Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Thursday, December 4, 2025

Default/Law/Ancestor Cleric Spell List For the Sunset Realms

Religion in the Sunset Realm is polytheistic, and based initially on natural animism and ancestor veneration in the form of ensuring their bodies remain at rest (and not undead) and their spirits remain pleased. It is from this that the Law developed, to keep societies stable and the hordes of potentially vengeful ancestor spirits content and not waging war upon each other or worse, upon the living. Godsand Laws rose and fell and fought and died, and so this is a snapshot of 5th age/early 6th age clerics.

The Cleric-
Clerics invoke miracles they prepared in advance, and must be twice the level of an miracle to invoke it without incurring Favor Debt. They beseech the aid of specific spirits, saints, cherubs, or the gods themselves to witness and attend them in their deeds that day, then must go through ritual purification, prayer, and the approval of their gods to refresh. Typically, this will occur only after a sleep cycle in dangerous situations, and anywhere from a week to a season in downtime and domestic life. Too much divine aid is discouraged, most gods would prefer their cleric retreat to safety and take a loss, or learn some creative problem solving skills, rather than  grant them infinite miracles to embolden false confidence.
Miracles of levels 1-2 are typically enacted by ghosts, cherubs, and imps, who rarely nitpick the details.
Miracles of levels 3-4 are the domain of saints, angels, and demons, who may have things to say to the cleric
Miracles of levels 5-6 are granted by entire councils and bloodlines of ancestors, or the diety directly
Clerics may have their chants and prayers for aid interrupted by taking damage in combat, but do not suffer miscasts as a magic-user might, for their patron is cognizant of human will and will not 'misfire' based on a slurred word or cut off-sentence.
Clerics (and indeed anyone) may dare to invoke miracles beyond their usual reach by means of Favor. (See Favor and the Gods, in the next post).

Turn Anathema- Musical performance holds off weaker undead and anathema for a short time. This is derived from the Song of the Vulch, winged ascetic corpse-eaters of Saresare, long since repurposed for every faith and instrument, and tweaked to appeal, intimidate, and otherwise influence undead based on the corpse. "Anathema" include demons, and nightmares, with moonspawn, darkspawn, and elementals being common additions based on god choice, but things that aren't undead have +4 effective HD, as their fear of human ancestor spirits is far less than the average undead.
Turn may be used repeatedly until a check is failed, at which point the cleric must reconsider their approach for at least a dungeon Turn before trying again.
If the Cleric passes a Save Vs Undead (modified by Wisdom), success causes the targeted type of undead present to suffer a chosen effect equal or lesser to the difference in levels, with 1d4 rounds of faltering morale being the only effect on higher or equal level foes, which is still a goodly amount of time to apply buffs, heal, flee, etc. All effects end immediately if those Turned are attacked. The cleric counts as though +1-3 levels higher if they know the name, motivation, and/or religious orientation of the undead and can invoke this against them, and if they have special Exorcist Bells (or other instruments) they may be able to enforce extra effects even on the living. (These measures may also aid against other forms of Anathema).

  1. Hesitation- those turned become unwilling to attack for 1d4 Turns, but may follow at a distance or become dormant depending on motive. Dormant undead may remain so until disturbed or for a sleep cycle. Ranna Sleep

  1. Alarm- those turned startle and flee for 1d4 Turns. Mosrael Wake/Fear

  2. Leash- those turned either are held still, or walk where you direct them, including into danger, off cliffs, back to their graves, etc. Kibeth Walk hold person

  3. Eulogy- those turned may also be silenced, or forced to answer questions. Dyrim Speak/silence

  4. Memorial- those turned may be made to forget their lingering attachments, or to remember their past clearly, and hopefully have a change in behavior. Belgaer, think/remember/forget

  5. Bound- those turned may be forced to serve, or given a redemptive geas to pursue, or dealt with semi-permanently via binding orders to stay sealed away and do no more harm (though as usual, these bindings are disturbed if attacked). Saraneth, binding control

  6. Death- those turned have their souls driven from their body and are destroyed, banished from the waking and sunlit world. Astarael, death

Chants- Songs of protection, aid, and shielding that are verbally invoked and usually last as long as singing.

  1. Protection from Anathema (Ointment/Fulu/Candle/Mirror/Salt/Incense/Prayer)
  2. Bless Allies- those who hear the chant gain +1 to hit and Morale. May be reversed to dismay foes as Bane.
  3. Bless Item- weapon becomes magical and strikes at +1 to hit/4 levels, and +1d6 damage vs Anathema. Items become warded as per Protection.
  4. Circle of Protection- As protection above, but with a +10' radius aura of effect.
  5. Commune- Allows questions to be asked of a god or wise ancestor
  6. Holy Word- Unbearable to Anathema, destroying weak ones and disabling stronger ones

Heal- Medic ghosts and herbal remedies. Touch range, and doesn't work for those bearing Wrath of your god.

  1. Cure Wounds- 1d8 per spell level used to prepare this spell.
  2. Lesser Restoration- Cures one of Paralysis, Nonlethal Poisons, Ailments that would heal in a week or less.
  3. Remove Curse- Allows discarding of cursed items
  4. Atonement- Allows removal of divine Wrath and Debt via an appropriate quest
  5. Heal/Harm- Restores all HP and Lesser Restoration ailments.
  6. Restoration- Cures Level Loss, Stat Drain, MaxHP loss, and ailments that would heal in a month or less.

Rebuke- calamities to punish enemies, range 30' or touch. Doesn't work against those bearing Favor of your god.

  1. Cause Wounds- 1d8 per spell level. If no god has a Smite effect, cleric must turn to Isfrix
  2. Silence- Interdiction of Neuph- Silences foes in 15' radius, 'sticking' to someone if save is failed. Silent, fast.
  3. Curse- https://wizzzargh.blogspot.com/2025/06/curses.html. If slain, you can curse your killer.
  4. Exorcise- Drives summoned anathema beings back from whence they came. They may stay & fight at -7
  5. Chaerona's Curse- No magic use, human MU saves at -4, clerics at +1, others -2.
  6. Damn-Touched target cast into hellish dimension, yawning maw allows others to follow briefly, then closes

Summon- invocations of ancestors or divine servitors to come to the waking world to aid you.

  1. Detect Anathema- calls a minor spirit to help judge something as anathema or not in reasoned debate
  2. Spirit Warrior- A minor summon that attacks at +1 to hit/4levels, dealing 1d8. May grapple (hold person)
  3. Consecrate- consecrates area as a shrine, summoning a minor servitor to watch over it. Anathema -1level
  4. Dispel- a magical effect within the domain of your gods or influence of ancestors is ended by calling a spirit
    Lower level effects end, higher level ones must be Saved against at -1 per level difference.
  5. Geas- Set a task, agreed upon by you and ancestor of target (no save) or servitor/demon (save negates). Until lifted, target automatically fails all saves unless actively engaged in pursuing the completion of the task. Wish effects may end a Geas early.
  6. Gate- Opens the dream-netherworld of ancestors or gods to call them forth by name, or enter


Spells in More Detail
Level 1

  •   Protection From Anathema- Wards a person or area against that which is deplorable in the eyes of the collective Law and the ancestors. In general, this extends to all ’Summoned’ beings, demons,  servitors, undead, nightmares, awakened elementals, darkspawn, and moonspawn. Specific gods may add or remove ‘anathema’ to this list.
    A cleric is generally assumed to prepare the material components of a method when preparing a spell, so the material requirements and otherwise should be considered.

