Mendicant, Beggar Houses, and Caravansaries

The Resplendent Empire contracted behind the Ochre River, as internal strife and external invasion gnawed at the borders. This saved the remnants of the state, but millions were left on the wrong side of the river, in depopulated towns and under the cruel warlords remaining.

So they fled.

City of Beggars

By a twist of luck, some refugees landed near a large cenote, in a site well positioned for exploiting windward trade. Their fortune was not obvious; the fields grow only millet and wheat, the hills turn out only iron and copper. Yet because of trade, the city sprawls outwards precariously and defiantly.

Men from all over the continent now haunt the great markets and caravansaries. Beggars still sit forlornly in the corners of dusty stone streets, and sleep in dusty tan arcades.

Fortune seekers from all parts flock to the city, of course. Few places are better for selling their ill-gotten gains, and the hills are dotted with ruins.

Most people here are from the Resplendent Empire’s lost or conquered peripheries, refugees direct or first and second generation descendants of such. Around here, the empire is referred to as the Homeland, and held in a vaguely nostalgic reverence. Not that anyone really wants to go back. Not with the way things are going.

Beggar Galleries

When the fortune seekers arrive in town, they’ll probably stay in one of these. Stone floors are free of charge. Stealing isn’t much of a problem if you’re well armed. The owner of One Roof, the largest gallery in the city, also takes pains to keep the beggars well behaved.

Mind the beggar dukes. They run some of the smaller beggar-houses, and organize gangs. The lone grifter with a iron nail shiv is not particularly dangerous, but meeting a score of them in a gallery at night rarely ends well. Don’t annoy them, and don’t ruin any of their rackets.

Caravansaries

Traders and their ilk are disdained in the cultures of the Resplendent Empire, an attitude the daughter city shares. For this reason, merchant guilds (with one exception) are not allowed to hold property within the city, and must instead organize themselves through the caravansaries and their powerful owners. Now, their function has extended to general meeting place for the public, especially the establishments catering to the lower classes. People wander on down to the hostels to drink, game, socialize, and cavort.

If beggar dukes are small time criminals, the managers and owners of the city’s hostels are the big time dons. They practically serve as nobility. In addition to being the real gear turners behind trade, they own the entire slave and prostitution trade. They’d own the mercenary barracks too, if the mayors would let them. Hostels are the center of life, and hold pubs, theaters, game rooms, baths, and brothels.

The largest caravansary is The Sunset Way, built over and around one the largest street in the city, Kneeling Street, which is more like a tunnel due to the complexes expanse. Kneeling Street leads to Kneeling Market, the largest market in the city. The main building and assorted attachments could host 2000 traders with all their attendant baggage and livestock. It is the largest building in the city.

The House of White and Turquoise is smaller, more opulent, and famed all around continent. In addition to having an exterior of gleaming white marble enameled with turquoise stones -all imported, of course-, lush gardens are nestled away in the complex. The attached brothel is also well renowned as the best in the city. Here the richest traders and adventurers can be found, sipping fine liquors, and playing chess with finer jade and onyx pieces.

>>>Generate Caravansaries and Galleries<<<

Made in the spirit of Yoon-Suin tables. If you haven’t read Yoon-Suin yet, do so ASAP. Also made with Latex, as an experiment.

The Mayor

The Mayor and his cloud of ministers run all of this, nominally. The arm of their authority is the City Guard, and their leader is the Minister of Order. The Ministers of the Gates and the Bank control entrance into the city and finance within. There are others, but they aren’t as important, and tend to be in the pocket of one of the other ministers.

The Hordes

The crises that precipitated the Resplendent Empire’s century long contraction were many, but chief amongst them were the invasions and depredations of the Kuluk hordes. The hatred between the settlers of Mendicant and the shepherds of the steppe run strong and deep. Now, another horde seeks to drive the rotten city off the steppes, and plunder the wealth within. Forty foot tall walls keep them out, for now. If it ever comes to war, the city is doomed, that is sure.

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Era of the Dead

The Elves had favorites in their rule of the Ring. Humans and societies given the secrets of magic, life, and death. The hated lich-kings and reviled elves worked hand in hand. Following the Gigantomachy, as the elder folk waned, and retreated to isolated palaces and cities in the air, the dead rose to take their place. Their cruelty matched and exceeded their masters, but the war with Titans changed all. No longer were the tribes of men cowering and cringing in the shadow of elves, not when the longer shadows of a deadlier foe had been cast down.

