UPDATE 1/14/24: The Ley magic system is undergoing an active, long-term revision!
Unknown to most mundane individuals, supplies of natural arcane energy criss-cross the lands in networks of intersecting lines. These are called leylines. Points at which three or more leylines intersect are called nodes. Mystics who have arcane font are capable of drawing raw arcane power from leylines and nodes, provided they successfully tame and harness the phenomena via eldritch foci. The process for tapping into the power of a leyline or node is outlined below.
STEP ONE
Detecting a leyline
STEP TWO
Taming the node/leyline - that is the fighting, collecting, and beating the boss so that you can tame the leyline or the node. You must tame all of the leylines in a cluster before you can tame the node.
STEP THREE
Create the manna collar or manna torque (collar is for leylines and torque is for nodes). Artificers or manna masters can craft the collars and torques. Artificers can aid in the creation of collars and torques. If they are successful, they grant a +2 bonus to the main crafter's craft trinket roll. No more than two can assist with crafting the collar. The crafting of a collar or torque counts as a trinket, so you cannot craft other trinkets while crafting a collar or torque.
Collar
Torque
You must post in your ticket when you begin the crafting of the manna collar or torque and it takes 7 days IRL.
STEP FOUR
Collar the node or leyline. Once this step is completed, an admin will place a collar on the node or leyline.
STEP FIVE
Attune to the leyline - this locks you into only accessing things from this cluster.
RESTRICTIONS
Each node has 3 leylines that are part of its cluster. You cannot do anything other than detect a leyline from a different cluster while you are attuned to one leyline or node of a different cluster. If you decide you want to attune or use another cluster, you must drop your attunement with the current cluster and begin the process over.
For all castings and uses at leylines and nodes you must screenshot yourself at the location with your start time, remain there for the duration, then screenshot your end time. Put these screenshots in your character ticket.
Cleansing Corrupted Leylines and Nodes
If there is a leyline or node that is corrupted, you will need a shaman to cleanse the area with a ritual. It has a cost of 6 essence. Up to 5 others with points spent in Perform Ritual may assist in the first stage with a DC 35. Once the ritual timer is up, the main shaman must make a DC 55 Perform Ritual roll. Anyone who is assisting in the ritual cannot defend during the ritual. Anyone who is assisting the ritual and takes damage must make a DC 20 Concentration check to remain part of the ritual and assist. If they fail, they can shift to defense of the remaining ritualists. The shaman must then make a DC 45 Diplomacy check and if successful, the area will be cleansed and cannot be corrupted again for 30 days. Level 200 can cleanse 10x10 area, 250 15x15, 300 20x20.
All assisting will gain 1 point of insanity and must make a Will save DC 20 or suffer an additional point of insanity. This only applies if the primary shaman is successful in the ritual.
Destroying Manna Collars and Torques
If you wish to destroy a manna collar or torque, you must:
Opposed Actions
If you are trying to destroy a manna collar or torque, there may be opposition present.
The process is slightly different if there are active defenders. If this is the case, each side must declare who will be the Primary mystic that rolls for their side, which cannot change after the process begins. Each primary mystic must set up a 3 foundation Magic Circle within 15 foundations of the leyline side, from which they cannot leave. They may, however, defend themselves from within the circle. If a primary mystic leaves their magic circle, their side of the conflict automatically loses. Every five minutes each primary mystic makes an opposed Spellcraft check (55/65)and each roll requires 1 Shining Mana The first primary mystic to get 3 successes wins. If the defender wins, their collar/torque remains, if the attacker wins, the collar/torque is destroyed.
If a primary mystic is downed (forced to roll on the wounds table) they must make a DC 30 concentration check or forfeit their chance to roll that turn, and the opposition automatically wins that round. If a downed mystic rolls 100 and loses an RP life, the opposing side wins the conflict and the primary mystic that died returns with a magic-related quick.
Regardless of the outcome, all individuals involved in this process are fatigues for 24 hours afterwards (or 12 hours if they succeed on a DC 30 constitution check).
ASSISTING IN OPPOSED CONFLICTS
Up to two assistant mystics may assist the primary mystic in this process, provided they are at least level 250 and have manna manipulation. If they leave the circle during the conflict, they cannot attempt to assist from that point on. They must make Spellcraft checks with a DC that is 10 less than the primary mystic. If successful, they grant the primary mystic a +2. If someone who is assisting is downed (wounds roll) they must make a DC 30 concentration check or they cannot aid that round. If they roll a 100 they are out and lose an RP life.