    The details vary slightly by chosen method, but as a general rule, excluded beings

    -Cannot physically touch or enter a protected person, item, or warded space. Weapons may still strike.
    -Protected people enjoy +2 AC and Saving Throws against attacks and effects from beings in the general category above, as well as against the enemies of a chosen invoked god (if any).
    -Suppresses charm/domination/possession effects such as demonic possession, enchantments and bewitchments, vampiric charms, siren song, psionic shenanigans; so long as the protection remains.
    There are several means of effecting this, which require different approaches and material.
    .

    • -Water/Oil/Blood Anointment- One of the faster and more versatile methods, a vial of sanctified liquid (made via boiling, 25c silver/gold dust infusion, solar condensing, sacrificial murder) may be splashed on something to bless it, driving out possessing forces and providing the usual benefits above.
      The fickle nature of water means this method is never permanent due to evaporation and runoff, and lasts 1 combat or 1 Turn. It burns like acid to the Anathema, dealing 1d6 in a 5' radius if thrown/spritzed. Infused oil lasts a few hours (1d6) or until damage is taken, and blood, though as resilient as oil, requires the sacrifice of animals or humans, which can be done in combat.
      If applied to a weapon it will deal +1d6 to the unholy for the next hit and can hit as though it was magic.
      As a level 2 ritual, If a holy chalice, basin, egg shell, skull, etc is filled and placed, this may consecrate/desecrate altars and serve as temporary Consecration spells, lasting until the liquid evaporates or is otherwise lost.


  • -Fulu- A scrip of paper with prayers and wards written in ink upon it. It lasts so long as it remains intact and attached to a person, doorway, item, chest, etc, but the spell slot must remain committed by the caster throughout. The anathema are barred from taking any action that would move the fulu or what it is affixed to (If used offensively, this can paralyze on a hit and a failed save) The words must remain fully visible and movement of the paper free to flutter in the air, and so this method is vulnerable to dispelling by bad weather and dudes with knives.

  • -Candle and/or Mirror- An ancient solar ritual of Riikhus, adopted by every subsequent sun (and moon, hence the mirror). The light and/or the reflection blind anathema who look at it if they fail their save, lingering for 1d4 turns after they flee, and they cannot enter the light radius (or beam) or bear to see their reflections even on a passed save.
    An average candle burns for 1d6 hours, typically, and mirrors require good lighting and quality of reflective substance. If a longer duration is finagled, the spell slot must be committed throughout.

  • -Silver and Salt-A circle or line of salt may be drawn, and infused with the solar power of the Elemental Covenant of Earth, a geomantic principle. Salt is expensive (costing about 100c per foot/300c per meter to be warded, which adds up quick when calculating perimeter) but this method is permanent until the line of salt is broken(useful to trap foul entities within circles), and salt can be recovered and re-used provided it has not been defiled with anything but incidental dirt. Attempting to draw such lines faster than 1 dungeon turn is slightly risky and has a 10% chance of failure.
    Silver is the same, but typically is used for long-term circles of protection and similar, as it is more expensive than salt (120c per foot) but silver coinage can be used in a pinch.
    In a desperate move, Salt/Silver coins may be cast into the face of chaotic anathema to damage them (1d6' splash damage and counts as a Turn attempt).

  • -Incense/Pipe-This method is the second oldest and is of shamanic/druidic origin. Creates clouds that the unholy anathema cannot sense within, obscuring those within from all detection. Typically each hour of incense costs 100c from a temple or herbalist, or requires finding appropriate herbs in the wilderness. The clouds billow like a hurricane wall to bar the entry of the profane, and the wicked may be blown away with a breath or fanning of the smoke.
    Ethereal or gaseous anathema cannot pass their save against the latter effect and are always barred from entering, and are the prime targets of this method.

  • -Prayer/Song- The oldest and cheapest methods, this requires a constant chanting to keep up the protection.When done by a Choir, all who join the chant are protected so long as the song continues, though this precludes any other spellcasting or serious exertion such as fighting or running.

      

  • Cure Wounds- Heals 1d8 if a level 1 spell slot is used to prepare it, 2d8 if a level 2, and so on up until 5th level at which point you might as well memorize Heal instead. This is typically an application of a small herbal pick-me-up infused with spiritual power, and such herbs are assumed to be collected by the cleric in travel or obtained from civilization in exchange for favors, and is of no monetary concern.
    In more serious cases of injury (or material deprivation) ghostly medics, human or otherwise, can be called to stitch wounds and provide medical advice.
    This normally neither heals nor harms the undead, but M'Shesh clerics may use it to repair unliving flesh.
  • Cause Wounds/Smite- Inflicts damage instead of healing, as above. Due to spirits generally avoiding causing conflict to each others descendents to maintain peace in the netherworld, this effect must be brought about by specific gods. However, any cleric with hate in their heart can invoke Isfrix, demon god of Hatred, to bring forth this violence indiscriminately, though this may mark them as a vicious priest not to be trusted.
    • Riikhus, tyrant sun of the 4th age, allowed LoS smiting with this spell in the form of fiery sunbeams
    • Bai-Szue, dragon-god of the Fault, delivers a taser-like shock that travels through water and metal
    • Hefon, goddess of blood feuds, allows for retribution, damage equal to what the target dealt to the cleric or a friend (max 8/level of spell slot) instead of rolling dice, an exact replica of a wound
    • T'liki,  gambling god of chaos, inflicts random damage types (and carries random effects)
    • Kel'A'Vak, god of murder, may enhance or poison normal strikes to deal the damage of this spell while seeming a mundane blow, which may be done via ranged attack
    • Yg, mother of serpents, may also allow for a fanged poison strike, delivered via nearby serpent or self
  • Detect Anathema/Ill Will- Summons an ancestral spirit or divine servitor to help decide whether or not something or someone is considered anathema or not. Such discussions with ghosts are not considered legally actionable, but can help provide guidance in moral quandaries and help in detecting lurking curses and the like.
    The Isfrix derived method, done by spinning a stick, asking 'who here hates me the most' and seeing where it points is sometimes used as a security measure, but due to it not discriminating between 'mild dislike,' 'murderous intent' and 'the background hate-radiation of Isfrix' it is prone to cause more misunderstandings than it does stop assassinations.

