LeyLines
In the world of Ashieldr, the roots of the world tree spread far and wide, binding the world itself together. However, the soul of the tree also spreads like a network of roots, not just across the surface of the material plane, but all the planes which are held by its branches as well. These "soul roots" are called ley lines.
Ley lines are channels that carry and allow mana, and to that extent magic, to flow across the world. They are pictured as "lines", only because they possess a sort of length and width that can be measured, if one is able to detect and trace them. Ley lines do not exist physically and are not tangible, even if they sometimes alter the environment around them. They course deep beneath the earth, in the water or in the air, like invisible streams. They are prone to shifting and changing their flow direction depending on the movement of celestial objects, and they very rarely remain in one place for an extended period of time. Furthermore, they come in many different sizes and potencies, which can change over time.
It is possible to detect a ley line via standard divination magic methods, such as with a detect magic spell. To the observing caster, the ley line appears as a luminous torrent of energy motes, mana, which pulses with vibrant light of all possible colors, creating a magnificent spectacle. It is also known that a large enough obstacle, such as thick stone, can prevent any incoming visual signs of ley lines to such detection methods. As the ley lines shift and flow, intersecting or running parallel to one another, they are not unlike threads uniting to create a solid object. In the case of ley lines, this object is the Weave of magic. The Weave is a sort of veil, overlapping with all matter without taking up any real space. Through the weave, magic manifests in the world, and it is the Weave that spellcasters attempt to harness when casting their spells.
In rare cases, there is an ever more wondrous display and manifestation of the Weave. When many ley lines flow to the same point, the condensed mana becomes a local singularity, called a nexus of magic. Nexuses aren't permanent, as the ley lines forming them often drift apart after some amount of time, but their existence leaves a large impact on the world. They alter the geology and the environment around them, often imbuing natural minerals with mana, creating what is nowadays referred to as mana geodes. In addition, they literally change how reality and magic functions within the area they affect. Unlike ley lines, however, nexuses seem to have variations in what power they represent, different strains, as one might call them. There have been observations of nexuses that enhance specific schools of magic, and scarcely, of nexuses that physically manifest and transform the world around them in a way aligned with the ideals represented by a Divine Domain. As is natural, the appearance of a nexus stirs countries and factions in motion, in an effort to harness and understand its potency, often leading to conflicts.
Harnessing the Power
Creatures in the world that come across such powerful magical phenomena often attempt to meddle with them, to various degrees of success and failure. Contrary to what one might believe, mana in itself does not distinguish between masters of the arcane arts, religious acolytes or simply champions of the sword. Any creature can attempt to tap into these ever-moving batteries of raw magic, yet as is natural, powerful casters stand to benefit more from the influx of mana into their own reserves.
Properties. Each type of Ley Line and Nexus has different properties. They affect a certain area around them depending on their type, as shown in the Type and Affected area columns of the Ley Lines & Nexuses table below.
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 nexus can attempt to seize the massive magical power for itself, if for a moment. When it does so, the creature rolls a d20 and adds its character levels or Challenge Rating (if any) to the roll. This roll is hereby referred to as a Tap check. If a creature has both a Challenge Rating and character levels, it adds the higher one of the two to the roll that determines the Tap Check result. This roll represents an attempt to tap into the mana, and it can't be altered, influenced or interacted with by any means sort of deific intervention or a wish spell unless specifically stated otherwise, but only at the GM's 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 spell, that spell is the one affected by the ley line's effects, and the Tap check is made before the spell takes effect.
Duration. The effects produced when a creature attempts to tap into a ley line or nexus aren't permanent, unless explicitly stated. In cases where an effect from Ley Line Beneficial Effects or Backlash tables refers to the next spell you cast, grants you some extraordinary ability or provides you a benefit or a penalty, that effect lasts for 1 minute or until you leave the area affected by that Ley Line.
For Nexuses, due to their immense power, the rules are a bit different. A benefit or penalty from a nexus's Beneficial Effects of Backlash tables lasts for the duration mentioned in that entry and doesn't end once a creature leaves the area affected by the nexus, along with any other specifications included in that entry. Some nexus entries state that they are irreversible by any means, however a GM might decide that they are too detrimental and elect to provide a way to undo them, In such cases, a wish spell shouldn't be enough, but the intervention of a deity or other similar power might do the trick.
Finally, a creature can't gain multiple instances of the same benefit or penalty when tapping into a ley line or nexus, and it can't gain a permanent benefit or penalty more than once (in such cases, have the creature reroll on the appropriate table depending on its Tap check result).
Resolving the Attempt. Depending on the outcome of the roll and the Tap DC of the magical phenomena serving as a power source (see the Ley Lines & Nexuses table below), a creature might succeed in harnessing the powerful energies, at the cost of some of its physical fortitude (see "Success" and "Hard Success" below), or fail to do so, sometimes to very strange and potentially dangerous outcomes.
