TEXT: DAN DILLON
  5
  
  2
  Credits
  Design: Dan Dillon
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Marcel Mercado, Bryan Syme
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License  
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,  
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.  
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the Geomancy arcane tradition, both ley line feats,  
  and the ley line spells.No other portion of this work may be reproduced in any form without permission.
  © 2016 Open Design
  www.koboldpress.com
  Ley Lines
  
  3
  agic exists in countless forms, from the 
  barely detectable to the massively obvious. 
  Ley lines naturally bridge the gap between 
  the subtle but pervasive source of magic and the 
  concrete, applied force that moves mountains. Ley 
  “lines” are actually channels where magical power 
  flows like an invisible river wending across the 
  landscape. They are called lines because length is 
  their only measurement that has meaning in this 
  dimension. Scholars and sages hotly debate the origin 
  of ley lines, but their effects are undeniable.
  Ley lines fuel both arcane and divine magic. The 
  lines themselves are invisible to normal sight, but 
  divination magic quickly reveals their presence. To 
  spellcasters trained to find them, ley lines stand out as 
  glowing torrents of energy, pulsing bands of light akin 
  to aurorae, or glittering strings.
  Ley lines are neither homogenous nor ubiquitous. 
  Some geographic regions are rich in ley lines while 
  others have none to speak of. They course through 
  air, water, and solid earth with equal ease, but some 
  environments, such as stone and narrow caverns, 
  make them difficult to find and to trace.
  Ley Line Magic
  5
  
  4
  Power of the Land
  Ley lines tend to follow the contours of the land they 
  flow across. At the same time, the terrain also reacts 
  to the magical current. Learned spellcasters, most 
  notably geomancer wizards, can study the features 
  of an area to determine whether ley lines are present 
  and to gain insight into what effects they might 
  produce. Creatures with close ties to the land can 
  tell the difference between an area graced with a ley 
  line and one without. Druids, rangers, woodsmen, 
  farmers, even miners and architects have been known 
  to learn the telltale signs of a ley line’s presence and 
  use them to their advantage.
  Natural pathways through the terrain (regardless 
  of foliage) are easy channels for ley lines to follow. 
  Like water, the magical power of ley lines follows an 
  arcane path of least resistance; it’s not uncommon 
  for ley lines to follow or closely parallel waterways. 
  Enterprising rulers and bold wizards sometimes 
  manipulate the land to alter a ley line’s path—or at 
  least, try to do so. Such meddling is delicate work, 
  and it can have disastrous consequences if the job 
  is botched. The benefits are tempting enough to 
  outweigh the risk. Specific magical effects or even 
  spectacular marvels such as chunks of rock or earth 
  held aloft by the flowing power can be engineered via 
  expertly channeled ley lines.
  Using Ley Lines
  Spellcasters can tap ley lines to fill their spells 
  with sudden bursts of power. While this can be 
  dangerous, a skilled caster can create fantastic effects 
  with extra power.
  Ley lines vary in intensity from weak trickles to 
  titanic torrents of mystical power. In general, the 
  more intense the ley line, the more potent its effect 
  on magic and the more difficult it is to tap into.
  They are also classified as either unlocked or 
  locked. These two categories are subjective; a ley line 
  is locked only to individual spellcasters who’ve locked 
  it, while it remains unlocked to all others. Locked ley 
  lines produce predictable, repeatable benefits when 
  worked into magic. Unlocked ley lines are no more 
  difficult to tap into than locked ones (of the same 
  intensity), but they are unpredictable and dangerous 
  to use. They also bleed magical energy into the 
  surrounding environment, which sometimes causes 
  strange, unnatural effects in the neighborhood.
  To tap the potential of a ley line requires specialized 
  knowledge, represented by either the Ley Initiate 
  feat or the Geomancy arcane tradition. If your 
  game doesn’t utilize optional feats, you can instead 
  allow a spellcaster who has a geomancer tutor or 
  who has access to ample research material to learn 
  the technique for tapping ley lines via training as a 
  downtime activity.
  Once a spellcaster understands how to access the 
  energy of a ley line, the procedure is straightforward. 
  When a spell is cast within 30 feet of a ley line, the 
  spellcaster can tap the line’s power to augment his 
  or her magic. This requires a successful ability check 
  using the caster’s spellcasting ability but without 
  including any proficiency bonus. The DC of the 
  check equals 10 + the level of the spell being cast. 
  A successful check harnesses the power of the ley 
  line, and the spell is modified according to the line’s 
  intensity (weak, strong, or titanic). If the check fails 
  but the result is within 4 of the DC, the spell is cast 
  normally with no bonus effect and no penalty. If the 
  check fails by 5 or more, the spell is cast normally but 
  the spellcaster suffers backlash (see below).
  When a ley line is tapped successfully, the effect 
  depends on whether the line is locked or unlocked. 
  A locked ley line always has the same effect for the 
  spellcaster who locked it. An unlocked ley line is 
  unpredictable; every time it’s tapped, the player rolls 
  1d10 and consults the table corresponding to the ley 
  line’s intensity (weak, strong, or titanic).
  Ley Lines in Midgard
  In the Midgard Campaign Setting, ley lines are an 
  inextricable fixture of the world. They crisscross 
  most of the surface world, sometimes tunneling 
  through it or arcing above it, carrying magical 
  power to all corners of the land.
  Most importantly, ley lines flow along mystical 
  passages that traverse the planes. These passages 
  are known as fey roads or shadow roads. Fey 
  roads allow impossibly swift travel across 
  Midgard, and those who know the secrets of 
  their use guard them jealously.
  Ley lines have a particularly important place 
  to the ramag of the Southlands. A chaotic 
  network of atypically unstable ley lines ravages 
  the Abandoned Lands where the ramag live, and 
  the ramag work diligently to keep them at least 
  somewhat under control.
  
