through research and experimentation. For example, the expert enchantment greater haste requires knowledge of lesser haste, a journeyman enchantment. An enchanter wishing to learn greater haste at 2nd level must learn the prerequisite lesser haste upon taking his first level in the enchanter prestige class. He cannot take both lesser haste and greater haste at the same time.
Enchantments and Enchantments Note that the word enchantments, as used to describe the abilities enchanters imbue in magic items, are distinct from spells of the enchantment school. The word's context should make its definition clear.
Enchanting an item is relatively quick and painless, at least compared to the crafting of a magic item. Enchanting an item requires 1 hour per enchantment level (i.e., 1 hour for journeyman enchantments, 2 hours for expert enchantments, 3 hours for artisan enchantments, and 4 hours for master enchantments). The procedure, which involves various rituals and a great deal of mental concentration, must be undisturbed. If something disrupts the process, the enchanter must begin it anew. At the conclusion of the ritual, the enchanter imbues the item with its new power, and subtracts the required number of enchantment points from his EP pool. He has permanently enchanted the object with a new ability that operates in addition to, and independently of, any existing abilities.
Note that a given item cannot be imbued with more than one enchantment. If an enchanter adds a second enchantment, the first is lost, regardless of whether or not the enchanter knows what that enchantment was.
For more information on enchantments, see Chapter 2: Enchantments, Runes and Brews, "Enchantments."
Identify Enchantment (Ex): Enchantments can be detected (but not identified) by the spells detect magic and similar abilities. Only an enchanter can understand the raw mystical energy of an enchantment well enough to predict its effects. To do so, he must hold and study an enchanted item for 1 full minute, whereupon he makes a Spellcraft check. The DC of this check is 10 times the enchantment's level (10 for journeyman enchantments, 20 for expert enchantments, and so on). If the enchanter fails this check, he cannot identify the enchantment, but he can try again after he gains an enchanter level.
Description: It is an occult truth, known to all who study the ways of magic and spellcraft, that great lines of power crisscross the lands of Azeroth. These lines of magic are often harnessed for mighty magical purposes, from the creation of moonwells to (some say) the powerful glowing dome in Dalaran. It is simply assumed that those with power eventually must seek out one of these sites.
But those who study the mysteries of the ley lines discover something more. Certainly, there are lines of power that run across the land in a select few areas, but these are not the only lines — simply the most obvious. If these are thick, corded ropes of power, there are also tiny, web-thin threads that run between these great ley lines, connecting them in a vast net of pulsing, subtle power.
The ley walker is a magician who has discovered this fact, and seeks to harness the power of these threads. A ley walker is aware that, every moment of every day, these threads permeate all things, passing through, around, above and below all things, carrying magical energy from the Well of Eternity to all things in the world. With diligent study and practice, ley walkers sense these powers.
The sorcerous feats of which these men and women are capable are impressive. They are able to draw upon the skein of power to augment their spells, tap into this web to maintain spells past their normal durations, to heal themselves, and to protect their allies from magic.
Ley Walkers in the World: Of the arcane classes, mages, inscribers and runemasters are most likely to take this class, for they are the ones who treat this knowledge as truly important — they steep their magics in this world, rather than in the world of the dead, or in the Twisting Nether. Indeed, inscribers and runemasters understand the secrets of these ley lines better than most, and so this prestige class is a natural for them. Any of the divine spellcasters are likely to study this path as well, particularly druids, shamans and priests of Elune.
In particular, this path is found among the night elves and the tauren, though many dwarven ley walkers have expanded the realms of understanding by studying the strange ley lines that crawl through the deep caverns. Most folk don't know a ley walker from any other magician. It is only among societies of magicians (such as the Kirin Tor) or priestly orders that those who study these arts stand apart, for they tend to steep their magical discussion in terms of interaction with the ley lines of the world, much to the irritation of other magicians, who find this set of symbols to be useless to them.
In such societies, ley walkers tend to have one of two reputations — crackpots who are obsessed with what is considered just a small facet of the magical knowledge in the world, or truly wise scholars and sages of a set of deep mysteries.
Skills: Spellcraft 8 ranks.
Feats: Two metamagic feats.
The ley walker's class skills (and the key ability for each) are Concentration (Sta), Craft (Int), Heal (Spt), Knowledge (arcana,) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Spt), and Spellcraft (Int). See World of Warcraft RPG, Chapter 5: Skills for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
The secrets of the ley walkers are pliable in the hands of a rune-caster, whether an inscriber-path arcanist, or a full runemaster. In general, assume that when this prestige class mentions "spells," those rules apply equally to runes.
Weapon and Armor Proficiency: The ley walker gains no additional weapon or armor proficiencies.