Ley Lines & Nexuses
| Type | Affected Area | Tap DC | Exhaustion Levels on Successful Tap |
|---|---|---|---|
| Lesser Mana Ley Line | 30 feet | 10 | 1 |
| Moderate Mana Ley Line | 100 feet | 15 | 1 |
| Greater Mana Ley Line | 200 feet | 20 | 2 |
| Major Mana Ley Line | 300 feet | 25 | 2 |
| Nexus | 1 Mile | 30 | 3 |
After determining the total for a Tap check, consult the Tap Check Result table below along with the Tap DC and Exhaustion Levels on Successful Tap columns of the table above to determine the outcome of the creature's attempt.
For example, if Adalberto, the all powerful 20th level wizard, attempts to tap into a nexus, he rolls a d20 and adds his total character levels to the roll (+20, from his 20 wizard levels). He rolls a 15 on the d20, making the total a 35. Since his Tap check result exceeds a Nexus's Tap DC by 5 or more, Adalberto's attempt is a Hard Success , and one minute later (see "Success" below) he gains 3 levels of exhaustion .
Tap Check Result
| Check Result | Outcome |
|---|---|
| Tap DC - 5 or Lower | Hard Failure |
| Tap DC -1 to -4 | Failure |
| 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 Backlash table associated with that Ley Line or Nexus.
Failure. The attempt at channeling mana fails, but not catastrophically so. The creature manages to expel the influx of mana before it becomes affected by it. No additional effect takes place.
Success. The attempt at taking over the raw power of mana is successful. The creature immediately gains that Ley Lines Successful Tap benefits, and rolls on the Beneficial Effect table associated with that Ley Line or Nexus. One minute after successfully tapping into the power of that Ley Line or Nexus, the creature gains a number of exhaustion levels as described on the Ley Lines & Nexuses table, depending on the type of ley line or nexus it tapped into.
Hard Success. The attempt at harnessing the magical energies is successful, to the highest possible degree. The results are the same as those of a normal Success, with the following modification: Before gaining that ley line's Successful Tap benefits and rolling on the Beneficial Effect table associated with that ley line or nexus, the creature can choose to either gain the resulting benefits for itself, or grant them to another creature it can see within 30 feet of it (no action required). Even if the benefits are granted to another creature, only the creature that successfully tapped into that ley line or nexus gains exhaustion levels.
Manaburn
The power of mana can be addictive to some, and in other cases a creature might make a last stand, trying to take their enemies with them. Rare enough, yet not unmentioned throughout history, are cases where someone tried to obtain too much power from a ley line or a nexus, resulting in their physical form being disintegrated, and the whole area being devastated by a powerful blast of magical energy. In the wake of such destruction, nexus rifts are formed; areas where magic is not only unpredictable, but also corrupted, in a sense. Antimagic is a form of spellcraft that has been studied to some extent, while the dark energies pouring out of a nexus rift have never been touched, and those who ventured to such locations due to academic interest or otherwise, never return.
Manaburn. If a creature dies as a result of having six exhaustion levels after tapping into a ley line or a nexus, it explodes in an incredible force of raw magic, called manaburn. A creature that dies this way and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell (like with a disintegrate spell ). In addition, all creatures and objects not worn or carried by a creature within a certain area around the creature dying of manaburn must make Dexterity saving throws, with a DC as detailed below in the Manaburn table, depending on the type of source the dying creature tried to tap from. On a failed save, they take force damage as detailed in the Manaburn table below, or half as much damage on a successful one. In the case that the creature dying of manaburn also had unexpended spell slots, the force damage increases by an amount equal to 1d10 times the total added levels of the unexpended spell slots the creature had when it died. Creatures and objects reduced to 0 hit points this way are also disintegrated, similarly to a creature that died of manaburn.
Finally, if a creature dies of manaburn within an area affected by a Nexus, roll a d100. On an 80 or higher, the Nexus turns into a permanent Nexus Rift.
| Source Type | Affected AOE (Centered on creature) | Saving Thro | Force Damage |
|---|---|---|---|
| Lesser Mana Leyline | 20 feet | 12 | 5d10 |
| Moderate Mana Ley Line | 40 feet | 14 | 10d10 |
| Greater Mana Ley Line | 60 feet | 16 | 15d10 |
| Major Mana Ley Line | 80 feet | 18 | 20d10 |
| Nexus | 100 feet | 20 | 25d10 |
Ley Lines & Nexuses Descriptions
Lesser Mana Ley Line Beneficial Effects
Successful Tap. You are immediately cured of any non-magical disease affecting you.