They are oft called the Lords of the Dead, those first tribes, that made cities, steel, and armies, and kicked off the Humanomachy, the final strangling of the Elves and their dominion over the Ring. For the last reason, they are called the Humanomachs as well. They are dead, destroyed by their wars for dominion, but there names are remembered well by histories.

Stone Masters

The first to rise, the first to fall. They learned from the Giants how to construct great works of stone. Gargantuan castles and curtain walls of stone, fit together cunningly without mortar. They stole the riddles of steel from the elves as well. Kings on the Storm Salient still claim lineage (and their honorific) from their first king, Anax Kwame.

Their domains spread over the whole of Zephyria, till the dead starved them in their cities, and feasted on the skin and bones remaining.

Mound Judges

Arbiters of death, dispensers of justice, and the greatest kings of men to walk Creation. Destroyed the undead wherever they were found, and rose dirt mounds the size of mountains. Created the first script of men, derivatives of which still see use in Zephyria. The Mound Kings of Xul claim descent from a king, Kasen Er.

Their homeland, lying in the seas between Zephyria and Xul, was sunk into the the sea by the cruel lich kings.

The Spirit Shamans

Technically predate all of this, but didn’t organize kingdoms or lead conquests. The mythic figure Samnus first learned how to access the realm of spirits, and do mysterious workings of magic.

Even today, spirit shamans still ply their trades, most often in Eurus. But anywhere there are wilds, they can be found.

River Lords

Arose in the far east of Eurus, descent claimed by Resplendent Empire. Their theurgy allowed them great power over the dead and ability to predict the future. Invented irrigation and waterworks. Wyvern riders invaded heaven and put a torch to the cities of the sky, before raising their own. Made their own script as well, used in most of Eurus.

Internal disputes, and the great expense of the invasion, and the distance of their rulers from their Earthly subjects eventually shattered their hold on the ground.

Star Pupils

Men who stole the secrets of magic from the Elves, and their tradition is practiced still by all men in all parts. They taught the rest of humanity of the eight schools, long hoarded by the lich kings. Their loyalties were ever uncertain, but eventually, critically, they sided with the Humanomachs. Without them, the Elves and Lich Kings would have certainly remained in power.

They survived longest of the Humanomachs, even being concurrent with the Resplendent Empire’s early days, but their network of client states turned against them, and their crystal tower was cast down in the shadow of the Ji Mountains.

Forgotten Allies

In truth, men did not win alone. They had the aid of the demi-humans, hated and reviled in the Resplendent Empire. You will find little mention outside Gnomic Records (themselves written by demi-humans) of their contributions. The other records are too short, or too biased. Nonetheless, these allies were critical to the success of the rebellion.

Grand Anilin Commune

The greatest polity of this race ever to be seen; with their numbers, reality could bend to their will. Before the Star Pupils, the Anilins were the only thing keeping the other kingdoms in the game. They turned back armies of the dead, time and time again. The cost of their abilities is death, and so they died in droves, working the magics needed for the Humanomachs to survive, and win.

Pit Folk

The masters of the great dark expanses of the rings interior. Their aid was felt everywhere, including on the far continent of Akertha, neglected by the rest. They hated elves, their own kin, with ferocious abandon, their suicidal charges killing as many of them as their enemies. Even in the direst times, they fought- surrender was never an option. They are still said to survive in the deserts of Akertha, in the Usfir kingdoms.

Gnomen Chroniclers

Wrote most of this.

Snake Men Tribes

Provided manpower and tactical prowess in the many battles of Humanomachy, all while they set the stage for their own empire.

Gate Makers

Also said to be kin to elves, these enigmatic peoples are not well understood. Interestingly, even the Resplendent Empire’s records mentions them, suggesting they may have been humans. It seems they served as a sort of magical porters, using their magics to whisk wide armies of other states to distant places. Also seemed to be a general go to whenever some specific weapon was needed, and could not be provided with human magic or Anilin empathy.  Rumored to have a city of gold called Janix located… well, probably somewhere on the Ring.

Notes on scripts: Elvish is used most often in Zephyria, the River Seal Script’s descendants are most common in Eurus. Elvish and the Mound Rune Script’s derivatives split Xul. Akertha has little writing- only the Usfir keep any writing, and they write Elvish.