Spell Slots per Day: Every time the ley walker gains a level, she gains new spell slots per day as if she had also gained a level in the spellcasting class she had before she added the ley walker level. She does not gain any other benefit a character of that class would have gained. If she had more than one spellcasting class before she became a ley walker, she must decide to which class she adds each level of ley walker for the purpose of determining spell slots per day.
Ley Line Attunement (Su): The ley walker's attunement to the raw magical energies of the world grants her certain abilities not available to other spellcasters. Rather than paying for metamagic augmentation with her own powers, she may draw upon the power of the world to make the sacrifice of magical energy on her behalf.
The ley walker may ignore 1 level of spell level increase demanded by a metamagic feat when drawing upon this attunement. If this reduces the overall spell level increase to 0, the spell uses up a normal-level spell slot; also, if it would normally take longer than a standard action to cast (because it is a spontaneous spell, for example), it instead takes only a standard action.
For instance, Rohah, a tauren shaman/ley walker has ley line attunement 1, and casts a 4 th-level spell augmented by Empower Spell. Instead of casting it as a 6th-level spell (as Empower Spell increases the effective level by +2), he casts it as a 5th-level spell. If he used Enlarge Spell with this ability instead, the spell would not take a higher-level spell slot.
Each day, the ley walker may cast a number of spells augmented in this manner equal to her Intellect or Spirit bonus (whichever is greater).
At 4th level, the ley walker reduces the spell level cost by -2, at 7 th level she reduces it by -3, and finally she reduces it by -4 at 10th level. (The level of the spell itself is never reduced, only the spell level increase levied by metamagic feats.)
Ley Line Manifestations: At 2nd level, the ley walker may choose one of the following abilities, provided she meets the Spellcraft rank prerequisite for the ability. She may choose another ley line manifestation at 5 th and 8th level.
• Ley Healing (Su): The ley walker, as a standard action, may draw the power of the ley lines into herself, allowing them to knit her body closed. For a number of rounds equal to her level in this prestige class, the ley walker gains fast healing 5. The ley walker may do this a number of times per day equal to her Charisma bonus (minimum 1). Prerequisite: Spellcraft 10 ranks.
• Ley Investment (Su): The ley walker is able to cast a spell with a duration longer than instantaneous and tap part of its energy into the ley lines of the world. The ley walker takes 2 points of Stamina damage for each week that she wishes the spell to persist, but the spell's effect is stationary; thus, it must be a spell that is cast upon a creature, object or area. If cast upon a creature or object and the creature or object moves more than 10 feet from the place where the spell was cast on it, the investment is broken. The Stamina damage heals naturally (and can be healed magically). This ability may be done any number of times per day, though it requires a Spellcraft check (DC 15 + twice the level of the spell). If the check fails, the ley walker takes the Stamina damage and casts the spell with its normal duration.
For example, invisibility has a duration longer than instantaneous, so a ley walker can cast the spell with ley investment. He casts the spell on a treasure chest and wishes it to remain invisible for two weeks; thus, he takes 4 points of Stamina damage. The invisibility spell's duration changes to two weeks. Prerequisite: Spellcraft 13 ranks.
• Ley Spell (Ex): The ley walker is able to infuse the power of the ley lines into her spells. She may cast any spell that deals hit point damage as a ley spell; doing so changes the casting time of that spell to 1 round and requires a Spellcraft check (DC 15 + the level of the spell). Half of the damage the spell deals is nonspecific energy, thereby circumventing immunities and energy resistances. If the Spellcraft check fails, the ley walker casts the spell normally. The ley walker may use this ability any number of times per day. Prerequisite: Spellcraft 10 ranks.
• Ley Walking (Sp): The ley walker is able to rapidly traverse the ley lines that connect every place in the world. She can spontaneously cast dimension door by sacrificing a 4th4evel spell slot or teleport by sacrificing a 5th4evel spell slot. These spontaneous spells have casting times of 1 round, and doing so requires a Spellcraft check (DC 20 for dimension door, or DC 25 for teleport). If the Spellcraft check fails, the ley walker expends the spell slot with no effect. Prerequisite: Spellcraft 13 ranks.
• Ley Weaving (Su): The ley walker may snatch up the threads of ley line energy and affix them to herself or an ally within 30 feet, allowing magical energy to strike the threads and flow away. This grants the target spell resistance of 18 + the ley walker's levels in this prestige class; however, this spell resistance applies to all magic (the target cannot suppress it). This effect may be dispelled at any time by either the target or the ley walker. Ley weaving is a standard action that does not provoke attacks of opportunity, and the ley walker can perform it a number of times per day equal to her Spirit modifier (minimum 1). The spell resistance lasts for 10 minutes per ley walker level. Prerequisite: Spellcraft 13 ranks.
Bonus feat: At 3rd level, the ley walker gains a metamagic feat as a bonus feat. She gains another at 6th and 9th level, as well. She must meet all the prerequisites for her bonus feats.
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