| d8 Roll | Effect |
|---|---|
| 1 | If the next spell you cast affects only one creature and doesn't have a range of self, it instead targets up to two creatures of your choice. |
| 2 | The range of the next spell you cast is doubled. |
| 3 | If the next spell you cast has a material component worth up to 100 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 that spell. |
| 5 | If the next spell you cast requires you to roll damage, you can reroll a number of damage dice up to your |
| 6 | If the next spell you cast deals acid, cold, fire, lightning, or thunder damage, you can change that damage type to one of the other listed types. |
| 7 | If the next spell you cast requires a spell attack roll, you have advantage on the roll. |
| 8 | Choose one of the effects listed above. |
Lesser Mana Ley Line Backlash
| d8 Roll | 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 two random creatures (GM's choice) within the spell's range. |
| 2 | The range of the next spell you cast is halved. |
| 3 | The next spell you cast fails and is lost. |
| 4 | If the next spell you cast deals damage, you must subtract your spellcasting ability modifier from one damage roll of that spell. |
| 5 | If the next spell you cast requires you to roll damage, treat any 2 or 3 on a damage die as a 1. |
| 6 | If the next spell you cast deals acid, cold, fire, lightning, or thunder damage, you take damage of that type equal to the spell's level. |
| 7 | If the next spell you cast requires a spell attack roll, you have disadvantage on the roll. |
| 8 | Roll twice, ignoring any 8. |
Moderate Mana Ley Line Effects
Successful Tap. You immediately gain the benefits of a lesser restoration spell.
| d8 Roll | 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 three creatures of your choice within the spell's range. |
| 2 | If the next spell you cast affects an area, double the area's size. |
| 3 | If the next spell you cast has material components worth up to 500 gp, you ignore it. |
| 4 | You gain resistance to either bludgeoning, piercing or slashing damage (your choice). |
| 5 | The next time you cast a spell, you recover 1d6 hit points per level of the spell. |
| 6 | You ignore somatic and verbal components for the next spell you cast. |
| 7 | If you fail a saving throw against a spell or other magical effect, you can use your reaction to reroll that saving throw. If you do so, you must use the new roll. |
| 8 | Choose one of the effects listed above. |
Moderate Mana Ley Line Backlash
| d8 Roll | 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 three random creatures (GM's choice) within the spell's range. |
| 2 | If the next spell you cast affects an area, halve the area's size. |
| 3 | The next spell you cast fails and is lost. |
| 4 | You gain vulnerability to either bludgeoning, piercing or slashing damage (your choice). |
| 5 | The next time you cast a spell, you take 1d6 force damage per level of the spell. |
| 6 | You can't cast a spell until the start of your next turn. |
| 7 | You have disadvantage on the next saving throw you make against a spell or other magical effect. |
| 8 | Roll twice, ignoring any 8. |
Greater Mana Ley Line Effects
Successful Tap. You immediately gain the benefits of a Greater restoration spell.
| d8 Roll | 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 four creatures of your choice within the spell's range. |
| 2 | If the next spell you cast deals damage, it ignores resistances to its damage type. |
| 3 | If the next spell you cast has material components worth up to 1,000 gp, you ignore it. |
| 4 | You have advantage on saving throws against spells and other magical effects. |
| 5 | You regain one of your expended spell slots of your choice, up to 3rd level. |
| 6 | If the next spell you cast forces a creature to make a saving throw to resist its effects, one target of the 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 one level higher than the one expended to cast it. |
| 8 | Choose one of the effects listed above. |
Greater Mana Ley Line Backlash
| d8 Roll | 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 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 resistance to that damage type. |
| 3 | The next spell you cast fails and is lost. |
| 4 | You have disadvantage on saving throws against spells and other magical effects. |
| 5 | You lose your highest level spell slot up to 3rd level. |
| 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 spell slot 1 level lower than the one expended to cast it. If this effect would make the spell's level 0 or lower, the spell fails and is lost. |
| 8 | Roll twice, ignoring any 8. |
Major Mana Ley Line Effects
Successful Tap. You immediately gain the benefits of a short rest.
| d8 Roll | 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 five creatures of your choice within the spell's range. |
| 2 | If the next spell you cast deals damage, it ignores resistances and immunities to its damage type. |
| 3 | If the next spell you cast has material components, you ignore them. |
| 4 | The casting time of the next spell you cast becomes 1 bonus action. |
| 5 | You regain one of your expended spell slots of your choice, up to 5th level. |
| 6 | If the next spell you cast deals damage, its damage is maximized. |
| 7 | Treat the next spell you cast as if it were cast with a spell slot 2 levels higher than the one expended to cast it. |
| 8 | Choose one of the effects listed above. |
Major Mana Ley Line Backlash
| d8 Roll | 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 five 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. |
| 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. |
| 5 | You lose your highest level spell slot up to 5th level. |
| 6 | If the next spell you cast deals damage, its damage is minimized. |
| 7 | Treat the next spell you cast as if it were cast with a spell slot two levels lower than the one expended to cast it. If this effect would make the spell's level 0 or lower, the spell fails and is lost. |
| 8 | Roll twice, ignoring any 8. |
Prime Nexuses
The prime nexuses, or those categorized under the schools of magic, are the most prominent types of nexuses manifesting on the material plane. Each nexus is unique, affecting the environment around it in a certain way.