  Deep Magic Ley Line Magic
  WEAK LEY LINE EFFECTS
  d10 Effect
  1
  If your spell attack misses or if the target makes a successful saving throw, you can 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
  You can delay the effect of your spell for up to 5 rounds. Choose how many rounds you want the spell to delay 
  at the moment it’s cast. The spell takes effect at the start of your turn that many rounds later. All parameters 
  regarding the spell’s targeting, area, color, etc., must be set when the spell is cast, not when it takes effect.
  3
  If your spell deals acid, cold, fire, lightning, or thunder damage, you can change the damage to one of the 
  other listed types.
  4
  If your spell affects multiple creatures, choose one. That creature has disadvantage on any saving throw it 
  makes against the spell.
  5
  Double the range of your spell.
  6
  A creature that takes cold damage from your spell is restrained until the end of its next turn.
  7
  Creatures damaged by your spell are also deafened for 1 minute. A deafened creature makes a Constitution 
  saving throw at the end of its turn to end the deafness effect.
  8
  Cast your spell without verbal components.
  9
  A creature damaged by your spell is also knocked prone unless it makes a successful Strength saving throw.
  10
  Roll twice on this table (treat duplicate results as “no additional effect”), or roll once on the Strong Ley 
  Line Effects table.
  
  6
  STRONG LEY LINE EFFECTS
  d10
  Effect
  1
  You can reroll a number of damage dice up to your spellcasting ability modifier (minimum of 1).
  2
  Treat your spell as if it were cast with a spell slot one level higher.
  3
  Creatures damaged by your spell are also poisoned for 1 minute. A poisoned creature makes a 
  Constitution saving throw at the end of its turn to end the poisoning effect.
  4
  You regain 1d6 hit points per level of the spell.
  5
  Your spell ignores damage resistance.
  6
  A creature that takes acid or fire damage from your spell takes an additional 3d6 damage of the same type 
  at the start of its next turn.
  7
  Targets of your spell have disadvantage on their saving throws against it.
  8
  You can choose to exclude any creature you can see from the area of your spell.
  9
  If your spell has a range of self, you can cast it as a touch spell instead.
  10
  Roll twice on this table (treat duplicate results as “no additional effect”), or roll once on the Titanic Ley 
  Line Effects table.
  TITANIC LEY LINE EFFECTS
  d10 Effect
  1
  If your spell affects only one target, it instead affects up to six targets of your choice.
  2
  If your spell affects an area, double the area’s size.
  3
  Creatures affected by your spell are incapacitated for 1 minute. An incapacitated creature makes a Wisdom 
  saving throw at the end of its turn to end the incapacitation effect.
  4
  You gain a +5 bonus to your AC until the start of your next turn.
  5
  Casting your spell this turn uses only a bonus action; you still have an action to use.
  6
  Creatures immune to the damage of your spell take half damage instead.
  7
  Treat your spell as if it were cast with a spell slot two levels higher.
  8
  Concentration on your spell can’t be broken by damage.
  9
  A creature damaged by your spell is pushed 10 feet away from you and knocked prone. Its speed is reduced 
  to 0 until it makes a successful Constitution saving throw at the start of its turn.
  10
  Choose one effect listed above.
  
