Ley Lines

Rikki Tikki Traveller

Cosmic Mongoose
Does anyone use Ley Lines in their games?

I was rereading Harry Turtledove's "Out of Darkness" books and was seriously thinking about adding Ley Lines to my setting world of Gaer.

Ley Lines would allow free or reduced cost Sorcery spells and intersection points would be Power Loci that would be sought after locations for Sorcerer's Keeps, Universities etc.

I am concerned about unforseen implications though and was wondering what others had done.
 
Hadn't got far enough but had planned on revealing certain intersecting ley lines allowed for time travel between the distant past (present) and the intended time of my Legend Campaign (about 1500 years later thereabouts).

But had it got that far it would have been clear there was more to it than just multiple intersecting ley lines.
 
Yes, I do in my Ancient Stones setting.

If a person is untrained and does not know about Leylines then there's not really much benefit for them when standing on a basic leyline.

If however they are on a nexus point (which is also often shared by a ancient monument of some kind (Sun Hill; Avebury; Woodhenge; Silbury Hill; certain Barrows; Stonehenge etc) then they may tap into the extra power unintentionally. In those cases I extend the Critical range from 10% of a skill to 15% (rounded up).

If the player Knows something about Leylines but is not trained in them then they get a basic 15% crit chance on normal leylines and 20% on nexus points as standard.

If a player is well versed in Leylines then the Crit goes up to 20% across the board. They may also attempt to channel the energies to increase the magnitude of any spell they cast while there.

This will work for both good and bad characters/npcs however if the site is dedicated to a particular god/deity/alignment it will only work to full effect for those working towards that alignment. (So on "Sun Hill" for example, a nasty spell-caster may still tap into that extra power but it will be "dulled down" because he is casting against the Sun God's natural alignment.


I hope that helps! Feel free to ask me more :)

Bifford / Sam
 
Here's my take on the subject of ley lines - if there's any interest, I can write it up properly and declare it as Open Game Content...

Under this system, the GM assigns a Potency rating between 10 and 100 (or higher) to ley lines, reflecting how much magical energy flows through them. A minor ley line will have a potency of 20-40, an average ley line will have a Potency of 40-60, and a major ley line will have a potency of 60-80. Only the most potent ley lines will have a potency rating above 80.

A ley line usually runs across the landscape for a number of kilometers equal to roughly half its Potency, although in rare cases a ley line may run for a distance up to two-thirds of its Potency. According to these guidelines, a typical ley line will be somewhere between 20 to 30 kilometers in length.

Some ley lines have a Potency that fluctuates in response to astrological cycles or other natural influences. For example, a variable ley line might have a Potency of 50 most of the time, but on nights when the moon is full it might temporarily 'flare up' to a Potency of 60-70. Characters can use Lore (Astrology) or Lore (Geomancy) to detect the most auspicious time to draw upon the power of a ley line.

The system uses a new magical skill called Attunement based on POW + CHA. Whenever an Adventurer attempts to draw upon the power of a ley line, its Potency is matched against the Attunement skill of the character in an opposed test. If you don't want to introduce a new skill, you could easily use Meditation or Persistence instead.

Spellcasters usually draw upon the power of ley lines at the nexus points where two or more ley lines intersect. These are an important strategic resource and are often under the control of a faction such as a sorcerous order or divine cult. They are particularly valuable for groups who want to perform potent magical rituals or enchant permanent magic items.

Such locations often attract spirits of various kinds who "feed" off the flow of magical energy associated with the ley lines. This is why such locations often gain a reputation for being haunted or are associated with the denizens of faerie. This is also why ancient cultures often built burial mounds and the like at ley nexus points - they believed that the energy concentrated at such points would make sustain the spirits of their ancestors and make it easier for them to cross over into the afterlife. Many ley nexus points are places of power guarded by a genius loci who may be friendly or hostile towards seekers depending upon its own nature and inclinations.

To determine the Potency of a nexus point, simply add together the Potency of the ley lines that meet at that location. Thus, a nexus point formed where a ley line with a potency of 80 intersects with a ley line with a potency of 60 would have a combined Potency of 140.

A nexus point always has a radius in meters equal to 1/20th of its Potency (rounded down). The nexus point described in the previous example would have a radius of 7 meters. The nexus points that form where several ley lines intersect are rare but frighteningly powerful - locations with a Potency of 200 or more are not unknown.