In Ashieldr, the prime nexuses are those occurring naturally when many ley lines intersect. A nexus doesn't exist indefinitely, and disperses once the ley lines empowering its presence drift apart, but it leaves a very evident mark of its creation on the world around it.
Divination and locating Nexuses. Nexuses are magical singularities; finite physical space occupied by an infinitely dense amount of mana. Therefore, all sorts of weird phenomena occur around them. Nexuses are impervious to detection through divination magic or other similar means, and can only be located via the tracking of ley lines, or due to the consequences they inflict on the world.
Antimagic and Nexuses. A nexus is immune to any antimagic, such as an antimagic field, and such spells cast within the area affected by a nexus simply fail. There are rumors of particular uses of the disjunction spell, however, that can interfere with a nexus, but none have proved brave enough to confirm them.
Abjuration Nexus
Within the area affected by an Abjuration Nexus, the following regional effects take place:
- An abjuration 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.
- All creatures within the affected area have advantage on saving throws against spell and other magical effects, and are under the effects of a mind blank spell.
- Any spellcasting ability check a creature makes when casting a dispel magic or counterspell spell within the affected area automatically succeeds.
Abjuration Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You gain resistance to force damage. This effect is permanent. |
| 2 | You gain resistance to damage from spells for the next 24 hours. |
| 3 | You gain a permanent +1 bonus to saving throws against spells and other magical effects. |
| 4 | You are suffused with abjuration magic. You can't be perceived by magical scrying sensors, while the space you occupy appears as if you weren't there to them. This effect is permanent. |
| 5 | You have advantage on any spellcasting ability check you make when casting counterspell or dispel magic. This effect is permanent. |
| 6 | For the next 24 hours, unless you wish to be affected, you are immune to spells of 6th level or lower. |
Abjuration Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | You gain vulnerability to force damage. This effect is permanent. |
| 2 | You gain vulnerability to damage from spells for the next 24 hours. |
| 3 | You suffer a permanent -1 penalty to saving throws against spells and other magical effects. |
| 4 | You have disadvantage on saving throws against spells and magical effects that try to discern your location. This effect is permanent. |
| 5 | For the next 24 hours, an antimagic field extends out to a 30 foot radius around you. |
| 6 | The abjuration magic blocks your spellcasting abilities. You become unable to cast spells or expend spell slots for the next week. |
Conjuration Nexus
Within the area affected by a Conjuration Nexus, the following regional effects take place:
- A conjuration 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.
- Conjuration spells that summon creatures within the affected area, summon twice the normal amount of creatures. In addition, a gate or teleportation circle spell cast within the affected area becomes permanent immediately and cannot be dispelled except by a dispel magic spell cast at 9th level.
- When a creature teleports within the affected area, it must roll a d100. On a roll of 90-99, the creature is teleported in a random location within the affected area instead of its intended destination. On a roll of 100, the creature is teleported to a random plane of existence. The GM determines both the random location and the random plane of existence.
Conjuration Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You are immune to any environmental effects of planes of existence other than your home plane. This effect is permanent. |
| 2 | You can cast planar ally once without expending a spell slot, and if the service you require is aligned with the summoned creature's ethos, the payment is always waived. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 3 | You can cast misty step twice without expending a spell slot. You can't do so again until you finish a short or long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 4 | You can cast magnificent mansion once without expending a spell slot or material components. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 5 | Within the next 24 hours, you can cast maze once without expending a spell slot. Intelligence is your spellcasting ability for this spell. |
| 6 | You can cast teleport twice without expending a spell slot. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
Conjuration Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | You have disadvantage on ability checks and saving throws to resist environmental effects of planes of existence other than your home plane. This effect is permanent. |
| 2 | For the next month, there is a 50% chance every 24 hours that when a random creature (GM's choice) casts the find familiar spell, you are summoned as the familiar and return to the location you were before being summoned after completing 1 task appointed to you by the creature that summoned you. You can't be summoned this way more than once every 24 hours. |
| 3 | Whenever you teleport by any means, roll a d20. On a roll of 5 or lower, you don't teleport. This effect is permanent. |
| 4 | The spellbook of a very powerful mage appears in your hands. The original owner of the spellbook seeks to retrieve it and will hunt you down. |
| 5 | You are subjected to the effects of a maze spell that has a duration of 24 hours. |
| 6 | You are teleported to a random plane of existence. |
Divination Nexus
Within the area affected by a Divination Nexus, the following regional effects take place:
- A divination 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.
