Synchronic Lines Physical / Metaphysical Law in Four Quadrants | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Synchronic Lines

by hughpierre

Manifestation

The world is filled with magic. An invisible web hangs overhead whose threads men can pull to enact marvelous feats.
 
Thin Siq'i Lines Effects
1d10 Thin Siq'i Line Effects
1
  • If your spell attack misses or if the target makes a successful saving throw, choose a new target within 10 feet of the original target and within range.
  • Make a new attack roll with disadvantage
    OR
  • the new target makes a saving throw with advantage
  • 2
  • Delay the effect for up to 5 rounds.
  • Effect takes effect at the start of the next turn that many rounds later
  • Set parameters before casting
  • 3
  • If the attack deals acid, cold, fire, lightning or thunder damage, you can change the damage to one of the other listed types
  • 4
  • If the attack affects multiple creatures, choose one.
  • That target has disadvantage on any saving throw made against it
  • 5
  • Double the range of the attack
  • 6
  • A target that takes cold damage is restrained until the end of its next turn
  • 7
  • Damaged target are deafened briefly.
  • They make a 1d20 Constitution Saving Throw at the end of its turn to end the deafness
  • 8
  • Cast your attack with +1 stealth
  • 9
  • Damaged target is knocked prone unless it makes a successful Strength Saving Throw 1d20
  • 10
  • Roll twice on this table (treat duplicate results as “no additional effect”)
    OR
  • Roll once on the Thick Line Effects table
  • Thick Siq'i Lines Effects
    1d10 Thick Siq'i Line Effects
    1
  • Reroll a number of damage up to the spellcasting ability modifier with a minimum of 1
  • 2
  • Treat the casting as if it were 1 level higher
  • 3
  • Damaged target are also poisoned.
  • Poisoned targets make a 1d20 Constitution Saving Throw at the end of its turn to end the poisoning effect
  • 4
  • Regain 1d6 hit points per level of the casting
  • 5
  • Whip ignores damage resistance
  • 6
  • A target that takes acid or fire damage from your attack takes an additional 3d6 damage of the same type at the start of its next turn
  • 7
  • Targets have disadvantage on their saving throws against
  • 8
  • Can choose to exclude any target you can see from an area of effect
  • 9
  • +1 boost to touching spells and abilities
  • 10
  • Roll twice on this table (treat duplicate results as “no additional effect”)
    OR
  • Roll once on the Dense Line Effects table
  • Dense Siq'i Lines Effects
    1d10 Dense Siq'i Line Effects
    1
  • If the spell only affects one target, it instead affects up to six of your choice
  • 2
  • Double the area' size when a spell affects an area
  • 3
  • Affected targets are incapacitated.
  • An incapacitated target makes a 1d20 Wisdom Saving Throw at the end of its turn to end the incapacitation effect.
  • 4
  • Gain a +5 bonus to your action until the start of the next turn
  • 5
  • Casting this turn uses only a bonus action
  • There is still an action to use
  • 6
  • Targets immune to the damage of your attack take half damage instead.
  • 7
  • Treat your cast as if it were cast two levels higher
  • 8
  • Concentration on cannot be broken by damage
  • 9
  • Damaged target is pushed 10 feet away and knocked prone.
  • Its speed is reduced to 0 until it makes a successful 1d20 Constitution Saving Throw at the start of its turn
  • 10 Choose one effect listed above
      Siq'i lines are straight alignments drawn between various geographic features and prominent landmarks.   Imagined as cosmic strings, the lines weave into one another and tangle into dense areas of camay potential according to intensity.

    Localization

    Qhapaq Ñan

    The roads built by Tawantinsuyu are built to match the lines as close as possible. It is only on, or near, these pathways where innoit magic works. The pathfinders put alot of effort into tracking and mapping the siq'i lines of the world so their armies' travel is the most protected.  
    Rural Heights
    While roads like the capac ñan are wide and well travelled, they notably lie on the lowlands. Stronger siq'i lines exist the higher one climbs into the mountains. Not a lot of these places are well treked or populated. Occasionally, a pathfinder team would disappear while working far-enough away from other population centers; either due to rebel elements or simple accidents.
    Height Modifier
    Modifier Distance
    -40 Very Far
    -20 Far
    0 Distant
    +20 Close
    +40 Overhead
    +60 Thorough
    Geographical Features
    Modifier Geographical Location
    -80 No known lines
    -60 Several leagues deep underground
    -40 More than 100 ft underground
    -10 Shallow underground
  • Sankihuasi Trial
  • +5
  • Hilltop
  • Small mountain
  • +5 Deep Canyon
    +5
  • Small river
  • Stream
  • +10 Towering Cliff
    +10 Large Mountain
    +10 Forest
    +10
  • Large River
  • Coastline
  • Beach
  • +15 Lairs:
  • Fairy House
  • +15 Glaciers
    +20 Volcano
    +20 Lairs:
  • Demon Cave
  • +30 Monolith Site
    Nearby Huaca Modifier
    Modifier Location
    -10 Compromised Air:
  • Silver Mountains
  • Sanka
  • +5 Huacas
    Nearby Lines
    1d100 Line Description
    < 15 None
    16 - 39 Single Thin Line
    40 - 74 1d4 Thin lines
    75 - 79 Single thick line
    80 - 89 Thick line + 1d4 Thin lines
    90 - 99 Thick line + 1d10 Thin lines
    100 - 110 1d4 Thick lines + 2d8 Thin lines
    111 - 114 Single dense line
    115 - 119 Nearby dense line + 1d8 thick lines + 2d12 thin lines
    120+ Dense line running through + 2d8 Thick lines + 2d20 thin lines branching out
    Line Distance
    1d20 Distance
    1 - 2 1000+ ft
    3 - 5 800+ ft
    6 - 9 500+ ft
    10 - 11 200+ ft
    12 - 13 100+ ft
    14 - 15 50+ ft
    16 - 17 30+ ft 1d20+30
    18 - 19 10+ ft 1d20+10
    20+ < 5ft
    Location Key
    1d8 Line location relative to PC
    1 North
    2 Northeast
    3 East
    4 Southeast
    5 South
    6 Southwest
    7 West
    8 Northwest
      The world's main story follows its own series if events where siq'i lines play a role. However, not all the lines are mapped so most adventures are not centered around the lines.   These table are meant to offer guidance summarizing where the siqi' lines may be found and whether or not they may be present for a personalized game.

    Alternate Names
  • Ley Lines
  • Siq'i Lines
  • Ceque System
  • State Roads
  • Innoit Trails
    Type
    Metaphysical, Arcane

  • Comments

    Please Login in order to comment!