An adventurer who attempts to attempt to tap into the magical energy flowing through a nexus point must win an opposed test between their Attunement skill and the Potency of the magical forces flowing through the nexus. No more than one attempt to tap into a nexus point can be made every hour. Successfully harnessing the power of a ley nexus provides the caster with a source of Magic Points beyond their personal POW. An adventurer must be within the radius of a nexus point to harvest magic points from it.

Each turn, a ley line nexus yields a number of Magic Points equal to 1/10th of its Potency (rounded down). Thus, a nexus with a Potency of 64 would yield 6 magic points per turn and a ley line with a Potency of 88 would yield 8 Magic Points per turn.

As these Magic Points are "harvested", the Potency of the ley nexus temporarily drops by the same amount. A caster who taps into a ley nexus for several consecutive turns may reach a point of diminishing returns where the flow of magical energy gradually slows to a trickle.

Magic Points "harvested" from a ley nexus replenish themselves at a rate equal to 1/10th of the location's normal Potency per hour. This, if a ley nexus with a Potency of 80 is reduced to 40 it will take five hours to return to its normal Potency.

Obviously, harnessing the power of a large ley nexus is beyond the capabilities of most individual spellcasters. Important nexus points are typically controlled by a group rather than an individual simply because the risks of harnessing such mighty forces can be high.

When rolling to see if the group taps into the ley nexus safely, each participant can add their critical score with the Attunement skill to the skill level of one individual designated as the coordinator of the ritual. Given that the potency of a large ley nexus can be high, groups have a higher chance of successfully tapping their power without disaster - although all members of the group must be within the radius of the nexus point for the duration of the ritual (which places an effective upper limit on the size of the group).

Failure to control the power unleashed by tapping into a nexus point where ley lines meet can have catastrophic consequences - both for the participants in the ritual and the surrounding terrain. The rewards and the dangers scale in a non-linear manner with the amount of magical energy concentrated at the nexus point. It may take numerous spellcasters to harness the power of a potent ley nexus, but the amount of power available can be staggering. Of course, the risk of a backlash also grows exponentially with the size of the ley nexus. For an extreme case of what could go wrong, think of the sinking of Atlantis....

Incidentally, the "Sanctity" of a sacred site is simply raw "earth power" that has been attuned to a specific cult or deity. In pantheism and nature spirituality, this raw earth energy is venerated directly at locations where it is strong - without converting it into Sanctity tied to a specific religious cult through an act of consecration. This is also the reason why religions often re-occupy locations previously associated with older cults.

There's a bit more to the system than this - for example, dowsing can be used to detect ley lines and some individuals can use Attunement to gain various other effects while standing close to a ley line (such as removing levels of Fatigue or even replenishing spent Hero Points), but this is enough to give you a feel for the concept.

What do people think? Is this a viable approach?
 
WOW

Thanks Prime Evil, that is EXACTLY what I was looking for. Excellent write up.

Some changes I am likely to make:

1. I might make the Ley Lines longer... I like the idea of a Ley Line running for a hundred or more kilometres, even when it is not very powerful. As in Turtledove's Darkness series, I like the idea of magical trains following Ley Lines. BUT, I don't want them too common, so I will have to think about this some more. I may even make the length inversely proportional to the Potency, so weaker lines are longer and stronger lines are shorter...

2. Nexus points where the Potency exceeds 100 are SPECIAL. These are where interdimensional gates, etc. occur. I have a need for at least one such place in my setting, but I hadn't figured out how to make it, until now.

Thanks Again, excellent stuff!
 
Rikki Tikki Traveller said:
Thanks Prime Evil, that is EXACTLY what I was looking for. Excellent write up.

Thanks - glad I could help here.

Rikki Tikki Traveller said:
1. I might make the Ley Lines longer... I like the idea of a Ley Line running for a hundred or more kilometres, even when it is not very powerful.

You could always make the length of a ley line equal to double or even triple its Potency in kilometers. Thyis means that an average ley line will be between 80 - 180 kilometers in length. Simply choose a multiplier that suits the kind of campaign that you want.

Rikki Tikki Traveller said:
As in Turtledove's Darkness series, I like the idea of magical trains following Ley Lines. BUT, I don't want them too common, so I will have to think about this some more.

In the past, I've allowed ley lines to be used for rapid magical travel as well as long-distance telepathic communication between spellcasters.