- Creatures within the affected area cannot lie, and can communicate telepathically among themselves disregarding the distance between them, as if by a telepathy spell.
- Once per long rest, when a creature sleeps within the affected area, it receives the benefits of a commune spell. The higher power answering the creature's questions corresponds to the creature's alignment, but the GM decides what the higher power is.
Divination Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You are under the effects of a tongues spell. This effect is permanent. |
| 2 | You gain knowledge of the exact location of one creature or object of your choice, regardless of any 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. |
Divination Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | You forget all languages you know, except your native one. This effect is permanent. |
| 2 | A random creature that knows you and is hostile to you gains knowledge of your exact location, regardless of any protection you might have against divination magic or magical scrying sensors. |
| 3 | You automatically fail all Wisdom (Survivals) checks made to find locations, unless you have a map to guide you. This effect is permanent. |
| 4 | You have disadvantage on attack rolls, ability checks and saving throws for the next 24 hours. |
| 5 | You automatically fail all Wisdom (Insight) checks made to discern lies. This effect is permanent. |
| 6 | When you roll a d20 for an attack roll, ability check or saving throw, the roll is treated as a 1. This can happen up to three times to you within the next 24 hours (GM's choice). |
Enchantment Nexus
Within the area affected by an Enchantment Nexus, the following regional effects take place:
- An enchantment 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.
- A creature that spends more than 1 hour within the affected area must make a DC 20 Intelligence saving throw. On a failed save, the creature begins experiencing vivid visions of various important moments in their lives, some altered in weird ways the GM determines. An affected creature can repeat the saving throw at the start of each subsequent hour it spends within the affected area, ending the effect on itself on a success.
- When a creature dreams within the affected area, its dreams blend with the dreams of other creatures in the same area. The GM determines the outcome of this strange mixture, but creatures that share dreams can read each other's thoughts and feel each other's emotions for the duration of the shared dreams.
Enchantment Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You gain resistance to psychic damage. This effect is permanent. |
| 2 | Choose a creature you can see. You can modify the target's memories, as if you had cast a 9th-level modify memory spell with a spell save DC of 20. |
| 3 | Your mind is permanently altered by the Nexus's magic. Whenever you succeed on a saving throw against an enchantment spell cast by a creature, that creature must succeed on a DC 20 Wisdom saving throw or be subjected to the effects of a confusion spell until the end of its next turn. |
| 4 | You can cast charm person at will without expending a spell slot. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 5 | You can cast dominate monster once without expending a spell slot. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 6 | You are immune to effects that would sense or read your emotions and you can't be charmed. This effect is permanent. |
Enchantment Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | You gain vulnerability to psychic damage. This effect is permanent. |
| 2 | When you leave the area affected by the nexus, you lose all memories of the time you spent within it, and those memories can't be restored by any means. |
| 3 | Whenever you suffer a critical hit, you are also subjected to the effects of a confusion spell until the end of your next turn. This effect is permanent. |
| 4 | You have disadvantage on saving throws against being charmed. This effect is permanent. |
| 5 | You are subjected to a feeblemind spell with a spell save DC of 20. If you fail the saving throw of the spell, its effects can't be ended by greater restoration, heal, 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.
Evocation Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You gain resistance to your choice of acid, cold, fire, lightning or thunder damage. This effect is permanent. |
| 2 | You are infused with empowering elemental energies. For the next 24 hours, you have resistance to the damage of evocation spells. |
| 3 | You have advantage on saving throws against the effects of extreme weather conditions, such as extreme cold. This effect is permanent. |
| 4 | Choose one of the following damage types: acid, cold, fire, lightning or thunder. Your weapon attacks deal an extra 2d8 damage of the chosen type. This effect is permanent. |
| 5 | You can cast forcecage once without expending a spell slot or material components. You regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 6 | Within the next 24 hours, you can cast mass heal or meteor swarm (your choice) once without expending a spell slot. Intelligence is your spellcasting ability for the spell you choose to cast. |
Evocation Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | You gain vulnerability to a random type of damage between acid, cold, fire, lightning or thunder. This effect is permanent. |
| 2 | You become a beacon that attracts elemental energies. For the next 24 hours, you have vulnerability to the damage of evocation spells. |
| 3 | You have disadvantage on saving against the effects of extreme weather conditions, such as extreme cold. This effect is permanent. |
| 4 | Your GM chooses one of the following damage types: acid, cold, fire, lightning or thunder. Whenever you take damage of the chosen type, you take an extra d8 damage of that type. This effect is permanent. |
| 5 | A prismatic ray spell with a spell save DC of 20 targets each creature within 60 feet of you. |
| 6 | Your body becomes charged with evocation magic. At the beginning of each hour for the next 24 hours, the energy is discharged, and you cast a 9th-level fireball spell with a spell save DC of 20 centered on yourself. The damage of the spell ignores resistances and immunities to fire damage. |
Illusion Nexus
Within the area affected by an Illusion Nexus, the following regional effects take place:
- An illusion 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.