Level 2

  • Bless/Bane- A lengthy ramble on the wickedness of one’s foes and the righteousness of one’s own cause may sway attending ancestor spirits, and applies Bless to ones allies or Bane to one’s enemies (+1/-1 to hit and morale), so long as the cleric chants continuously and does not move/take other actions (save for Turning Undead). The effect extends in 30’ radius around the cleric, and can be interrupted in the usual manner as other spells. An allied cleric that you could form a Choir with may join in to add the opposing effect without needing to expend a spell slot of their own.
  • Silence- properly known as the Interdiction of Neuph, this shushing hand-sign silences a 15' radius area and can be cast silently, subtly, and speedily, typically winning initiative against muttering wizards and interrupting their spells, as well as the invocations of rival clerics. If a target fails a save, the silence 'sticks' to them, muting and deafening them and their surrounding for the duration of 1 combat or social scene, as appropriate. It cannot be cast to stick to mobile objects, unless they are noisy objects like a trumpet, gas engine, or the like.
  • Lesser Restoration- more advanced herbal medicine and more specialized ghosts are required for subtler ailments. When used, this may cure one of Paralysis, unconsciousness, Nonlethal Poisons, blindness from Light/Darkness, and many ailments that the body could heal on its own with a few days rest.
    Things to note that it will NOT cure is permanent sensory damage or limb loss, petrification, disease, lethal poisons, mutations, as these are the domain of Murulu and some other gods.
  • Spirit Warrior Though every god tends to have a slightly different manifestation of this spell, a sort of ‘bludgeoning poltergeist’ is the common manifestation. The force attacks immediately upon being cast, and deals 1d6 damage with a bonus to hit and to damage equal to +1 per 3 caster levels, up to a range of 10’ per cleric level, striking as a magical weapon. It strikes relative to the cleric, so flanking requires the cleric to also be flanking. It will fight for 1 combat, and the cleric may continue to fight or cast as the Hammer fights to defend them.The spirit warrior may be called to grapple foes as well (they save vs magic each round to escape and are pinned after 3 failures, paralyzed for 1d4 turns) but as it is merely human sized, its capabilities are limited. If defeated in grapple it will leave early but it is mostly immune to counter-attacks.
    Notable variations may include
    • Prince of Worms, Bai-Szue, Saint Ronya, Yg, Zaba, Arrkohn, Ebetheron, Houthrel, Jackal/Horse Gods-the ghost of a worm, kobold, rabbit, snake, frog, shadow dragon, golden dragon claw, houthrel, dog, or horse instead of a human
    • Tachibana Mana- a small stone fox that leaps from the earth as tripping hazard that may sink the 'grappled' into the earth to pin them.
    • Grave Saint of Ina-  a floating sword or other physical weapon, wielded by a ghost-monk, which will hold 'grappled' foes at sword-point
    • Cyqy'Eoy Wa-Ss-  ghost birds or (in Revel) samurai bee swarms are unable to grapple
    • T'liki- summons a dice, deck of cards, or similar to deliver chaotic dooms and will not grapple.
    • Golden Sun Pantheon, Moloch, & Cthonic God of Blood & Gold- All subcontract the same gold-manacle bearing imps to shackle their foes rather than cause damage. The save is made at -2 for single targets, or 1d4 human targets may be shackled with no save penalty. Only one save is allowed before pinning is complete.
    • Kel'A'Vak- Murder Imps may be called forth to murder ones foes, though if they get the kill, they steal any favor that would have been gained for themselves, so most self-respecting killers would only use this to run interference.
     

Level 3

  • Bless Item- Provides a temporary blessing to an item, making it suitable to slay beings that are normally untouchable by mortal weapons. Weapons gain +1 enhancement to hit per 4 full levels of the cleric, and deals +1d6 against those deemed Anathema by the faith. Other items (including weapons) count as though warded by a Protection spell, preventing the unholy from possessing them. This lasts so long as the spell slot is committed, and generally will not stack with existing magical items. Some gods have preferred weapon types, and you must have an ancestor proficient in weapon use to bless it (ie, a caveman ancestor spirit  cannot bless a laser rifle, but spears would be fine).
  • Curse/Remove Curse- See here for Curses. If slain, you can Curse your killer with this spell before dying.
    Calling upon the Law and many ancestral spirits to assert justice and prevent wrongdoing, this spell will break lesser curses entirely. All ‘debuff’ effects upon the target which have a duration and a generally external effect such as Slow or Bane or what have you will have their durations expire, and cursed items can usually at least be discarded.
    For more serious curses (such as those applied with Bestow Curse or on cursed items) Remove Curse typically requires transferring the curse to another being, but be aware it may return to the original accursed or the cleric if that being dies and decides to curse them with its dying breath, or cause the body to animate as accursed undead. Curses might also be transferable to a permanent magical item or great treasure of equal or greater worth (that isn't already cursed)
    Treasure transfer has a 1-in-6 chance of being effective, with +1 per magical enhancement bonus, and/or XP/Coin value of 1000/5000/10000/15000/25000. Failure typically indicates the curse duplicates and spreads into the offered victim/treasure without purifying the source.
    You can also exorcise a curse with brute force, manifesting it then defeating it, but this is typically reserved for only high priests and prophets, or at least dedicated curse-breaking squads, as such entities tend to be extremely dangerous. If there is another way to break a curse, this spell will reveal it, as the cleric consults with their own knowledge and that of friendly spirits. Curse spirits may also potentially be fooled into changing targets via schemes and plots, or manifested as demons and battled directly. Some major curses are too powerful to remove with this spell at all, but if there is a means of breaking them, it will be revealed.
  • Consecrate/Desecrate-  The cleric may ‘claim’ a 10x10 square area per level as holy ground for their god, often called a ‘Shrine' at the smallest size. Clerics of no god ordain an area as Lawful ground, suitable for community gathering places and crypts. This requires offering of 2000c value of appropriate treasure, an idol, symbol, and/or altar, and/or Favor, especially if the locale is not especially pleasing to a god or ancestor. Such shrines are suitable places to offer tithes, sacrifices, and allow initiation of new members. Consecration takes about an hour per 10 foot square to be claimed and may take many days, with time alloted to rest, to complete, with interruption squandering the offering and requiring starting from the beginning. Consecrate must be used upon construction of a temple and multiple priests may contribute to reduce consecration time.
    Within consecrated ground, allied creatures(in the eyes of the god or ancestors, not necessarily the caster) benefit from a Bless spell, and allied summoned creatures arrive with +1 HP per HD. Clerics of the appropriate god (if any) count as one level higher for divine activities such as turning undead, spell duration, divination chances, etc, but not for preparing spells.
    Creatures with under 4HD deemed as Anathema will not enter or stay willingly, and all Anathema will suffer -1 Level while trespassing on sacred ground (even if normally immune to energy drain).
    If cast as a level 6 spell, this most holy of Consecrated ground will not allow unallied beings to be summoned or teleported into it, sneak in incorporeally, or other such methods, and anathematical creatures suffer -4 levels within the grounds, possibly destroying them outright. This is typically reserved for High Temples and Inner Sanctums, as finding high priests or forming choirs of this level is rare.

    Failing to defend or avenge a destroyed shrine will usually disappoint associated gods, losing Favor.
    Stealing offerings will almost always incur Wrath of the associated god.
    Desecration is a ritual defilement of a shrine involving that which is anathema to specific gods, allowing corruption of existing altars to ones own faith, simply ending the effect, or a universal desecration by invoking Isfrix, after which all beings are considered Anathema, the land is considered Cursed, and it cannot be Consecrated until the vileness is expunged.

