5  Ley Lines and High Points


5.0.1 The Nature of Ley Lines

Ley lines are the hidden veins of arcane energy that flow unseen beneath the surface of OnceWas. These ethereal currents of raw magic form a vast network that crisscrosses the land, pulsing with a power so primal that it shapes the very landscape. Though invisible to the untrained eye, ley lines are often felt as a tingling sensation on the skin or perceived by magic users as a humming, rhythmic undercurrent in the air.

These conduits of power have existed since the dawn of time, their origins lost in the annals of history. While most people are unaware of their presence magic users, clerics and druids sense them instinctively. For those attuned to magic, ley lines are not just abstract phenomena; they are the lifeblood of the world itself, drawing energy from the earth, the stars, and even the Astral Plane.

Ley lines are tied to the very fabric of the land. They wind and weave their way through mountains, forests, rivers, and ancient ruins, subtly guiding the course of nature itself. The more powerful the ley line, the more influence it has on the environment around it, shaping not just the terrain but also the creatures that live there.

5.0.2 Detection and Perception of Ley Lines

To the attuned, ley lines appear as faint glowing threads stretching across the land, visible only when one is truly focused. With concentration, these luminous ribbons of energy become clearer, shimmering with an almost otherworldly brilliance. Elves, with their deep connection to the arcane, often perceive ley lines with ease, their long-lived instincts tuned to the rhythm of the world.

For most magic users, ley lines are sensed through the "hum" of their energy—an undercurrent that resonates deeply within the body. A wizard might feel a surge of magical potential when standing near one, while a druid might sense a subtle connection to nature that grows stronger the closer they get to a ley line.

In particular, High Points—where ley lines converge in potent harmony—are marked by a strong arcane aura. These locations often draw mages, scholars, and adventurers, as they serve as powerful nexuses of magical energy.

5.0.3 Geographical Influence of Ley Lines

Ley lines are more than just invisible currents of magic; they are intimately tied to the natural world. They wind through ancient forests, towering mountains, and along flowing rivers, subtly influencing the terrain as they flow. They are drawn to places of power, such as high cliffs, deep caves, or sacred groves, where their energy is most potent.

In some areas, ley lines are responsible for natural phenomena that may seem inexplicable to the untrained eye. Rivers might have unusual properties, mountains may shift subtly over centuries, and creatures may grow larger, stronger, or more magically attuned in these regions. Even roads and paths known as ways often follow ley lines, their smooth, winding routes enhanced by the raw power pulsing beneath them.

The flow of ley lines can influence the wildlife in their path, often guiding animals—particularly magical creatures—to follow the currents of these energies. It is said that creatures like unicorns, dragons, and elementals are drawn to the power of ley lines, as they instinctively know the strength they can harness from them.

5.0.4 High Points: Wellsprings of Power

A High Point is a place where multiple ley lines intersect, creating a focal point of immense magical power. These locations are often considered sacred, not only for their natural beauty and mystical qualities but because they serve as the crucibles of magic itself. The convergence of so much raw arcane energy creates a nexus—a place of unimaginable magical potential where the fabric of reality itself feels thin.

Some of the greatest cities in OnceWas were built upon these High Points, as their magical aura makes them ideal locations for centers of learning, commerce, and power.

Cities like Arcanum or Realm’s End are known to sit atop such powerful sites. The flow of magical energy influences everything around them, from the growth of crops to the prosperity of its people.

High Points are not only places of influence for mortals but also the focus of magical artifacts and relics. Many magical items can be recharged at these locations. Wands, staffs, potions, and magical swords can be replenished with energy from a High Point, often granting them greater power than when they were first forged.

However, this immense power comes with its dangers. The wild nature of High Points means that they are often home to powerful creatures, dragons, or otherworldly beings that are drawn to the energy. Additionally, the raw, untamed magic of the area can have unpredictable effects when spells are cast.

Ley Lines and High Points are not just sites of magical interest—they are places of unimaginable power, where even the gods might walk. And for those brave enough to seek them out, the rewards—and the dangers—are beyond measure.

5.0.5 Using Magic at a High Point: Arcane Surge

At a High Point, magic behaves erratically. When magic is cast near or upon these sites, the immense power can cause Arcane Surges, unpredictable bursts of chaotic energy that defy reason and logic. These surges are dangerous and often result in strange, unsettling phenomena.

5.0.5.1 Arcane Surge Table

1. Volatile Explosion: A burst of raw energy erupts from the caster’s body. All creatures within 15 feet must make a Constitution Save DC. On a failure, they take 4d10 force damage and are knocked prone. On a success, they take half damage and are not knocked prone.