- Illusory creatures and objects created by illusion spells within the area become real for 24 hours, after which they disappear into thin air. Illusory creatures act according to the nature of the original creature they are based off of, or as the GM decides. These illusions can only be dispelled by a dispel magic spell cast at 9th level.
- When a creature within the affected area succeeds on a saving throw against an illusion spell, the successful save is treated as a failed save instead. In addition, when a creature within the affected area fails a saving throw against an illusion spell, the failed save is treated as a successful save instead. These two effects are not cumulative.
Illusion Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You can cast disguise self at will without expending a spell slot. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 2 | You have advantage on ability checks and saving throws you make to discern, see through or resist illusions. This effect is permanent. |
| 3 | While completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take any action. This effect is permanent. |
| 4 | You can cast greater invisibility once without expending a spell slot. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 5 | You can maintain your concentration on up to two illusion spells simultaneously. This effect is permanent. |
| 6 | Whenever a creature succeeds on a saving throw against an illusion spell you cast, you can use your reaction to treat the creature's successful save as a failed save instead. You can do so three times, and you regain the ability to do so again when you finish a long rest. This effect is permanent. |
Illusion Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | Every day, a random minor illusory effect such as a change in eye color manifests on you. To see through the illusion, a creature can use its action to inspect your appearance and must succeed on a DC 20 Intelligence (Investigation) check. This effect is permanent. |
| 2 | You have disadvantage on ability checks and saving throws you make to discern, see through or resist illusions. This effect is permanent. |
| 3 | While completely in an area of dim light or darkness, you shed bright light in a 5-foot radius around you. This effect is permanent. |
| 4 | You can't become invisible by any means. This effect is permanent. |
| 5 | You have disadvantage on Constitution saving throws that you make to maintain your concentration on illusion spells. This effect is permanent. |
| 6 | You believe everything that surrounds you is an illusion. This effect lasts for 1 month, and cannot be dispelled by any means. |
Necromancy Nexus
Nexus Within the area affected by a Necromancy Nexus, the following regional effects take place:
- A necromancy 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.
- Spells and other magical effects that create or summon undead creatures (such as the create undead spell) within the affected area create or summon twice the normal amount. In addition, an undead creature within the affected area is immune to effects that turn undead. Furthermore, if an undead creature within the area takes damage that reduces to 0 hit points, it drops to 1 hit point instead, unless the damage is radiant or from a critical hit.
- If a spell is cast within the affected area to restore a creature to life (such as the revivify spell) and the spell has material components, the material components are ignored.
Necromancy Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You gain resistance to necrotic damage. This effect is permanent. |
| 2 | When you gain this benefit, choose an object in your possession. The first time you die within the next year, you are instantly brought back to life in a new body identical to your old one, as though you were the target of a true resurrection spell. The new body appears within 10 feet of the object chosen when you got this benefit. |
| 3 | You can cast finger of death once without expending a spell slot. You can't do so again until you finish a long rest. Charisma is your spellcasting ability for this spell. This effect is permanent. |
| 4 | You know the exact location of all undead creatures within 100 feet of you while you are conscious. This effect is permanent. |
| 5 | Whenever you deal necrotic damage to a creature, that creature must succeed a Constitution saving throw with a DC equal to half the necrotic damage it took, or its hit point maximum is permanently reduced by an amount equal to half the necrotic damage it took. This effect is permanent. |
| 6 | Uncanny words echo in your mind. You learn the secrets required to achieve lichdom. |
Necromancy Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | You gain vulnerability to necrotic damage. This effect is permanent. |
| 2 | Whenever you are reduced to 0 hit points, your soul leaves your body, and you can't be brought back to life except through a true resurrection or wish spell. This effect is permanent. |
| 3 | Necrotic energy erupts from within you. All creatures within 100 feet of your current location take 100 necrotic damage, ignoring any resistances or immunities they might have to necrotic damage. |
| 4 | All undead creatures within 100 feet of you know your 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. |
Transmutation Nexus
Within the area affected by a Transmutation Nexus, the following regional effects take place:
- A transmutation 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 duration of all transmutation spells cast within the affected area is doubled.
- When a creature or group of creatures leaves the affected area after spending at least 1 day within it, the GM decides an appropriate time change or rolls a d20. The result of the roll times the number of days the creature or group of creatures has stayed within the affected area, is the time that has passed outside the affected area, but the time the creature or group of creatures leaving has experienced is the same as the time they spent within the affected area.