Level 4

  • Circle of Protection- As Protection, but with a 10' radius extending around the typical wards. Though a simple upgrade, this will entirely foil certain categories of threats so long as the protection holds.
  • Atonement- This spell allows for the negation of divine Wrath and Favor Debt, provided the cleric is of appropriate ideology to intercede (A Cleric of Murulu cannot stave off Wrath from Our Lady, for example). This is usually best for accidental missteps, lapses of judgement, and so on, which can be weaseled out of via vouching for character, promises of future good behavior, and so may allow for Wrath to soften into Favor Debt, and Favor Debt to be rerolled if a result is too onerous to ever realistically obtain, or even transferred to another character willing to take on the debt.
    Intentional deeds done to spite the Gods will usually require a Geas to be fulfilled for forgiveness, such as hunting an enemy or retrieving stolen offerings. The Atonement spell may be cast at the beginning of such a quest, and will then take place even without the Cleric’s presence upon its conclusion. Failure to follow up on an ordained Geas will result in Wrath striking without abating.
  • Dispel- though many spellwisps are entirely alien and thus deaf to any pleas made in common speech, most everyone has at least a few wizards in their ancestry whose ghosts may be called in to try to break arcane magics via their knowledge of the eldritch beings of the dreamrealm.
    A save vs spells is made with a -1 penalty per spell level- on a success, the working may be undone in a similar method to Remove Curse, or at least a method to undo it can be learned. If the cleric has a God who may have authority over the spell in some way, it may be removed on the spot without any further trouble, and spells with durations are typically easy to end early without additional work.
  • Exorcise- This is a petition for spiritual authority to dismiss beings that should not be in the waking world, ghosts, nightmares, awakened elementals, and demons being unanimously acceptable targets. A sacred mask depicting a god, spirit, or ancestor must be fashioned and donned for the spell, as the caster is acting as their representative in these matters. Such summoned beings may have their ongoing sorceries broken and their presence extirpated immediately upon being struck by the cleric, no save (classically, a folded fan is used, though this is merely symbolic). If they stay and fight due to avoiding hits or not being summoned, they will have -1 to -7 to hit the cleric (depending on the quality of their mask), as will all creatures deemed Anathema until the exorcism ends in success or failure.
    Mask quality determination-
    Use of monster materials to demonstrate fierceness grants 1-7 quality based on half HD of monster or monster level (roughly).
    Paying mask crafters, or using valuable materials to demonstrate wealth and connection grants 1-7 quality with prices being 25c, 50c, 100c, 250c, 500c, 1000c, 2500c
    Each time the cleric takes damage while using a mask, its quality degrades by 1 as its mystique is marred
    • Solar Gods Riikhus, Heleos/Lumar, and Aurum include Darkspawn and Moonspawn as Anathema- or more specifically, have the power behind them to actually grant the effect
    • Nature Gods Harvest Fox and Our Lady of Gardens include horrible plant monsters as Anathema
    • Our Lady of Gardens includes mutants and chimeras as Anathema
    • Houthrel and Saint Bridget include Sea Monsters as Anathema
    • The Geatish Pantheon includes Giants as Anathema
    • M'Shesh considers Murderers Anathema
    • Saint Ronya anathematizes Dragons, Thieves, Wizards, Clockwork Automata, Wolves, and Nobles.
    • Murulu includes unmutated, unmodified humans as Anathema 

Level 5

  • Commune- Seeking audience with spirits or the servitors of ones god (or sometimes the god themselves!), the cleric may meditate for 1 turn and access the Dream Realm to commune with them, after early preparation and purification. The contacted entities answer 1 question per caster level with ‘Yes’ ‘no’ or ‘I don’t know’ or sometimes a single short answer of 5 words or less if there is danger of misinterpretations.
    Clerics across the world constantly seek guidance, and as such this spell may only be cast once per week, lest you be put on hold. However, sacrifices pleasing to the gods and the dead and a good connection via altartop meditation may bump you up in the queue by a day or so.
  • Heal/Harm- Heals all HP and every ailment that Lesser Restoration could cure. This typically either calls upon a veritable swarm of dead doctors to patch someone up, or the great spirits themselves to restore the lucky recipient via sharing divine vitality (or demonic vitality, depending).
    Calling upon one god for this, Isfrix, instead brings forth a variety of hateful torments to the unlucky recipient, leaving them with only 1d4 HP on a failed save, or half HP on a passed save as the interdiction of other ancestor spirits and gods will usually prevent the Demon God from having his way unchallenged.
    Clerics who have ever cast Harm can never cast Heal again, so spiteful and shun-worthy is this deed.
  • Chaerona's Curse - Calls upon the Outer Goddess Chaerona Moonstone Mystra of the Gods of the Road to sever ones target from the Weave… or in local terms, to install a hostile spellwisp environment in the dreamscape of the target that prevents them from communicating with spells, not even Speak With Magic or external wands, scrolls, etc working. Those who have committed abuses against magic or violations of the Three Pillars (See Lancer) are worthy targets. The save to resist is made at -4 for human wizards, -2 for other, and +1 for Priests. This qualifies as a major curse and cannot be Healed or Removed normally, and would typically require entering the dream realm to clear the area, or getting forgiveness via Atonement from a God of the Road or, in the case of an accursed cleric, getting their own god to risk offending the Gods of the Road for their sake.
  • Geas- Summons an ancestor of the target or a divine servitor to haunt a target 24/7 to coerce them to do an agreed-upon task. If the ancestor of the target agrees that the task is fair and the enforcement lawful and just, there is no save allowed, as the ancestor is entitled to haunt their descendents anyway. If the Geas is enforced via a summoned servitor (no doubt to be referred to as a demon by the target) a saving throw will negate the haunting. The Geas'd target must seek to perform the task, or will fail all saving throws made while slacking off/pursuing other goals. The spirit or demon may manifest to defend the spell or berate the target if deemed necessary.
    This spell is often used as enforcement for Atonement for those not trusted by the cleric.

Level 6

  • Holy Word- By speaking a fragment of the Divine Word of Law (or the Divine Words of a deity) the anathema may be banished from whence they came- elementals become inert, summoned creatures vanish, undead flee to their graves, and so on. All effects such as possession, charm, and so on will be dispelled, and the following effects are applied cumulatively to all within 30', where the Word can be clearly heard.
    Only a single god may be chosen with regards to Anathema selection. There is no save, and note the Word does not discriminate friend from foe.
    3 or less HD- Instantly obliterated, slain by ghosts, cleansed by flame, etc etc
    7 or less HD- Stunned insensate and paralyzed for 1d4 turns
    11 or less HD- Slowed and Blinded for 2d4 rounds
    12+ HD- Deafened and Silenced for 1d4 rounds
  • Restoration- Though normally the domain of the Sun, the sun shines upon all sunlit creatures and can typically be expected to aid any cleric of sufficient power who prays for aid. This spell purifies the recipient of a variety of unpleasant effects such as Stat Drain, Level Loss, MaxHP loss, and most issues that could be healed from naturally with a month of bedrest. Certain maladies, mutations, and notably petrification remain within the realms of other gods, however.
  • Damn- This spell bypasses typical defenses by calling upon the spirits not to attack directly, but to instead sunder the border between waking and dreaming, opening a rift to Nightmare, sometimes called Hell, through which the damned target falls (no save). The portal is open long enough for allies (and enemies) to leap through after the damned one, but then closes.
    If by some miracle they escape, you may never again Damn them without Damning yourself as well, such is the spiritual weight of this act, unless you allow a saving throw against the effect.
  • Gate-The cleric may request ascension to the divine realm of their god/necropolis of their ancestors, bringing a small number of trusted companions if an orderly circle of willing participants is formed, OR the cleric may call the names of one or more spirit beings to call them to the waking world. Gods have specific divine servitors suitable for this, and your ancestors certainly have some warlike fellows who can come in a pinch. Calling a God is generally not recommended, but is certainly possible.
    The being may stay only for one turn per level or until dispelled, due to agreements between the spirits
    All strike for 3d8 damage with ghostly weapons or fists, and require 8HD or +2 weapons to be harmed by mortals
    65% chance of a AC 18, 12HD fighter, a hunter of prehistoric beasts who probably doesn't speak common
    20% chance of a AC 18, 16HD fighter, a Grave Saint who became a sentry for the Necropolis in death
    9% chance of
    1d4+1 AC 15 8HD swarms of ancestor ghosts, each swarm grapples for 5d6 damage en masse. These lesser-quality but higher-quantity shades may be struck by 4HD monsters or +1 weapons
    4% chance of Level 10 Magic User, with spellwisps in tow- a shaman or witch of the 3rd age.
    2% chance of a 21-24HD fighter- an exalted psychopomp, an ancient soul who trained after death to bring souls through the perils of the afterlife safely