2. Uncontrolled Flame: The caster’s body becomes engulfed in blue flame for 2d4 rounds. Creatures within 10 feet of the caster take 2d6 fire damage.

3. Temporal Flux: Time fractures for a brief moment. The caster and all creatures within 30 feet experience a time distortion, causing all creatures to skip their next turn. However, creatures may act once again after the skip on their next attack roll or ability check.

4. Mana Overload: The caster glows with intense electricity. 3 Lightning Bolts are cast in different directions. Each creature affected must make a Dexterity Save DC or take 8d6 electrical damage.

5. Arcane Feedback: For the next 1 minute, the caster’s spells are amplified but uncontrollable. Every spell cast within the area has a 50% chance to affect an additional random creature (ally or enemy). The spell also deals 1d6 additional damage to the caster on a failed saving throw.

6. Ancestral Wrath: The spirits of the land awaken and manifest, attacking those around. All creatures within 30 feet must make a Wisdom Save DC. On a failure, they are attacked by ancestral spirits (using the stats of a ghost) for 1d6 rounds.

7. Reality Tear: A tear in the fabric of reality opens. For the next minute, random rifts in the air emit elemental damage (randomized) every 30 seconds, causing creatures within 10 feet of the rift to make a Dexterity Save DC or take 4d6 damage from the element that erupts.

8. Chaotic Polymorph: The caster is polymorphed into a random creature (roll 1d12. 1. Bunny, 2. Squirrel, 3. Giant Rat, 4. Pseudodragon, 5. Giant Frog, 6. Giant Spider, 7. Goblin, 8. Owlbear, 9. Troll, 10. Dragon (type determined by the DM), 11. Owlbear 12. Bulette for 1d6 hours. While polymorphed, the caster’s equipment and spells cannot be used.

9. Reality Collapse: All creatures within 30 feet are shifted to another plane for 1d4 rounds, at which point they return to the High Point. During this time, the creatures may interact with the environment of the new plane (such as Elysium or the Abyss) and suffer consequences.

10. Arcane Burst: A shockwave of raw magic erupts outward, all creatures within 60 feet must make a Dexterity saving throw (DC 20). On a failed save, they take 12d6 force damage and are knocked back 20 feet. On a success, they take half damage and are not knocked back.

5.0.6 High Point Backlash

After using the arcane power of a High Point, the area becomes highly unstable, creating an environment of intense arcane volatility. For six months, the High Point becomes a magical hotspot, but one that is dangerous and unpredictable. Anyone who attempts to use magic here again during this period risks triggering the High Point Backlash, causing the area to explode with chaotic energy.

Backlash Effects:

1. Roaming Pockets of Unstable Arcane Energies: The area is infused with unstable arcane energies that manifest as shifting pockets throughout the landscape. All creatures within a 60-foot radius must make a Dexterity saving throw (DC determined by the DM).

On a failed save, they take 6d10 force damage and are pushed 10 feet away from the nearest pocket of energy. On a successful save, they take half damage and avoid being pushed. Additionally, creatures that enter or start their turn within 10 feet of a pocket must make a Dexterity saving throw or take 3d10 force damage.

The energy pockets also trigger random Arcane Surges in nearby casters.

2. Planar Rift: A rift to another plane opens, spilling creatures and hazards from beyond. This rift may release fiends, elementals, or worse, dragons who are drawn to the High Point's raw energy.

3. Extreme Unstable Terrain: The terrain shifts wildly, creating difficult terrain, sudden pits that can deal 2d6 falling damage, and violent elemental bursts (1d6 elemental damage of a random type per round) that can engulf characters. Hazardous terrain features like geysers of fire or freezing cold may spontaneously erupt.

Creatures who move through the area must make a Constitution saving throw or take 4d6 damage of a random type (fire, cold, lightning, or acid) every round.

4. Awakened Guardian: The High Point awakens an ancient protector—a dragon, a god, or a powerful spirit bound to defend the site. This guardian might appear hostile or, depending on the situation, might offer a quest or bargain in exchange for leaving the area undisturbed.

5. Arcane Overload: The energy of the High Point causes spells to backfire, with a 50% chance of failure for each spell cast. Failed spells result in a reversal of effects, causing damage or undoing the caster's previous spell.

6. Severe Temporal Distortion: Time within the area becomes dangerously erratic. Creatures and objects may experience sudden time jumps, causing effects like rapid aging (1d10 years) or instant reversion to a younger state (randomly chosen). Additionally, characters might experience moments where time stands still, leaving them vulnerable to surprise attacks or environmental hazards that occur during these pauses.