Transmutation Nexus Beneficial Effects
| d6 | Effect |
|---|---|
| 1 | You can temper with time. You can touch a creature and permanently increase or reduce its age by 2d10 years, potentially extending the creature's lifespan,causing it to die from old age, or turning it 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 spells and magical effects that would alter your form. This effect is permanent. |
| 3 | You gain a racial trait of your choice from a race of your choice. You can't choose a racial trait that increases one or more of your ability scores. This effect is permanent. |
| 4 | You can cast telekinesis twice without expending a spell slot. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
| 5 | Within the next 24 hours, you can cast time stop once without expending a spell slot. Intelligence is your spellcasting ability for this spell. |
| 6 | You can cast true polymorph once without expending a spell slot or material components. You can't do so again until you finish a long rest. Intelligence is your spellcasting ability for this spell. This effect is permanent. |
Transmutation Nexus Backlash
| d6 | Effect |
|---|---|
| 1 | Roll a d20. On a roll of 10 or lower, your age permanently increases by 2d10 years. On a roll of 11 or higher, your age is permanently reduced by 2d10 years. These changes can potentially extend your lifespan, cause you to die from old age or turn you into an infant. This effect is permanent. |
| 2 | You have disadvantage on saving throws against spells and magical effects that would alter your form. This effect is permanent. |
| 3 | You lose a random racial trait. You can't lose a racial trait that would reduce one or more of your ability scores. This effect is permanent. |
| 4 | Gravity is permanently altered for you. Standing up from being prone costs an amount of movement equal to your speed, instead of equal to half your speed. |
| 5 | The area of the Nexus is subjected to a reverse gravity spell with a spell save DC of 20 for the next hour. |
| 6 | You are transformed into a sheep as if by a polymorph spell, but you do not revert back to your normal form if you drop to 0 hit points. This effect cannot be dispelled by any means and lasts for 1 month, after which you revert back to your normal form. |
Nexus-Themed Ley Lines Understandably, the benefits and drawbacks of tapping into the power of a nexus might be too much for certain adventurers to handle at their current level of power and expertise. If you want to provide them a glimpse, or even for further narrative purposes, you can transfer some of the passive effects taking place in areas affected by a nexus, and apply them to the area affected by a ley line. Perhaps, a ley line has been affected by a planar portal opened near it, and now the area affected by the ley line takes on the properties of an area affected by a Conjuration Nexus. Or, perhaps, a terrible necromantic ritual took place in a site near a ley line, and now it functions similarly to a Necromancy Nexus. 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.
Nexus Rifts
Nexus rifts are areas where the Weave has been torn apart in a violent, disruptive way. Nexus rifts are similar to areas of antimagic only in principle; in practice, while antimagic is a subschool of abjuration and can be produced, for example, by fine-tuning an area so that the magical energies suffusing the universe "skip" it, nexus rifts are vortices of such powerful nothingness that they become singularities of non-magic, as if the area they affect never had been touched by the weave.
A nexus rift is irreversible. It can't be undone by wish or deific intervention. While the initial effects one experiences within a nexus rift are those of an antimagic field spell, the longer one remains within it, the closer they come to a complete severance from the magic flowing through the cosmos.
It isn't exactly known how rifts are created, but methods scholars seem to agree on are the use of a disjunction spell within a prime nexus or a very powerful explosion due to manaburn. There is also a case to be made for deities of the Arcana Domain literally erasing a piece of the weave, or a relic being destroyed, as incidents that produce nexus rifts.
Within the area affected by a Nexus Rift, the following regional effects take place:
- The affected area is under the effects of a permanent antimagic field, but the spells and effects created by artifacts or deities are also suppressed within it. Furthermore, if a creature or object summoned or created by magic enters the area, it is instantly destroyed. If such a creature or object had a soul, their soul is also destroyed. If a creature or object enters the affected area, the effects produced by an antimagic field spell persist on it for an additional 1d4+1 days after it leaves it. For example, a magic item turned nonmagical due to entering the affected area continues having its magic suppressed for 1d4+1 days after exiting the area. Similarly, after a spellcaster exits the affected area, it continues being unable to cast spells for 1d4+1 days.
- At the end of each day that a creature spends within the affected area, it permanently loses its highest level spell slot (if it has any), and can never regain it. After losing all of its spell slots this way or after spending 1 day within the affected area without having any spell slots, a creature becomes unable to cast any spells or produce any magical effects ever again.
- A magic item that stays within the affected area for prolonged periods of time becomes nonmagical permanently after a certain amount of time depending on its rarity, unless it is an artifact: 1 hour (common magic item), 1 day (uncommon magic item), 3 days (rare magic item), 5 days (very rare magic item) or 1 week (legendary magic item).