Sunday, May 25, 2025

Less Convoluted Rules for Psionics

The lore explanation for Psionics in my setting is that, if spells are all spirit critters like imps, ghosts, angels, and cthulhus called upon to invoke effects, 'psionics' are basically the same thing, but using your own soul. As such, it is much easier to effect yourself and beings similar to yourself, as opposed to hurling fireballs, and 'dispel' or 'antimagic' effects typically do not work because to 'dispel' a person's soul would be a Death effect, not an arcane countermeasure.

Psionic training requires a lot of meditation, introspection, self-discipline, and counts as having another Class if multiclassed, though a mono-class Psion is acceptable as well. (XP required as cleric).
If an experienced character wishes to become a Psion, they may devote any future earned XP into the class and track psychic advancement separately.

To qualify as a Psion one of the following must be true
-Trained by the ascetic psychic monkeys of Aakasa Parvat or similar locale
-Infested by a Conqueror Worm, currently or previously
-Made empathic contact with BLACK_SWAN
-Survived mental contamination from the Idea of Thorns in its degraded lunar state
-Survived electrical puppetry by a Brain Wasp or KRX.
-Endured nightmare conditioning either via a Saresaren Academy of Thought, a Skull Casket device, or natural exposure to Nightmare.
-Some other niche thing like 'part of a ooze hivemind,' trained in Witness on Hercynia in a game of Lancer, etc etc

Each ODD level gained as a psychic grants a new offensive or defensive mode of your choice, and each EVEN level, a random* minor discipline. Every 4th level grants a random* Major discipline.
*Random abilities should be reflavored to be appropriate to the psyche of the character if possible, and rerolled if not.
Each level of Psion adds one point to your lowest score of INT, WIS, or CHA.
Psions can 'sense' psychic activity in their vicinity, similar to smell or hearing. Psionic activity will generally add a 1-in-20 chance of having a psionic encounter to the next encounter check.

Simplified PSI Combat-
Due to the speed of the mind, it takes place before all other actions in a round. Those in a psychic duel 
secretly choose one of the following three actions, rock paper scissors style, even if they do not technically have access to these techniques, and no expenditure of points is necessary:
Psi Blast beats Read Mind. Read Mind beats Focus Thoughts. Focus Thoughts beats Psi Blast. Ties wear down both parties.

  • Psi Blast x Psi Blast- Ego Whip! Each take mental damage= to opponents level and may become emotionally vulnerable due to exposed insecurities and character flaws
  • Psi Blast x Read Mind-Mind Crush! Loser is subject to an Assassination roll, where INT/WIS/CHA mods count as levels. If 'assassinated' loser suffers the second stage of Psi Blast.
  • Focus Thoughts x Psi Blast- Tower of Iron Will! The loser's attack rebounds against them and they take mental damage = to their OWN level
  • Focus Thoughts x Focus Thoughts-Mind Thrust! Each participant has their memory stabbed, forgetting something of opponents choice for 2d4 weeks, and lose 1 point from each mental stat.
  • Read Mind x Focus Thoughts - Id Insinuation! The loser has a secret suggestion/desire implanted in their mind
  • Read Mind x Read Mind - Intellect Fortress! Each take mental damage equal to opponents INT, and both parties learn something about the other (childhood traumas, phobias, motivations, etc)


Attacks-

Without some other mental connection, only Psi Blast functions against those who are not psionic.
Beings attempting to use ESP, mental control, or similar effects via magical means may be attacked by other forms, so long as they have this 'avenue of mental contact.' Similarly, creatures that primarily exist on the dream realm (ghosts, servitors, nightmares, and demons mostly) are usually subject to psionics as well due to their close ties to the collective unconscious and (usually) ability to affect the human mind.

PSI abilities require points of INT, WIS, or CHA to be spent to use. These stats heal at an enhanced rate of 1+Level stat points of your choice after a full night's sleep, and the cost is noted in this form:
Ability (Cost)

Psi Blast (4)- An assault of telepathic visions and feelings intended to overwhelm and disable with confusion and mental overload, in a thin cone of 20' length and 10' width at the end. The saving throw is made at +2 unless eye contact is had. INT and WIS mods both apply to this save. Stat points may not be spent to use this ability if it would take the Psionic under 10 in a stat.
Those hit suffer from 2d4 turns (not rounds) of random effects, determined by turn in noncombat or by round.

1-Fear, run away at speed blindly screaming, cower if cornered, for the remainder of the duration.
2-Faint/KO/Sleep, helpless until they wake after a turn.
3-Stupefied, stand dazed, -4 AC if attacked, doesn't do anything meaningful, might experience delusion
4-Berserk Fury, attack nearest creature, free to prioritize enemies if there is the option

If Blasted again in the above states, the effects of a failed save worsen to
1-Brain exploded
2- Mentally trapped in Nightmare, body remains in the waking world
3-Gain two Insanities, after 1d4 weeks save again or permanent
4-Psionic Burnout, INT and WIS 3, no psionics, miracles, personality, or wizard business until Restored

    Mind Thrust (1)- A focused and highly deft psychic assault attacking memory. Failing a save may disable one psionic ability for 2d4 weeks or cause a single idea, person, ability, skill, etc to be forgotten about for a similar length of time.
    Ego Whip(2)- Attacks the sense of self either by exploiting insecurity or aggrandizing arrogance, seeking to disable by inflicting mental stat damage. Mental Damage on a failed save is equal to the attackers Level, with a bonus or malus equal to disparity in INT/WIS/CHA mods. If a stat hits 0, apply Psionic Burnout from the Psi Blast chart (resetting the broken stat to 3).
    Id Insinuation (3+)- Attempts to seize control on a failed save by supplanting other desires at a subconscious level. Cost is 3 to add a desire to take a single action to the subject of a failed save, adding the HD of the target as a bonus cost if the actions are strongly against the nature of those controlled. If target has one of their mental stats at 3 or less, they may be completely controlled without expenditure, but are clearly puppets.
    This and Ego Whip are the standard weapons of dream entities that seek to exploit character flaws and possess bodies, but this is typically represented via a simple Charm effects to avoid overcomplication.
    Psychic Crush (3)-On a failed save, attempts to instantly overwhelm a target by amplifying any mental weakness, incongruity, dissonance, etc to lethal levels, inflicting the second stage of Psi Blast, with success chance equal to 50% +/-5% per difference in Psion level of attacker/defender, with INT/CHA/WIS mods counting as Levels. However, any mental defenses cut this chance down to 1/3rd of normal.
    Against things like demons and nightmares, this is akin to an Exorcise or Banishment effect, and is the choice of psychic ghostbusters, but it is also a common 'finishing blow' for experienced and merciless  psionic duelists.