5.0.7 The Arcane Siblings

The Gods of OnceWas are rumored to be ancient, sentient forces birthed from the very essence of the High Points themselves. These beings are said to represent aspects of magic, representing the facets of human desire and ambition—such as power, control, chaos, and creation. Each of the Arcane Siblings embodies one of these primal concepts, and they are said to have become so powerful that they gained full consciousness, sometimes rivaling the gods themselves.

Scholars debate their true nature, but many believe that the gods themselves may be High Points that gained sentience over millennia. Whether these beings are divinities, primordials, or something else entirely remains an enduring mystery, but one thing is clear: the Arcane Siblings are forces of unimaginable power, whose presence is felt strongly wherever the ley lines converge.

As for those who attempt to use magic near these High Points, they are often subject to divine interference, where their spells may be altered or even undone by the will of the Arcane Siblings.

5.0.8 Aetheric Resonance

The energy that flows from High Points is pure, radiant, and intrinsically tied to the very fabric of this reality. It pulses with an intense magical frequency, capable of enhancing spells, empowering artifacts, and imbuing magic with unparalleled potency. Those attuned to it often describe it as a deep, resonant hum that vibrates in the air, felt in the very marrow of their bones.

High Points are sought after by mages, scholars, and adventurers alike, for they are the key to unlocking incredible magical feats. It is also the energy that sustains and nurtures the land, ensuring the balance of nature and the vitality of the people. When harnessed properly, it can create miracles or forge devastating weapons. However, the power of Aetheric Resonance is not without its dangers—misuse can warp reality and leave lasting scars on the land.

5.0.9 Negative Aetheric Resonance (The Void Beyond)

In stark contrast, Negative Aetheric Resonance is the corrupt and distorted reflection of this power. This energy oozes from the Void Beyond, a realm of madness and chaos that stands in opposition to all that is natural and stable. Negative Aetheric Resonance is a perverse, chaotic force that warps perception, twists minds, and unravels reality itself.

Unlike the harmonious frequencies of Aetheric Resonance, Negative Aetheric Resonance is a jarring, discordant hum that causes dread and despair. It is a palpable distortion of the natural order, and its presence is felt as a gnawing unease in the hearts of mortals. Those who encounter it are often driven to madness, their minds shattered by the sheer weight of its malign influence. In extreme cases, it can corrupt entire regions, turning vibrant forests into barren wastelands and twisting living creatures into grotesque aberrations.

Negative Aetheric Resonance seeps through the weakened barriers of Halfhag’s Soultrap, a containment artifact designed to imprison the essence of the dead. As the Soultrap falters, this twisted energy slowly leaks into the world, bringing horrors that defy comprehension. The once-hidden horrors of the Void Beyond, such as the powerful necromancer Ixalor, thrive in this corrupted energy, using it to manipulate reality, raise armies of the lost, and manipulate the very essence of life and death.

As the balance between Aetheric Resonance and Negative Aetheric Resonance shifts, the very fabric of existence grows unstable. The Void seeks to twist the harmonious energy of the High Points into something dark and destructive, heralding an era of madness and ruin for the world of OnceWas.

5.0.10 The Possible Fall of the Gods

The Void Beyond, a realm of madness and unbridled chaos, is a place where the very fabric of reality is unraveled. It is a twisted reflection of all that is unknown and unknowable, a land where space, time, and perception collapse into a kaleidoscope of impossible geometries. Here, the Negative Aetheric Resonance flows—an energy so warped that it is the antithesis of creation, growth, and balance. It corrodes, destroys, and unravels all things, even the divine.

The gods of OnceWas draw their essence from the Aetheric Resonance, the vital force that binds the world together. It sustains them, strengthens them, and allows them to influence the world of mortals. But as the Void Beyond grows ever more present, the Negative Aetheric Resonance begins to leak into the world of the living. This corruptive force has begun to warp the very nature of the gods themselves, threatening their existence, their power, and the balance they maintain.

At the heart of this malevolent shift lies Ixalor, a necromancer imprisoned in the Void Beyond. The great barrier that separates the Void from the other realms is weakening and his connection to the Negative Aetheric Resonance grows stronger with each passing moment. If Ixalor can fully merge with this destructive force, he will break free of his prison and unlock the full potential of the Void, unleashing a cataclysmic destruction upon the gods themselves.

Even Mairon, the god of death, fears what Ixalor might become. Mairon knows that should Ixalor succeed in merging with the Negative Aetheric Resonance, it will not just threaten the world—it will consume the gods.