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Ley Lines | |
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Spell Name: | Leylines
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School: | Nature
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Spell Level: | 5
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Duration: | Instant
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Range: | Self
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Target: | Self
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Flag: | Above Head
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Dispel: | No
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Spell Description: | Gain the Ley Transit condition and "instantly" travel to a safe location.
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Prerequisite: | A level 4 Nature spell
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Scarce: | No |
The ultimate get-out-of-jail-free card.
Description
This spell transforms the caster into energy and then allows them to travel via the Ley Lines of Novitas to a predetermined physical location, where they then rematerialize. Leylines can help you escape from any situation. Simply cast the spell, hold up a blue strip, and you're out of there.
Effect
Gain the Ley Transit condition and travel to a place you have a Bound Location field with.
Detailed Interactions
- NPC Use: NPCs should cast this spell very sparingly. Sometimes villains need to escape to come back another time, but if it happens too often that's disappointing at best and incredibly dumb at worst. Only major villains, extremely powerful NPCs, or significant recurring characters should ever use ley lines to escape a combat. You will know if the character you are playing falls into that category.
The Ley Transit Condition
A person affected by this condition is removed from the physical world as soon as it begins. Hold up a blue flag and 'instantly' travel back to a predetermined physical location as directly as possible. Drop any sparks you are holding and anything in your hands that you are not attuned to or non-lootable items not owned by you. Other characters cannot be brought with you or instead of you.
The predetermined location is based on what effect gave you this condition.
Condition Name | Effect | Duration | Common Sources | Common Cures
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Ley Transit | Your body turns to energy and you travel through the magic of the world to a predetermined location. | Instant* | The Leylines Spell | Arriving at destination |
Bound Location Field
Any character capable of casting the Leylines spell can create a designated field. This field acts as a specific destination for the Leylines spell, allowing characters to "teleport" directly to it.
The field can be created or moved at the start of an event by simply deciding where it is before coming into play. During an event, it can be relocated by spending one minute "ritually attuning" at the desired new location. This field itself has no inherent effects and cannot be dispelled by any means.
In addition to this primary field characters may designate a secondary bound location that is located out of play, such as a residence in their home country. However, travel to this secondary location via Leylines is only permitted if the character has the means to normally leave the game (e.g., they are not currently engaged in a combat scenario). This secondary destination primarily serves roleplaying purposes.
Field Name | Effect | Duration | Common Sources | Removing the Field
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Bound Location | A place that a character is supernaturally attuned to | Until changed | Capacity to cast the Leylines spell by any means | Losing access to the Leylines spell |
Sample Incants
Septly
The Elemental whisks my body away to freedom with Leylines!
Neutral
Staying here might not be fine, I think I'll cast some quick Leylines!
Evil
The fading light of the weak Sept lets me escape using Leylines!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Ley Lines | Epic Only | Epic Only | 20 | Item casts Ley Lines. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Category: Spells | Nature Spells | Level 5 Spells
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