    Defenses-

    All provide a +4 to mental saving throws and a halving of any mental stat damage taken, both against explicitly psionic abilities and most other mind-menacing threats encountered in adventuring. When keeping them up passively, the cost is measured in Turns, not rounds, but in psionic combat it is by round.

    Mind Blank (1)- By clearing ones mind, one becomes 'invisible' to psychic probing... though much like real invisibility, this is not foolproof. It makes one undetectable to assorted psionic disciplines, but does not halve mental damage taken. It is disrupted by extreme sensations like agonizing pain, overwhelming fear, etc (certainly any effects from Psi Blast) and is better for stealth than combat. This is a common Void Monk technique
    Thought Shield (0)-A natural state which the mind shifts to not think about certain things while revealing others, seeking to accept but divert mental intrusions into safer regions of thought and outlast and exhaust attackers. It reduces damage taken, duration of ill effects, and any other relevant numerical perils to 1/3rd and triples the psionic cost of ongoing effects (like Id Insinuation), but actually gives the user a Penalty to saving throws (-4) instead of a bonus against other Psi Techniques.
    Mental Barrier (1)- By focusing on one thing only, only that thing is subject to attack. However, the subconscious may prove a backdoor to this method of mantra-like thought repetition, and it is specifically not effective against Id Insinuation and other Charm-type effects.
    Intellect Fortress (2)- Defending with facts and logic is effective so long as the reasoning is sound enough to resist attacks in kind, and stable enough to resist undermining by emotions. Can shield those you can communicate with, to talk them out of problems. Automatically passes mental saves for yourself and those you rationalize to IF your INT is higher than the attackers.
    Tower of Iron Will (3)- Nuh uh! With pure mulish denial, automatically pass saves, and shield those adjacent with this unyielding determination. Towers may soar beyond reach for a while, but collapse eventually.

    Disciplines

    Minor-

    1. Telepathy(1)- Allows mutual, consensual mind-to-mind communication with other living beings, and searching for, detecting, and identifying sought-for beings at a distance of about 50' per round of searching. About one question can be asked/answered per point expended.
    2. PSI Blade(1)- A general term for physically manifested violent, short range forces that are the equivalent of a melee weapon of +1 enhancement for every 3 levels of the psionic (round up).
    3. PSI Soothe(X)- The sympathy most living beings have leads to psionic healing being common.
      HP may be healed at a rate of (1) per 3HP, stat damage at (2) per lost stat point, sensory damage for (6) points, diseases for (9) points, poisons for (12) points, and level loss for (15) points.
    4. ESP(2)- By concentrating for a Turn on one person or in one direction, surface thoughts of people may be spied upon. This also establishes a psionic connection to non-psychics, allowing attack techniques to be used upon them.
    5. PSI-bernate (6)- The Psion may enter a state of suspended animation, appearing dead and not requiring food, water, air, etc, and not aging, and being solipsistic isolated within their own dream realm. They are self-hypnotically programmed to awaken either after a set amount of time, or upon a trigger condition. This is a common Aakasa Parvat technique.
    6. Mass Equilibrium (3) Communication with the earth elementals within things allows almost all weight to be removed from objects and people for 1 turn. This allows lifting heavy things (oversized items used as weaponry deal +1 damage per level of Psion), feather falling, levitation without propulsion, and crossing quicksand, water, tightropes, branches, etc with ease.
    7. PSI Conquer (3)- This is the the discipline associated with Conqueror Worms, and is a wide range of mental 'waves' broadened to work without close psionic contact as is normally required. It is conveniently color coded, as are the Conqueror Worms themselves. Upon a failed save, the following effects can be enforced, costing 1 point per round. Typically, only one mode is initially mastered, with other modes requiring experiencing the appropriate mental states in extremis, or eating more Conqueror Worms.
      • Red- Incites target to bestial rage, attacking whoever is closest.
      • Orange- Temporary insanity, believing a delusion chosen by the caster and acting accordingly
      • Yellow- Incites target to drop whatever they are holding and flee at maximum speed
      • Green-Hallucination, seeing whatever the Psion places in their mind and reacting as if it were real.
      • Blue- Puts target into a sleepy daze, unable to take action and suffering -4 AC
      • Violet- Stat damage as per Ego Whip or amnesia as per Mind Thrust.
      • Magenta- Brainwashed into helpful friendship, as per Charm Person.
    8. Empathy Projection(3)- Psionic projects their own feelings into those nearby (5' radius per level), letting others feel their own fear, hunger, rage, fatigue, pain, hatred, curiosity, love, peace, madness, etc. This may trigger morale checks (with varying outcomes) or more extreme states depending on the Psionics own state, spreading any supernatural effects such as Charm, Fear, etc. This is the discipline associated with BLACK_SWAN and generally leads to mutual understanding.
    9. Psychometry- (1) Allows learning about the owners of an object by handling it, revealing their identity, meaningful life events, notable uses of the object, and eventual fate, with each question to be asked costing an additional point. This is done by subconsciously communing with ghosts, the subconscious nature of contact shielding the psychic from undead possession.
    10. PSI Invisibility(3)- A misnomer, this is actually more like the ability to be beneath conscious notice. It lasts 1 turn, and only affects equal or lower-HD targets when compared to the Psion's level.