- When a creature loses a spell slot within the affected area, the radius of the area affected by the nexus rift increases by 10 feet per level of the spell slot. When a creature summoned or created by magic is destroyed within the affected area, the radius of the area affected by the nexus rift increases by an amount equal to 10 times the creature's level or challenge rating (whichever is higher). When an object or magic item is destroyed or becomes nonmagical permanently within the affected area, the radius of the area affected by the nexus rift increases depending on its rarity: 10 feet (nonmagical object or common magic item), 30 feet (uncommon magic item), 50 feet (rare magic item), 100 feet (very rare magic item) or 300 feet (legendary magic item).
Appendix A: Magic and the Land Ley lines are located all throughout the land, yet they rarely remain static. The decision on placing a ley line in the map shouldn't be made lightly, and the following are guidelines to help you populate your world with them, whether during session preparation or during live play.
Step 1. Pick a Central Point. The point can be a city, a monument, your party's current location, the center of the map, etc. This method will help you populate the area within a 100-mile radius around the central point with Ley Lines in 3 more "easy" steps.
Step 2. Look at the following Geographical Influence table, and save the highest modifier of the d100 modifier column corresponding to the geographical features listed within 100 miles of the Central Point.
Geographical Influence
| d100 Modifier | Geographical Features within 100 miles of the Central Point |
|---|---|
| -80 | Nexus Rift or Dead Magic/Antimagic Zone |
| +5 | Shallow canyons or underground, hills, lakes, small mountains, small rivers, streams |
| +10 | Ancient forests, druidic groves, ruins reclaimed by nature, large rivers, temples |
| +15 | Deep canyons, glaciers, large mountains, oceans, planar portals, deep underground or volcanoes |
| +20 | Lairs of magical creatures with a CR of 5-17, such as young and adult dragons |
| +25 | A place of power, such as a religious site, an ancient monument, the tomb of a renown figure, a Qyarë (elven sanctuary cities protected by Qyaral barriers) or a Wild Magic zone |
| +30 | Lairs of magical creatures with a CR greater than 17, such as ancient dragons |
| +80 | Nexus |
Step 3. Roll a d100, applying the modifier you save in Step 2., and consult the Ley Line Presence table below to determine how many ley lines are present in the 100-mile radius area around the Central Point.
| d100 | Ley Lines in the Area |
|---|---|
| 01-20 | None |
| 21-40 | 1 Lesser |
| 41-50 | 1d4 Lesser |
| 51-60 | 1 Moderate |
| 61-65 | 1 Moderate + 1d3 Lesser |
| 66-70 | 1d4 Moderate + 2d4 lesser |
| 71-80 | 1 Greater |
| 81-85 | 1 Greater + 1d4 Moderate + 2d6 Lesser |
| 86-95 | 1 Major |
| 96-100+ | 1 Major + 1d4 Greater + 2d4 Moderate + 2d8 Lesser |
Step 4. Once you know how many and what types of ley lines are present in the area, roll a d20 and consult the Distance to Ley Line table to determine the distance between the central point and the highest tier of ley line present in the area. If there are multiple ley lines of that type, add a +1 stacking modifier to each consecutive d20 roll. After you are done with the highest ley line tier, move to the next tier. Resetting the total modifier for the d20 roll, repeat the process, until all ley lines of that tier are located. This is the process to be followed for all ley line tiers. For example, consider the scenario where you roll an 82 on the d100 to determine the ley lines present in the area (from the Ley Line Presence table), and conclude that there are 1 greater, 2 moderate and 7 lesser ley lines present in the area. You then begin the process of locating them on the map. Rolling a d20 for the highest tier among them, which is greater, you roll a 10, meaning that the greater ley line is 1 mile away from the central point. Next, you roll a d20 for the first moderate ley line, rolling a 4, meaning that it is 300 ft away from the central point. You then add +1 to the d20 roll to determine the distance of the second moderate ley line from the central point. Finally, you roll a d20 for the first lesser ley line, rolling a 1, meaning that it is located 100 ft away from the central point. For the second lesser ley line, you add a +1 on the d20 result, for the third a +2, and so forth. Of course, you are free to adjust the results as you see fit to enhance the narrative. In addition, roll once for each ley line on the Direction Relative to Central Point table, to determine its direction relative to the Central Point.
| d20 | Distance to Ley Line |
|---|---|
| 1-2 | 100 ft |
| 3-4 | 200 ft |
| 5-6 | 500 ft |
| 7-8 | 800 ft |
| 9-11 | 1 Mile |
| 12-13 | 2 Miles |
| 14-15 | 10 Miles |
| 16-17 | 50 Miles |
| 18-20+ | 100 Miles |
| d8 | Direction |
|---|---|
| 1 | North |
| 2 | Northeast |
| 3 | East |
| 4 | Southeast |
| 5 | South |
| 6 | Southwest |
| 7 | West |
| 8 | Northwest |

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