Leylines are sources of magical energy, some of which are powerful enough to serve as a 'battery', being drawn upon by mages or attracted to magic items. A leyline's power comes not only from magic, but from lingering energies and echoes of the past which can shape and mold the leyline's very nature. A leyline normally has a set amount of Magic Points which reside within it, decreasing over time until being fully dissipated. It isn't uncommon for a leyline to sprout up, wither, and become one with the land once more. Fortunately for mages, leylines (even minor ones) are born regularly, sometimes even opening in seemingly random locations for no discernible reason.
Leylines come in a group of common types; Mystic, Trauma, Deific, and Natural.
Mystic Leylines are those which are created by a mage, or on their own by floating particles of mana congregating in a specific area. Leylines of these kind are the second most numerous, right next to naturally occurring leylines. Often mages towers possess a minor leyline owned by the mage in charge of the tower, and mage colleges sometimes possess multiple leylines or even a greater leyline for which their students and teachers can draw power from.
Trauma Leylines come from a dark origin; a vicious murder, abused or starved innocents, people driven to the point of madness, and demonic possessions are just some of the kinds of events which can result in a leyline born from traumatic events. The more numerous the victims or the more horrific the event, the more likely a leyline will sprout up - and this also determines how powerful the leyline may be. These leylines are (theoretically) the easiest kinds to create, but often rely on random chance without a mage's intervention.
Deific Leylines are wellsprings of godly power often made by deities themselves or their followers looking to create an area of power devoted to their god. These powerful sources of mana are only able to be used by those who possess Divine Spark such as the Priest. Deities rarely create these leylines, and often these are created by their followers at holy sites or churches.
Natural Leylines the most common and at the same time - most bizarre type of leylines are the ones produced on a whim by nature. These are not just mana particles flitting by and congregating to form a new one, but instead energy bursts made by the natural environment of the planet itself. Volcanos, tsunamis, earthquakes, and other such natural disasters commonly spawn a leyline near where they occur which lasts for a time (the more devastating the disaster, the longer the leyline lasts). Some however spawn with no event to tie it to, instead coming out of nowhere and remaining for however long they wish...
The following are example leylines which can be used, and encompass the types listed above. Details for these leylines are listed below.
Inherent Magic Points: This is the amount of Magic Points within the Leyline normally.
Rate of Decay: This is how much the Leyline decays over time (if it does).
Duration: How long it would take for the leyline to disappear naturally assuming it only loses MP through Rate of Decay and does not get siphoned.
Type: Mystic Leyline
Inherent Magic Points: 2,000 MP
Rate of Decay: 1 MP every 5 Days
Duration: 27 Years, 135 days, 3 hours, and 25 minutes
Description: Pulsating with a yellowish-orange aura, this leyline was spawned in an area where mages congregate in larger numbers, leading to an influx of magical energy taking root and allowing for feats to be performed through the arcane that otherwise would be difficult or impossible. A Mage's Junction can be used to draw mana from, doing so allows the spellcaster to grant themselves 1d10 x 5 Magic Points. These leylines are rare, usually only appearing in or near a metropolis.
If you intake 100 or more MP from the Mage's Junction within 1 hour, you lose 2d12 Resolve and 1d4 Sanity.
Type: Trauma Leyline
Inherent Magic Points: 80 MP
Rate of Decay: N/A
Duration: N/A
Description: Minor leylines which spawn as a result of mass death, Bleeding Pits spawn from a gruesome murder or slaughter of multiple innocent people. Siphoning from these MP pools grant the individual 1d8 Magic Points, and dealing 1 point of Hit Point damage to them.
Type: Natural Leyline
Inherent Magic Points: 65 MP
Rate of Decay: 1 MP per minute
Duration: Lasts as long as the natural disaster or until the total MP is spent.
Description: Leylines which only spawn during natural dsiasters, Disastrous Leylines hold power generated from the planet itself. Drawing from these poses no risk of harm, but only a small amount can be drawn out at a time. Siphoning MP from this leyline grants 1d6 Magic Points.