    Major

    1. Borehole (10)- Allows opening the Gates of Horn and Ivory and entering the Dream Realm, allowing others to come with. Entering a living mind leads to their psyche, while the dead lead to afterlives (or in the worst cases, Nightmare, just as a Nightmare Anchor would.) This technique is not widely taught in Saresare, as it weakens the borders between the Waking World and Nightmare, and is more common among illegal Somnambulist cults than the Academies of Thought.
      This may be used to travel to other worlds when used on appropriate items and otherworlders.
    2. Psychokinesis (3)- Allows the movement of around 10lbs/5kilograms/1 Inventory Slot per level (squared) up to 40.' Duration is based on speed, lasting until the movement is complete or concentration is broken- an item could be levitated very slowly along that distance for up to a Turn, or hurled in an instant.
      Saving throws are allowed if a living being is grasped directly (which holds them in place), and to avoid being squashed by hurled objects. This may be used to block physical attacks by deflecting or stopping bullets and blades either directly or by intervening shields, but the attacker gets a save just as if they were to be grabbed.
    3. Swarm Queen- (10) Allows psionic abilities to target up to 5 individuals simultaneously once activated for the day, with no additional cost. This technique is typically learned by becoming part of a hive mind for some period of time, and leaving with your psyche intact.
    4. PSI Scry(1)- Allows the Psion to cast their mind out to roam the collective subconscious of the dream realm, hopping between mental connections to locate anyone in the world and see through their senses and make psychic contact with them, for good or ill. There is generally a 10% chance per turn of scrying of finding the desired target, doubling with personal acquaintance, and doubling again for a strong emotional bond. Chances are halved if the target is on another plane of existence, and may be blocked entirely by Psi defenses or other means of hiding.
      Those unwilling may force the Psion to expend points equal to their HD to maintain connection, though if simply having their senses shared, they must make a saving throw to even notice.
    5. Sever The Light (5)- A forbidden technique learned from being electrically puppetted by a KRX, the Psion's mind may moves beyond the paradigm of 'souls' and 'minds' and thinks only in terms of physicality and electric meat. With a 10% chance of success per Psion level, this technique renders one immune to any magical or psionic attacks that would affect the mind/soul until they 'reset' after a night's rest. After mastery at 10th level, each level beyond provides a 10% chance per level above 10 to locate and identify any would-be psychic contact, allowing immediate mental counterattacks from an unassailable position.
    6. Omnipresence (10/20)- As the Dream Realm is everywhere, so too can be the Psion, imagining themselves elsewhere and making it so.
      The lesser cost is a personal, short-ranged, safe teleport within 240,' while the higher cost is for a long-ranged, unsafe teleport (as per the spell) that can bring the caster and up to 5 other beings with them. Spending additional points reduces the odds of a teleport mishap by 1% each.
    7. Aura Farming-(15) The Psion may break curses, alter the apparent auras of beings to make them register as other forms of beings (allowing for a chaotic fighter to register as a lawful magic user for purposes of wielding an aligned magic sword, for instance), and identify magic spellwisps, even Cursed ones that normally hide their nature(Identification only costs 2 points). Curses may sometimes even be altered to operate in ways that benefit the accursed, such as a Cursed Berserker Sword instead Berserking those it strikes, rather than the wielder.
    8. Precognition-(X)- By intense cognition, predictive analyses, and so on, a Psion may attempt to 'foresee' the future, with a 1% chance of success per point spent and per level of Psion.
    9. Mind Over Matter-(X) The Psion may instinctively communicate with the elementals that make up the world, allowing them to endure cold, heat, vacuum, pressure, drowning, acid, poison, etc and take no harm. This costs 1 point per level of monster or spell they are enduring, or 1 point per die of damage they would take per turn in the case of more environmental effects.
      The Psion may also alter the properties of materials, making them brittle, bouncy, sticky, fluid, or solid. The effects, size, and cost of this must be ruled by the GM, though typically a save to resist the ill effects should be allowed.
    10. PSI Pyrokinesis(3X)- Agitation of the flame soul within the self and all things can manifest flames. This allows for Pyromancies to be cast at the cost of 3/Spell Level (See Yg-A spell list),
      with a limitation that they take 1 extra round per point required to stoke the hidden flames, -2 rounds per Psion level.

    Thursday, March 20, 2025

    Monks as Fighter Techniques

    I reread the AD&D Monk over Christmas and was amazed at all the sheer janky madness there is. I did think it was pretty cool in general, though the specific details make them headaches and a bit of information overload for starting monks.

    As such, I think Monks will henceforth be 'Fighters,' just with specific 'Secret Techniques' that lean them more monkish.
    Intended monk progression is probably supposed to have them start off more as standard fighters, wearing armor and using weapons, then gaining confidence and technique to discard these, in an amusing reversal of the normal looting cycle. Having bad strength and dex stats can be mitigated by skillful techniques as a monk, while innately good stats are not rewarded.


    While normally fighters may only use 1 technique per level, the following restrictions will unlock  two additional monkish techniques to be learned from the beginning if followed.

    Ascetic-Monks may forsake the accumulation of wealth, accepting no wealth beyond what they can personally carry. They further limit themselves to 5 magic items maximum, which can be weapons, rings, and miscellaneous items that are basically 'worldly' items, ie, ones not too wizardly or divine.
    They still should lay claim to their fair share of items and give them to worthy NPCs, store them in shrines, etc.
    Note that 'Unarmed' combat requires all hands to be free, and combinations like 'unarmed punch and shield' or 'unarmed punch and dagger/pistol' are not allowed except, perhaps, with another secret technique not found here.

    Empty Hand Way- While standard fighters educate themselves in battlefield tactics and strategy, abandoning the training to command troops allows more time to develop personal combat. Monks may forsake the ability to have hirelings(except for the level 1 monks attracted as disciples at level 8), and forsake the default fighter's technique, which allows fighters to make 1 attack per level against HD 1 foes who are leaderless, simulating routing them with superior battlefield tactics like flanking, linebreaking, etc etc.


    The Ranking-
    Monks may forsake the collection of GP to XP and simply level up along with their companions (though they should still take shares, if only to donate them to charity/their old master and school).
    Alternately, their skill could be determined by them defeating foes of appropriate 'Dungeon Level' in singular battle, though this and later iterations of Combat Rating tend to be wildly off base. Still, it's a thought that encourages them to seek duels with worthy foes to prove themselves.
    Upon reaching Level 8, a Monk may seek out one of the Five Dragon Masters (or equivalent, such as a real dragon) and challenge them in single combat. Failure (if survived) will demote that loser to level 7 (halfway to level 8) and allow the winner to either continue trying to ascend to the heights of mastery(allowing the loser to maintain their position), or defend their new ranking from challengers. At this stage, they will attract 1d4+1 followers, +1 per level, and may either take over the temple of the Dragon Master they defeated, or begin gathering funds to build their own temple and take care of their followers in an allowed deviation from the Ascetic restriction.

    1. Disciple-Beginners impressed with a master's martial skills
    2. Novice- Disciples who know enough to know they know nothing
    3. Fist- Upon demonstrating professional competence with weapon and fist techniques.
    4. Foot- As above, but with kicks, footwork, and movement
    5. Hand-  As above, but with open hand techniques and grappling maneuvers
    6. Head Student- Skilled enough to manage a training session of greener students
    7. Sensei- Skilled enough to manage or inherit an existing school, but not develop your own.
    8. 5 Dragon Masters- Skilled enough to defeat a dragon. Those at this level or above are masters of the art. Defeating a Dragon in honorable combat is usually enough to have the rank honorarily bestowed, so the Bai-Szue Empire has many more than 5 Dragon Masters.
      This is the rank at which all 'default' monk techniques will be learned- additional techniques will be necessary to distinguish yourself with your own style.
    9.  Master of the Temples-Skilled enough to crush multiple dojos, defeating every member in search of more esoteric martial arts.
    10.  Master of Masters- An undefeated streak of defeating other Masters will grant this title by reputation.
    11.  Master of the Mountain Peak-Granted to those who have defeated a mountaintop Sword Saint of either the Ina Barrier Peaks, or the Saresaren Leng Plateau.
    12.  Master of the Clouds- Granted to those who have defeated an Ape Sage of Aakasa Parvat.
    13. Master of Fallen Snow- Granted to those who can defeat a Giant of Geatland in unarmed combat.
    14. Master of Fallen Leaves- The title of a monk who has triumphed against an bonsai dryad.
    15. Master of the Aurora- For beating starspawn, moonspawn, or other celestial terrors
    16. Master of the Dawn- for defeating ascended saints of the Solar Celestial Court
    17.  Grand Master of Flowers- The title of a monk who has attained perfect harmony with nature
    18. - At this stage, the competition is entirely inhuman. Rumors of mad Alves, the Saint of Blades, ancient demons, grandmasters who continued training beyond death, and worlds beyond this one are pursuits that will take seekers beyond myth and legend and into infinity.