  Deep Magic Ley Lines
  7
  LEY LINE BACKLASH
  d10 Effect
  1
  The spell produces only a harmless display of bright color and loud noise.
  2
  You are incapacitated until the end of your next turn.
  3
  You fall unconscious for 1 minute. You awake if you take damage or if another creature uses an action to 
  shake you awake.
  4
  The next spell you cast fails, and the spell slot is wasted.
  5
  Targets have advantage on saving throws against your spells for 1 hour.
  6
  For 1 hour, you must make a DC 10 Constitution saving throw every time you cast a spell. If the saving 
  throw fails, the spell fails and the spell slot is wasted.
  7
  You take 2d6 force damage per level of the spell that caused the backlash (cantrips cause 1d6 damage).
  8
  You lose one spell slot of your highest available level, and all charged magic items in your possession lose 
  1d4 charges.
  9
  Your spell fails, and you unleash a random burst of magic as if you’d used a wand of wonder.
  10
  You lose all your remaining spell slots, the ley line disappears for 24 hours, and all charged magic items in your 
  possession fully recharge. You must make a successful DC 20 Charisma saving throw or fall unconscious; you 
  awaken after 1 hour, if you take damage, or if another creature uses an action to shake you awake.
  Feats
  The following feats offer options for character to channel the power of ley lines. At the GM’s discretion, a 
  spellcaster who possesses a ley line feat can learn ley line spells without finding them in written form.
  LEY-BOUND
  You instinctively feel the flow of ley line energy 
  and draw insight from it. You gain the following 
  benefits:
  • Increase your Wisdom score by 1, to a maximum 
  of 20.
  • You have advantage on Wisdom (Survival) checks 
  made to track a creature overland or to forage for 
  food and water.
  • When you finish a long rest within 1 mile of a 
  ley line, you gain inspiration. If unused, this 
  inspiration fades away after your next long rest.
  • When you finish a long rest within 1 mile 
  of a ley line, you can infuse ley energy into a 
  token in your possession. If you make a saving 
  throw while you have the infused token in your 
  possession, you can use your reaction to roll a d4 
  and add the result to your saving throw. You can 
  trigger this ability after rolling the d20 but before 
  success or failure is revealed. You can’t use this 
  ability again until you finish a long rest.
  LEY INITIATE
  Prerequisite: Intelligence or Wisdom 13 or higher
  You see ley lines and can draw on their power. You 
  gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, 
  to a maximum of 20.
  • You can sense the presence of every ley line within 
  1 mile of your location. If you have line of sight to 
  the line itself, it’s visible to you in some obviously 
  magical fashion.
  • You can tap ley lines for their inherent powers.
  • When you finish a short rest within 1 mile of a 
  ley line, you can regain one expended spell slot 
  whose level is no higher than your Intelligence 
  or Wisdom modifier (your choice, minimum of 
  1st level). You can’t use this ability again until you 
  finish a long rest.
  
  8
  While you are bound to a ley line, you can channel 
  the power of the line into your spellcasting from any 
  distance, as long as you are on the same plane as the 
  ley line. You can use this feature a number of times 
  equal to your Intelligence modifier (a minimum of 
  once). You regain all expended uses when you finish a 
  long rest.
  Arcane Tradition: Geomancy
  While any spellcaster can tap the potential coursing 
  through ley lines, the tradition of geomancy teaches 
  the art of becoming like a ley line and bonding with 
  the great flow of power. Geomancy is sometimes 
  looked down on by adherents of traditions that 
  focus on individual magic schools because it eschews 
  specialization in favor of molding any form of magic 
  through the focused power of ley lines.
  Geomancers have an increased facility for 
  tapping into any ley line, but they also learn to 
  bind themselves to a specific ley line. While other 
  spellcasters must be within a ley line’s area of 
  influence to use it, the geomancer becomes a 
  tributary of his or her chosen river of power, 
  capable of siphoning its power anywhere.
  LEY LINE SAVANT
  Beginning when you select this tradition at 
  2nd level, the gold and time you must spend 
  to copy a ley line spell into your 
  spellbook is halved.
  When you gain a level, one 
  of the two spells you learn for 
  gaining a level can be a ley line 
  magic spell, even if you’ve never 
  encountered it before.
  Additionally, you can sense the presence of ley 
  lines within 1 mile. As an action, you can discern 
  the intensity of the nearest ley line and the 
  direction and distance to it.
  CHANNEL LEY LINE
  Starting at 2nd level, you learn 
  to tap the power of ley lines 
  to augment your spellcasting, 
  as described under “Using 
  Ley Lines.”
  Additionally, when you 
  finish a short or long rest within 
  1 mile of a weak ley line, you can 
  bind yourself to that ley line. You 
  can be bound to only one ley line 
  at a time. If you later bind 
  yourself to a second ley 
  line, you lose your 
  connection to the 
  previous one.
  