One interesting option is using ley lines for spirit travel, where a shaman enters the spirit plane and travels along a ley line at a speed in meters per turn equal to her POW + the Potency of the ley line. Thus, a shaman with a POW of 14 could use a ley line with a Potency of 60 to travel at 72 meters per turn. A shaman to use a ley line to travel vast distances while in a trance - think of it as rapid astral projection. Using a ley line in this way requires a Spirit Walking roll followed by a opposed test between the shaman's Attunement skill and the Potency of the ley line.

For long distance telepathic communication, I rule that a spellcaster can initiate a mental conversation with another sentient creature along ley line simply by attuning themselves to it. The recipient of the message must be close to the ley line to receive the message - I assume that they must be within a number of meters equal to their POW (since this depends upon the sensitivity of the recipient rather than the potency of the ley line). The maximum range of telepathic communication along a ley line is equal to the ley line's Potency in kilometers.

Rikki Tikki Traveller said:
I may even make the length inversely proportional to the Potency, so weaker lines are longer and stronger lines are shorter...

That's a very clever idea. I hadn't thought of that :)

Now I'm going to have to consider this option...

Rikki Tikki Traveller said:
2. Nexus points where the Potency exceeds 100 are SPECIAL. These are where interdimensional gates, etc. occur. I have a need for at least one such place in my setting, but I hadn't figured out how to make it, until now.

The problem is that two average ley lines with a Potency of 50-60 each will generate a combined Potency above 100. I'd rule that nexus points with a Potency exceeding 150 are the special ones...
 
Out of curiosity was any of my post helpful? I did it from memory...I have the details written down somewhere on my exact way of doing Leylines but forget where...! (it might be on these boards only in fact)
 
Bifford said:
Out of curiosity was any of my post helpful? I did it from memory...I have the details written down somewhere on my exact way of doing Leylines but forget where...! (it might be on these boards only in fact)

Definitely - I really like the idea that the ley line can boost the critical range for certain skill rolls. Personally, I'd pobably allow a ley nexus to boost the crit range of skills such as Concert Casting (i.e. Ritual Magic) and Summoning.

I've also played with the concept that characters can attune a ley nexus to a particular philosophy or religion. In my game, cults that build a shrine at a ley nexus can convert the Potency into Sanctity (which has other uses...).
 
Agreed! Both posts were helpful; sorry I didn't thank both of you earlier.

Regarding lengths of Ley Lines, what about a Ley Line Constant?

The Potency times the length in KM is some constant number?

This may not even be something that "modern" sorcerers have calculated yet (or maybe they have...).

Say your constant is 1000.

A Potency 50 Ley Line would be 20 km long. A Potency 10 Line would be 100 km long etc.

Then the GM sets the Constant based on how powerful he/she wants the Ley Lines to be.
 
Some more thoughts:

Any Sorcerer (magic user???) that is on/near a Ley Line automatically gets the benefits mentioned by Bifford - even if they don't understand where this extra power is coming from (that is how Ley Lines were found in the first place). Tying it to PE's Potency idea, the increase in Critical is equal to Potency/10 if untrained or Potency/5 if a successful Lore(Geomancy) is made. This benefit would also work for various creatures with spell like effects.

I am thinking a Ley Constant of about 5000 will work for my setting (lots of little islands and no large continents), but that number would vary depending on how common Ley Lines actually are. The more common they are, the lower the Ley Constant should be since you will likely have a lot more Ley Nexi.

AND BECAUSE THIS IS JUST HOW MY BRAIN WORKS:

How far above the surface to Ley Lines extend???

IF they extend up quite a ways, some interesting possibilities come up. Due to the Earth's rotation, in space, the Ley Lines would get twisted and wrapped around each other. SO, you might get Planetary Ley Lines that extend quite a ways out into space. NOW, these PLL's interact with each other AND with the Solar Ley Lines which are MUCH more powerful. So you get a spiderweb of moving/fluxuating/undulating Space Ley Lines that connect all the planets and moons and many of the larger asteroids within the solar system.

Since that isn't enough... these Space Ley Lines could extend into interstellar space and interact/cross the SLL's from other stars!

You now have a "rational" way to have a magical medieval society with interplanetary/interstellar travel!

Of course these interstellar Ley Lines (ILL's?) would have to be mapped and the intersections are how ships could travel from star to star. An Astrologator would be able to guide the ship along these Ley Lines to reach other worlds.