Type: Deific Leyline
Inherent Magic Points: 70 MP
Rate of Decay: N/A
Duration: 3d4 days
Description: Leylines of healing energy, a Holy Font can be used to heal individuals. These strange leylines are often misidentified as 'pools of water', instead containing a pool of healing. Drinking from the Holy Font expends 2 MP from the Holy Font and the individual recovers 2d4 HP. Being submerged in the Holy Font instead expends 10 MP per minute the individual is submerged, healing the individual for 5d6 HP and neutralizing any poison or disease afflicting them during this time. If the individual is submerged for 1 hour, any curses or supernatural afflictions affecting them are neutralized as well, and any missing limbs or organs grow back in their body.
Type: Deific Leyline
Inherent Magic Points: 100 MP
Rate of Decay: 1 MP per hour
Duration: 4 days and 4 hours
Description: Dark leylines spawned through hellish energies which warp and twist those who are unfortunate enough to get caught in it. A Nectrotix Vortex is often created as the result of demonic activity, causing whirling purple and black energy to form in the shape of a tornado. In order to draw MP from a Necrotix Vortex, you must sacrifice 2d6 Resolve and 1d4 Sanity each turn you would absorb the energy.
After doing so, you can absorb the power from the Necrotix Vortex, granting you up to 25 MP in a single turn.
Individuals who enter the squares of a Necrotic Vortex take 2 Hit Point damage per minute they remain within the Vortex. A Necrotic Vortex is often 1 mile in radius.
Type: Natural Leyline
Inherent Magic Points: 500 MP
Rate of Decay: N/A
Duration: 1d4 months
Description: Earthen Leylines are natural leylines which exist dotted around the world, and are often prized by kingdoms who wish to acquire them. Earthen Leylines are low risk and offer 2d6 MP when drawn from with no negative side effects for doing so. Alternatively one can bathe within the leyline's energies, recovering 2d6 HP.
Type: Mystic Leyline
Inherent Magic Points: 500 MP
Rate of Decay: 2d6 MP per month
Duration: 1 year
Description: Leyliens created either through accidents relating to planar travel or intentionally made as a means to bridge two planes together. Extraplanar Leylines, while they are active, serve both as gateways and as breaches from one zone to another. Most are two-way, however some exist with half their Inherent MP (50) which act only as one-way transporters. When walking through the leyline, 20 MP can be spent in order to move from your plane to the exit of the leyline in the other plane it leads to. Unless tampered with, the leyline only has one entrance and one exit, and will lead their traveler from point A to point B with little incident.
Leylines can be affected by nature, altering their effects or even altering the behavior of magic within them.
Leyline storms are natural or unnatural storms similar to that of weather events, albeit magical in nature and with potentially disastrous effects.
These storms are 4d6 miles in diameter, and all spellcasters in the leyline storm roll an unmodified 3d10 if they choose to cast a spell.
3-10: The spell fails and the spellcaster is struck by a bolt of leyline energy. This deals 3d6 points of damage to them (bypassing any armor or energy resistance) and draining them of 4d4 points of MP.
11-16: The spellcaster finishes their spell, and is immediately teleported 1d4 x 5 squares in a random (1d8) direction. In addition, roll a 1d10. If the result is a 1, you also teleport 1d6 x 5 squares in the air.
17-22: After the spell is cast the caster chooses a new target for the spell they just cast and cast the spell again (requiring a new attack roll if necessary). On a successful hit, this second variant of the spell is minimally effective (any rolled attributes are minimum), and any static numbers are instead halved (minimum of 1).
23-27: The spellcaster causes intense magical radiation with each casting of their spells. All enemies within 4 squares of the spellcaster are subject to losing 2d4 MP.
28-30: The spell the spellcaster casts is maximized. Any rolled attributes are at their maximum effect, and any static numbers are doubled.
Lunar Eclipses are one of the most terrifying events for spellcasters, empowering those who are weak or even non-spellcasters. The effects of a lunar eclipse aren't immediately obvious, however spellcasters within a Lunar Eclipse attempting to cast spells roll an additional d10 if their spell is successfully cast, and check the results below for additional effects the Lunar Eclipse imparts upon their spell.
The spell's energies tap into the elemental force of water and any damage dealt is instead turned into ice damage.
The spell is cast but chooses a random target within your line of sight to instead affect (friend or foe).
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