  Deep Magic Ley Lines
  9
  LEY LINE MANIPULATION
  Beginning at 6th level, when you augment your magic 
  with power from a ley line, you can reroll the effect of 
  an unlocked ley line or the result of a backlash. You 
  must use the rerolled result. After rerolling, you can’t 
  use a reaction until the end of your next turn.
  LEY LINE ADEPT
  Starting at 10th level, you can bind yourself to weak or 
  strong ley lines with your Channel Ley Line feature.
  In addition, you add your proficiency bonus to the 
  ability check when tapping a ley line for power.  
  LEY LINE MASTERY
  At 14th level, you can bind yourself to weak, strong, or 
  titanic ley lines with your Channel Ley Line feature, 
  and you have advantage on the ability check to tap the 
  ley line.
  As an action, you can lock or unlock a ley line within 
  30 feet of you. When you lock a ley line, choose one of 
  its effects; the ley line will always have that effect for 
  you while it remains locked. Once you use this feature 
  to lock or unlock a ley line, you can’t do so again until 
  you finish a number of long rests depending on the 
  intensity of the line: one for a weak ley line, two for 
  strong, and three for titanic.
  Ley Spell List
  The following spells are available to druids, sorcerers, 
  warlocks, and wizards. Ley spells can be learned only 
  by discovering written versions of them, unless the 
  GM allows otherwise.
  New Spells
  Whenever a description refers to casting a spell 
  “within the influence of a ley line” or uses words to 
  that effect, it refers to instances when the caster must 
  roll on one of the ley line effects tables or receives 
  the fixed effect of a locked ley line, unless something 
  different is specified. Usually this requires being 
  within 30 feet of the ley line (see “Using Ley Lines,” 
  above), but some spells allow greater ranges.
  AMPLIFY LEY FIELD
  5th-level evocation
  Casting Time: 1 action
  Range: Self (10-foot-radius sphere)
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You create a faintly shimmering field of charged 
  energy around yourself. Within that area, the intensity 
  of ley lines you’re able to draw on increases from weak 
  to strong, or from strong to titanic.
  If no ley lines are near enough for you to draw on, 
  you can treat the area of the spell itself as an unlocked, 
  weak ley line.
  DISRUPTIVE AURA
  8th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Warping, prismatic auras surround and outline each 
  creature inside a 10-foot cube within range. The auras 
  shed dim light to 10 feet, and the outlines reveal 
  hidden and invisible creatures. If an affected creature 
  casts a spell or activates a magic item, it must make a 
  Wisdom saving throw. On a success, the spell or magic 
  item functions normally. On a failure, the magic effect 
  is suppressed for the duration of the aura. Time spent 
  suppressed counts fully against the duration of the 
  spell or magic item effect.
  At Higher Levels. When you cast this spell using a spell 
  slot of 9th level, the size of the cube increases to 20 
  feet per side.
  ENERGY ABSORPTION
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  For the duration, a willing creature you touch has 
  resistance to acid, cold, fire, force, lightning, and 
  thunder damage.
  1ST LEVEL
  Land Bond
  2ND LEVEL
  Ley Disruption
  3RD LEVEL
  Ley Energy Bolt
  Ley Sense
  4TH LEVEL
  Ray of Life Suppression
  5TH LEVEL
  Amplify Ley Field
  Energy Absorption
  Lesser Ley Pulse
  Ley Leech
  6TH LEVEL
  Ley Whip
  7TH LEVEL
  Greater Ley Pulse
  Volley Shield
  8TH LEVEL
  Disruptive Aura
  9TH LEVEL
  Ley Storm
  Ley Surge
  