Of course since all the stars are moving, these Lines will fluxuate as well, which means that interstellar Astrologating is a continuous process and the ship will have to be guided at all times or it will drift off the Ley Line and become stuck in interstellar space. The intersection points could be mapped out and identified with special Rune Shapes so that an Astrologator could have a list of Runes within a book that would be their sign posts when they travel between explored worlds. Competing Cults/Guilds of Astrologators could have mapped out different pathways to different planets (some longer, some shorter), so that the exact pathway used by each Guild would be a closely guarded secret and something that the rival Guild would be willing to kill to steal; especially if it was known that the rival Guild had found a shorter path between two worlds than your Guild and were stealing all your business.

The intersection of powerful Ley Lines on Earth can create powerful Nexi which a Sorcerer could use to open a gateway that follows these interstellar Ley Lines to another planet, thus your gates to another universe could actually just be gates to other planets orbiting other stars...

OK, back to Fantasy and away from SciFi!
 
Good thoughts. I put ley lines on my maps, but hadn't taken them to the level of detail you all have. Thanks.

One thing I DID do was associate each ley with a rune. That way the effects associated with the line were consistent with the type of line. So your trains might run only on Movement Rune ley lines.

As GM, I thought this would give me more control over where things could happen, and give an organizing element to magic in the land. So, for instance, if heroes needed to find a specific type of mage, they would know to look near affiliated ley lines. I hoped it would focus the campaign a little more.

As it has worked out, everyone turned their back on magic and focused on might of arms. * sigh *

Steve
 
Interesting idea. I don't have much (any) experience with RuneQuest, I only came into this system with Legend, so Runes are still vague to me, but I like the idea of associating Ley Lines with something.

In my setting, elemental magic is going to be important, so maybe I will associate each Ley Line with an Element.

So wells will be on Water Ley Lines etc. Then desert oasis would appear where two Water Ley Lines intersect!! (OOOH liking this more and more).

EXCELLENT!
 
When I ran Rolemaster many years ago, I used a published world called "Shadow World"
It used the concept of Ley lines called "Essense Flows".

You could physically travel along the Essence flows if you had the right spells and when on a flow Nexus or focal point you could get extra power points and other things.

There were dangers though, such as magical beings often considering such places as "Their territory", plus the fumble range was increased for spells in such places.

Anyway, it was a great concept and added a lot of flavor to the campaign.
 
Rikki Tikki Traveller said:
Interesting idea. I don't have much (any) experience with RuneQuest, I only came into this system with Legend, so Runes are still vague to me, but I like the idea of associating Ley Lines with something.

In my setting, elemental magic is going to be important, so maybe I will associate each Ley Line with an Element.

So wells will be on Water Ley Lines etc. Then desert oasis would appear where two Water Ley Lines intersect!! (OOOH liking this more and more).

EXCELLENT!

Hmmm....An interesting option might be to have a Ley Nexus to gradually take on "personality traits" of a sentient being (or spirit!) who has repeatedly uses the Attunement skill to tap into it.

If you are using the Passions system from Elric or RQ 6, you might rule that the location gains one point in a random Passion owned by the individual who successfully draws on its power. (Because Ley Lines don't have characteristics, their starting percentages in all Passions will be zero). Over time, a ley nexus with a long-term owner will come to mirror that individual's value system. This might influencing how it interacts with other people....

An example might make this clearer. Imagine a haunted house built on a ley nexus. The house is inhabited by a frighteningly powerful wraith that feeds off the natural concentration of magical energies, growing stronger and stronger as the decades go by. Over time, the presence of this evil spirit "corrupts" the ley nexus, aligning it with death and decay. Eventually, the ley nexus becomes more sensitive to necromantic magic and less sensitive to healing magic. Necromantic spells are cheaper to cast within a radius equal to double the Potency of the ley nexus in meters while healing spells are cheaper. Within this area, even natural vegetation looks twisted and sickly.

(I need to think about how this will work further - I think there's the germ of a cool idea here, but it needs development...)
 
danskmacabre said:
When I ran Rolemaster many years ago, I used a published world called "Shadow World"
It used the concept of Ley lines called "Essense Flows".

You could physically travel along the Essence flows if you had the right spells and when on a flow Nexus or focal point you could get extra power points and other things.

There were dangers though, such as magical beings often considering such places as "Their territory", plus the fumble range was increased for spells in such places.

Anyway, it was a great concept and added a lot of flavor to the campaign.

