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====Ley Line Walker==== *'''Sense Ley Line & Magic Energy''' #'''Sense Ley Line''' feel/locate ley lines in 10mile/level radius, can tell if near/far, 30% (+5%/level) #'''Sense Ley Line Nexus''' detect nexus on line, 40%(+5%/level) #'''Sense Rift''' feel rift open/close in 50mile(+10mile/level), can tell near/far and big/small, knows exact location if on ley line #'''Sense Magic Use''' sense spell-use/rifting/tech-wizardry in 100'/level, note does not include psionics #'''Sense Magic Energy''' see presence of 20+ PPE in LoS, use 1 attack to use to detect invis (does not work vs Invisibility, Superior) *'''Read Ley Lines''' automatically know direction, length, locations of nexus/rifts/natural disasters on any ley line *'''Ley Line Transmission''' send verbal/visual message to anyone along line, 1 recipient/level, 20% for Telepaths to detect, 31% chance to eavesdrop *'''Ley Line Phasing''' flawless teleportation in ley line, takes 1d4 melee of concentration, any direction (even off ground), max 4/hr, 4+2/level/day, must use nexus to switch lines *'''Line Drifting''' can float along ley line, speed factor 10 *'''Ley Line Rejuvenation''' double natural healing on ley line, 1/day heal 20+1d6/level HP and 20+2d6/level SDC after 10 minutes concentration *'''Ley Line Observation Ball''' create soccer-ball sized sphere, 1MDC/level, spd44, can range 500'/level, +3 to dodge, can see through it, must stay in ley line *'''Affinity to Rift/Ley Line Magic''' 1/level-up spend 48 hours meditating at ley line to learn 1 spell from select list *'''Ley Line Force Field''' 10PPE to summon 20+2/level MDC armor, also halves ambient ley line energy available *'''Spell Knowledge''' 1/level-up gain a new spell of level less than or equal to new level *'''Supplemental PPE and Recovery''' can dray 20PPE/round on ley line, 40PPE/round at nexus, recover 7PPE/hour rest, 15PPE/hour meditation *'''Bonuses''' +4 v horror factor, +2 v possession/mind control, +3 v curses
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