  10
  At Higher Levels. When you cast this spell using a 
  9th-level spell slot, choose two damage types instead 
  of one.
  LAND BOND
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (soil taken from a ley-
  influenced area)
  Duration: 1 hour
  You touch a willing creature and infuse it with 
  ley energy, creating a bond between the creature 
  and the land. For the duration of the spell, if the 
  target is in contact with the ground, the target has 
  advantage on saving throws and ability checks made 
  to avoid being moved or knocked prone against its 
  will. Additionally, the creature ignores nonmagical 
  difficult terrain and is immune to effects from 
  extreme environments such as heat, cold (but not 
  cold or fire damage), and altitude.
  If the spell is used against an unwilling creature, 
  you must make a melee spell attack with a range of 5 
  feet. If it hits, then for the duration of the spell, the 
  affected creature must make a saving throw with 
  its spellcasting ability whenever it casts a spell that 
  causes one of the listed damage types. If the saving 
  throw fails, the spell fails and its slot is wasted; if the 
  saving throw succeeds, the spell is cast but its damage 
  is halved before applying the effects of saving throws, 
  resistance, etc.
  GREATER LEY PULSE
  7th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You set up ley energy vibrations in a 20-foot cube 
  within range, and name one type of damage. Each 
  creature in the area must succeed on a Wisdom saving 
  throw or lose immunity to the chosen damage type 
  for the duration.
  
  Deep Magic Ley Lines
  11
  LESSER LEY PULSE
  5th-level transmutation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration:  Concentration, up to 1 minute
  You set up ley energy vibrations in a 10-foot cube 
  within range, and name one type of damage. Each 
  creature in the area must make a successful Wisdom 
  saving throw or lose resistance to the chosen damage 
  type for the duration of the spell.
  At Higher Levels. When you cast this spell using a 
  7th-level spell slot, choose two damage types instead 
  of one.
  LEY DISRUPTION
  2nd-level evocation
  Casting Time: 1 action
  Range: 50 feet
  Components: V, S, M (a chip of broken crystal 
  infused with ley energy)
  Duration: Concentration, up to 1 minute
  You create a 15-foot-radius sphere filled with 
  disruptive ley energy. The sphere is centered around 
  a point you can see within range. Surfaces inside the 
  sphere shift erratically, becoming difficult terrain for 
  the duration. Any creature that starts its turn in the 
  area or enters the area for the first time on a turn must 
  succeed on a Strength saving throw or fall prone. If 
  you cast this spell in an area within the influence of a 
  ley line, creatures have disadvantage on their saving 
  throws against its effect.
  Special. A geomancer with a bound ley line is 
  “within the influence of a ley line” for purposes of ley 
  disruption as long as he or she is on the same plane as 
  the bound line.
  LEY ENERGY BOLT
  3rd-level evocation
  Casting Time: 1 action
  Range: Self (100-foot line)
  Components: S, M (a ley-infused pebble)
  Duration:  Instantaneous
  You transform ambient ley power into a crackling bolt 
  of energy 100 feet long and 5 feet wide. Each creature 
  in the line takes 5d8 force damage, or half damage 
  with a successful Dexterity saving throw.
  The bolt passes through the first inanimate object in 
  its path, and creatures on the other side of the obstacle 
  receive no bonus to their saving throw from cover. The 
  bolt stops if it strikes a second object.
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the bolt’s damage increases 
  by 1d8 for each slot level above 3rd.
  LEY LEECH
  5th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You channel destructive ley energy through your 
  touch. Make a melee spell attack against a creature 
  within your reach. The target takes 8d10 necrotic 
  damage and must succeed on a Constitution saving 
  throw or have disadvantage on attack rolls, saving 
  throws, and ability checks. An affected creature 
  repeats the saving throw at the end of its turn, ending 
  the effect on itself with a success.
  This spell has no effect against constructs or undead.
  At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the spell’s damage increases 
  by 1d10 for each slot level above 5th.
  LEY SENSE
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You tune your senses to the pulse of ambient ley 
  energy flowing through the world. For the duration, 
  you gain tremorsense with a range of 20 feet and you 
  are instantly aware of the presence of any ley line 
  within 5 miles. You know the distance and direction to 
  every ley line within that range.
  LEY STORM
  9th-level conjuration
  Casting Time: 1 action
  Range: Sight
  Components: V, S
  Duration: Concentration, up to 1 minute
  A roiling stormcloud of ley energy forms, centered 
  around a point you can see and extending horizontally 
  to a radius of 360 feet, with a thickness of 30 feet. 
  Shifting color shoots through the writhing cloud, 
  and thunder roars out of it. Each creature under the 
  cloud at the moment when it’s created (no more than 
  5,000 feet beneath it) takes 2d6 thunder damage and 
  is deafened for 5 minutes; a successful Constitution 
  saving throw negates both effects.
  Each round you maintain concentration on this 
  spell, the storm produces additional effects on your 
  turn.
  Round 2. Ley-infused pebbles rain from the cloud, 
  causing 1d6 bludgeoning damage to everything 
  beneath it (no saving throw).
  