I'd forgotten about that! It was in one of the early Rolemaster companions, wasn't it? I'll have to see if I can dig out my copies...
 
Rikki Tikki Traveller said:
Does anyone use Ley Lines in their games?

I use them in Merrie England and would use them in a Bronze Age or Iron Age setting in Northern Europe/Britain.

Mine would be a lighter touch that Prime Evil's, though, as I tend to make things easier and more flexible.

Ley Lines are magical pathways or corridors in the world, the veins of the dragon, or whatever. People can sense where Ley lines are by using Dowsing (POW+INT), or similar skills. Magic is easier to use on a Ley Line, perhaps giving a bonus ro magical skills. Where Ley Lines intersect, the bonus would be higher. Many Ley Lines have associated monuments, usually henges, stone circles, barrows or churches. Anyone with the correct knowledge can use these monuments to draw mana from the Ley Line. Magic Points regenerate twice as fast and you can draw magic points and place them into a storage item at the rate of 1 Magic Point per hour, without spending your own Magic Points.

Often, Ley Lines correspond with Fairy Roads and can be used, with the right ritual, to access the Otherworld. Some pass through hills or mountains and can be followed through caves or mineral seams. These often have gnomes and similar fairy folk working in the caves.
 
Prime_Evil said:
I'd forgotten about that! It was in one of the early Rolemaster companions, wasn't it? I'll have to see if I can dig out my copies...


It was detailed in the Shadow World core world books, although I believe one of the RM companions addressed Essence flows as well, which was very similar to how Shadow World handled it.

There were even dedicated spell lists that were designed to work with Essence flows.

There were also various "Navigator" organizations that used the Essence flows as a form of commerce by charging people to be transported around on Essence Flows (among other methods of traveling).
 
soltakss said:
I use them in Merrie England and would use them in a Bronze Age or Iron Age setting in Northern Europe/Britain.

They would definitely fit in those settings.

soltakss said:
Mine would be a lighter touch that Prime Evil's, though, as I tend to make things easier and more flexible.

Yes...I've leaned towards a 'medium crunch' approach for those who want to develop ley magic as a style of magic with a rule system as 'crunchy' as that used by Blood Magic and Elementalism. However, I can definitely see the virtues of a lighter approach for those settings where the GM favours a simpler option or where it won't form a major focus of the campaign.

It might also play well with the concept of Sovereign Magic introduced in the old Mongoose Encyclopaedia Arcane book. I can easily imagine using this to simulate the concept of sacral kingship where the power of a ruler is tied to the health of the land (and vice versa). This would make it possible to simulate mythological figures such as the Fisher King from Arthurian Legend. Maybe an Arcania of Legend version exploring the relationship between Earth Mysteries and Sovereign Magic would be a good idea - especially if it tied in with the rulership systems previously introduced in the MRQ II Empires book :)

soltakss said:
Ley Lines are magical pathways or corridors in the world, the veins of the dragon, or whatever. People can sense where Ley lines are by using Dowsing (POW+INT), or similar skills.

Dowsing is a skill that I was considering too - although it might also be possible to simulate this with a Detect (Ley Line) spell.

soltakss said:
Magic is easier to use on a Ley Line, perhaps giving a bonus ro magical skills. Where Ley Lines intersect, the bonus would be higher.

I'm not sure that I like this bit - I'm wary of anything that gives a bonus to magical skills as it can be open to abuse by creative players (especially if combined with Concert Casting / Ritual Magic. Maybe a better approach would be to increase the critical success ranges for spells cast on a ley line?

soltakss said:
Many Ley Lines have associated monuments, usually henges, stone circles, barrows or churches. Anyone with the correct knowledge can use these monuments to draw mana from the Ley Line. Magic Points regenerate twice as fast and you can draw magic points and place them into a storage item at the rate of 1 Magic Point per hour, without spending your own Magic Points.

The use of ley lines to recharge power crystals and magic point stores is a good idea. However, I'd probably require the owner of the item to make a Meditation or Insight roll to recharge the storage item (unless you are using the Attunement skill that I proposed, in which case that skill might be a better choice).

soltakss said:
Often, Ley Lines correspond with Fairy Roads and can be used, with the right ritual, to access the Otherworld. Some pass through hills or mountains and can be followed through caves or mineral seams. These often have gnomes and similar fairy folk working in the caves.

This is definitely something to develop further :)
 
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