    High Temple of The West Winds
    Saresarens here, sometimes called 'Dervishes' by idolatrous Mercian barbarians, train in high mountain temples that overlook the bleak deserts below. They are known for wearing blue and white silks, with long sleeves and scarves, and dual wielding scimitars rather than focusing on unarmed combat. They, like the Silk Wizards of the region, place high importance on fasting, mental discipline, and ascetic avoidance of luxury and comfort, and their techniques have spread throughout the world from ancient times.

    • Eternal Pure Mountain Dew**&- The secrets of health may be developed by physical and mental discipline, diet, and exercise, granting the monk immunity to Haste, Slow, and Disease.
      At level 6, a monk may meditate so deeply as to appear dead- they will endure conditions like extreme cold, starvation, etc during this state as if exposed for only 1/10th the time.
      At level 11, immunity to Poison is gained.
    • Contempt Of The Wind*- Nonmagical missile attacks (arrows, thrown weapons, etc) may be saved against to be avoided, and explosions such as fireballs and dragon breath that allow a save for half damage may be entirely avoided upon a successful save.
      At 9th level, even on a failed save, such attacks still only deal half damage.
      *=Not compatible with body armor
      **=Ascetic
      &=
      Not That mountain dew... unless...?


    Void Monks
    The most notable temple is in Oroboro, though they pop up all over the world. These techniques are characterized by detachment from so-called 'reality' and are just as effective when used by the decrepit and weak. The branch in Oroboro, founded by Bers, who studied under Sa, is known for utilizing Brain Wasps to pith their brains and serve as the wardens of accursed silver swords that contain the Hatecubi of Isfrix. In the 6th age, they ideologically decay into a mercenary company no longer aiming to remove suffering and attachment, but only using their skills for worldly pursuits.

    • The Empty Fist- This technique increases unarmed damage from the default 1d3 as levelling continues. STR no longer affects to hit or damage, but if melee weapons are used, weapon attacks deal +1 damage per 2 levels, rounded up.
      You may also attempt to Open Locks as a Thief by striking them.

      Unarmed Damage by Level
    1. 1d3- Additionally, blows that exceed target AC by 5 or more stun
    2. 1d4   those struck by the Empty Fist, as their senses are temporarily discombobulated.
    3. 1d6   They are disoriented and unable to act for 1d6 rounds, and suffer a -4
    4. 1d8   AC penalty due to blindness and stun for this duration.
    5. 2d4  The Empty Fist can also apply this sense-blocking on willing targets.
    6. 1d10
    7. 1d12 At level 7, the Void Fist is learned. Stunned targets have a 20% chance to
    8. 2d6  be immediately slain, +1% per level over 7, -1% per point of AC. Such targets may implode,
    9. 3d4  be slain by pressure points, or suffer other ghastly demises depending on the monk's style.
    10. 3d4
    11. 4d4
    12. 4d4
    13. 5d4 At level 13, Hollow Quivering Palm is learned. Once per week (more kills the monk at the
    14. 5d4 conclusion of battle) they may activate this technique- touching their target within 3 rounds
    15. 6d4 allows the monk to slay the target immediately, or within 13 days, so long as they are not
    16. 5d6 undead, only hittable by magic weaponry, or exceed the monks HD or have over triple HP.
    17. 8d4
    •   The Empty Mind**- Void Monks first learn to empty their mind, and later, may actually empty their head literally by destroying the brain. They enjoy grants a +4 Bonus to save against ESP, Charms, psychic blasts, etc.
      If the brain-removal ceremony is completed, the monk becomes wholly immune to psionic phenomena, including the control of Ego weapons, Geas and Quest, and those who make mental contact must save or be shocked catatonic for 1d6 days, or have their own mind read by the void monk (monks choice). This ceremony is risky (Save vs Death to survive) and so is typically put off until detachment from life or death is achieved.
      **Requires adherence to the Ascetic code of detachment
    • Blindfighting*- Void Monks learn to fight blind, each significant battle reducing either the AC or the To-hit penalty by 1 (requiring a total of 8 such fights). Upon mastery, the Monk's senses are so honed that they can hear heartbeats, echoes, feel disturbances in the air, etc etc, that within a range of 30', they are perfectly aware of solid objects, enemies, etc.
      Due to the eerie senses granted, you may Detect Traps as a thief would, and Disarm some by striking their mechanisms with vibrations (others must be problem-solved away normally).
      *=Not compatible with body armor
    • Void Cut- By forming vacuum vortexes, hypersonic blood flicks, qi-blasts, ranged attacks may be made. These attacks are made as per thrown spear range, but never deal any special damage or effect beyond 1d8+X, regardless of weapon, technique, personal prowess or strength, etc and can only strike normal weapon-immune monsters if enough levels are had (4 for each +1 required).
      These attacks, like Empty Fist weapon use, deal +1 damage per 2 levels, rounded up.


    Monkey Style- So taught by the apes of Aakasa Parvat. An ancient unarmed style practiced by gorillas, technically, the term 'Monkey Style' is a derogatory one used to describe schools that what would in the USA be called a 'McDojo.' Such inferior techniques (Lacking Ascetic or Empty Hand Way to unlock extra technique use) are oft taught by wicked Baboons in the deserts and jungles of the Saresaren/Yuba border. Thanks to these inferior yet more well-known schools, the term became so cemented in Common that it cannot be escaped, being the very source of the term 'Monk,' and these copied techniques spread across the world under a variety of different names.

    • Thousand Falling Petals*-This technique allows for extra unarmed attacks to be made each round, every 4 full levels allowing for one additional attack. Apes and/or multi-armed beings of the original teachings can make a claw/claw/bite attack from the very start of their career, but humans are not so lucky. Variants exist among Bonsai Dryads known as Thousand Autumn Leaves and Thousand-And-One Needles, and variants throughout the world, such as the Thousand Beaks of Revel Shrike-and-Branch style can be found also.
      Variants that do work with with weapons and armor are slower than unarmed attacks, allowing for 1 extra attack every 5 full levels instead of 4.
      *=Not compatible with body armor
    • Speak No Evil**- unknown to the pretender schools, the empathy towards all life practiced by the apes eventually blossoms into the ability to speak with all animals at Level 3, and all plants at level 8.
      Due to the careful thought put into making noise, you may Move Silently, Hide in Shadows, and Hear Noise as per a thief.
      **=Ascetic



    Elvish Blade Dancing-
    Ironically, has been out of favor with elves since the 3rd age, but humans still sometimes learn it from elves... or goblins. No armor may be worn when performing either technique.

    • Dry-Rain-Dancing-  Grants +1 AC per level, base 10. Dexterity modifiers do not apply, for better or worse. Also grants +15' movespeed, and +5' more per additional level past 1.

    • Swallow-Perches- This allows standing, running, and fighting upon objects as though you weighed only as much as a small bird.
      You may Climb Walls as a Thief.
      Falls  count as 20' less if there is anything within reach to break your fall- tree branches, cliff faces, etc. At 6th level this increases to 30' and an additional 5' reach is granted.
      At 13th level, safe fall distance is infinite, the technique is typically called Meteor Walking, and and additional 10' reach is granted.