  12
  Round 3. Up to six bolts of ley energy leap from 
  the cloud to strike creatures or objects of your 
  choice beneath the cloud. No creature or object 
  can be struck by more than one bolt. A creature 
  struck takes 8d8 force damage, or half damage 
  with a successful Dexterity saving throw.
  Round 4. A burst of prismatic light fills a 20-foot 
  sphere centered on a point beneath the cloud. All 
  creatures in the sphere are affected as if targeted 
  by a disruptive aura spell.
  Rounds 5-10. Flashes of multicolored light burst 
  through and out of the cloud, causing creatures 
  to have disadvantage on Wisdom (Perception) 
  checks that rely on sight while they are beneath 
  the cloud. In addition, each round, you trigger a 
  burst of energy that fills a 20-foot sphere centered 
  on a point you can see beneath the cloud. Each 
  creature in the sphere takes 4d8 force damage (no 
  saving throw).
  Special. A geomancer who casts this spell regains 
  4d10 hit points.
  LEY SURGE
  9th-level evocation
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S
  Duration: Instantaneous
  You unleash the power of a ley line within 5 miles, 
  releasing a spark that flares into a 30-foot sphere 
  centered around a point within 150 feet of you. Each 
  creature in the sphere takes 14d6 force damage and 
  is stunned for 1 minute; a successful Constitution 
  saving throw halves the damage and negates the stun. 
  A stunned creature repeats the saving throw at the 
  end of its turn, ending the effect on itself on a success.
  Special. A geomancer with a bound ley line can cast 
  this spell as long as he or she is on the same plane as 
  the bound line.
  LEY WHIP
  6th-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: 1 minute
  You channel the power of a ley line within 1 mile into 
  a crackling tendril of multicolored ley energy. The 
  tendril extends from your hand but doesn’t interfere 
  with your ability to hold or manipulate objects. When 
  you cast the spell and as a bonus action on subsequent 
  turns, you can direct the tendril to strike a target 
  within 50 feet of you. Make a melee spell attack; on a 
  hit, the tendril does 3d8 force damage and the target 
  must make a Strength saving throw. If the saving 
  throw fails, you can push the target away or pull it 
  closer, up to 10 feet in either direction.
  Special. A geomancer with a bound ley line can cast 
  this spell as long as he or she is on the same plane as 
  the bound line.
  RAY OF LIFE SUPPRESSION
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration:  Instantaneous
  You launch a swirling ray of disruptive ley energy at a 
  creature within range. Make a ranged spell attack. On 
  a hit, the creature takes 6d8 necrotic damage and its 
  maximum hit points are reduced by an equal amount. 
  This reduction lasts until the creature finishes a short 
  or long rest, or benefits from a greater restoration spell 
  or comparable magic.
  This spell has no effect on constructs or undead.
  VOLLEY SHIELD
  7th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration:  Concentration, up to 1 minute.
  You touch a willing creature and create a shimmering 
  shield of ley energy to protect it. The shield grants the 
  target a +5 AC bonus and gives it resistance against 
  nonmagical bludgeoning, piercing, and slashing 
  damage for the duration.
  In addition, the shield can reflect hostile spells back 
  at their casters. When the target makes a successful 
  saving throw against a hostile spell, the caster of the 
  spell immediately becomes its new target. The caster 
  is entitled to the appropriate saving throw against the 
  returned spell, if any, and suffers all effects the spell 
  normally causes.
  
  Deep Magic Ley Lines
  13
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 
  All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into 
  other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means 
  to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including 
  translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content
  You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/ or You have sufficient rights to grant the rights conveyed 
  by this License. 
  6. Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You 
  agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License. 
  10. Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected. 
  13. Termination: This License will terminate automatically if
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE
   Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
   System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and 
  Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. 
   Deep Magic: Ley Line Magic © 2016 Open Design; 
  Author: Dan Dillon.
  OPEN GAME LICENSE Version 1.0a
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin to 
  earth-shaking personifications of evil!
  Every entry comes with full-color art by some  
  of the top talent in the industry. Here,  
  Dungeon Masters will find:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous flavors of the fey
  ...and much more! These monsters are ready to  
  wreak havoc in any fantasy setting, from  
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll  
  find an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Deep Magic 05 Ley Lines.pdf