don't own any of this wonderful


art. We urge you to check out the great artists
credited below, and support them in any way
possible! The art in this document is copyright
Wizards of the Coast and used under the Fan
Content Policy.

Art Credits in order of appearance:


Front and Back Cover: Omniscience - Alayna
Danner

Page 1: Arctic Treeline - Alayna Danner


Page 3: Eternal Dominion - Shishizaru
Page 5: The Prismatic Bridge - Johannes Voss
Page 6: Glimpse of Freedom - Clint Cearley
Page 8: Alpine Moon - Alayna Danner
Page 9: Doomskar - Piotr Dura
Page 10: Swamp - Piotr Dura
Page 12: Stone Haven Pilgrim - Cristi Balanescu

Page 13: Jayce, Wielder of Mysteries - Anna


Steinbauer
Page 17: Test of Talent - Lie Setiawan

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