Damned Dirty Demi-Humans

There weren’t many demi-humans in my campaign. None of these are playable right now, save half-elves. The campaign does not take place in the Bright Empire, but most demi-humans are nonetheless very rare in most of Eurus. Some classes will be closed to each race, and a few will have unique adept classes.

I’ve also decided to revise the size of the ring. It is now only 70000 km in radius. The rotation still takes a full day. The “gravity” of the ring is provided by its mass, in which case everything must necessarily be on the outside of the ring (inside the net gravitational effect would be zero) or gravity must be provided by some other, potentially magical mechanism. Another possibility is asymmetry within the ring’s structure. The area under the tower and the directly opposite patch of ring could be composed of ultra dense material, generating a local gravitational field. In fact, you could probably have four of these, with large voids between them.

I’ll have to mull this over, but I feel the ideas I have for the creation of the ring could justify the existence of artificial gravity without needing those stand-ins.

Zhlyrs

Technically just the top moiety of their namesake empire, but claimed by detractors and dissidents to be nonhuman. Confirming this is quite difficult, as all of them go about wearing full body armor or similarly obfuscating clothing. Certainly seem far lankier and taller than regular humans. Rumors abound that they have three eyes, that their mouth is on their forehead, that they have no eyes at all. Masters of destructive magicks, which is not aiding their public image.

Elves

Extinct. Said to be immortal, capable of regenerating horrific wounds. Masters of alchemy, necromancy. Complete bastards. Left ruins all over the place; scholars suspect the giants killed them all.

Half-Elves

Spread over the Antezephyr edges of Zephyria. Sky-Elf empire claims dominion over all of elfkind. Including those outside their mountain ranges. Half-Elves don’t live longer than humans, but they do have pointy ears and tend toward slimmer builds. Only demi-humans the Bright Empire can tolerate.

Harpies

Winged humanoids, all female. Had complex if technologically simple (their hand/talons are not good for tool usage) societies, now “united” with Sky-elves. Second class citizens or slaves. Many kept by the state as messengers, as they fly as well as they walk. Native culture basically gone by now.

Gnomen

Live in the shadow of the border mountains, driven there by Bright Empire. Known as the silent folk. Wildly intelligent with eidetic memory but only 1 in 10000 can process or form speech. Highly gestural language, so subtle that most humans can’t read or use it. Shorter than humans, live to 150, arms disproportionately long. Histories all destroyed, writing unreadable, culture adrift in the mountains.

Anilins

Age to pubescence, then remain at that age for roughly 100 years before aging the rest of the way to adulthood, reproducing,  and dying within five years. Powerful empathic abilities, can alter reality with the sheer power of groupthink. Live in communes, where everyone is approximately the same age. Hair is part of their brain, and is mostly gray- the same color as their nerves. Their eyes are flat grey as well. Large grey nerves visible through their skin. Spread all over, but most in Eurus were driven to the peripheries and isolated places by the Bright Empire.

Zosterians (Troglodytes)

Re-write of my older troglodyte race-as-class. Amphibians that form a symbiotic relationship with pond scum/lichen. Once had great underground society, destroyed and separated by Bright Empire. Trogs can only have one lichen/pond-scum for life- removing it kills them. Most common type is edible shaggy plants sprouting form their skin, making them look like they’re wearing ghillie suits. Incredibly pragmatic.

Snake-men*

What it says on the tin. Massive empire, overthrown by the Bright Empire. Masters of mathematics. Lower classes were legged, upper classes had tails. Also destroyed by Bright Empire. You may notice a theme emerging.

Malactins (Diamondbacks)

Humanoids with large armored backs. Hunched over from their own weight. Clannish, strong, mistrustful, and nomadic. Once had five kingdoms in the lowlands of Bod until they were destroyed by -drumroll- the Bright Empire.

Ponilins (Jungle-kin)**

Furred humanoids, orangutan-like. Tribal, live deep in jungles and woods of Eurus. Driven deeper in by the Bright Empire’s support of humans in the area. Secretive, furtive, but generally peaceful. Trappers and ambushers.

Giants and Titans

Too many to list. Most common in Xul, and formerly Eurus before events tentatively linked to the Bright Empire drove most of them out. Used to practically rule over all of Eurus, in fact. Most common that are left over is the Lava Lords, Oni, and Cyclopes.

Goblins**

Goblins. Many different subspecies. Aye-aye-like creatures most common type. Basically pests these days, in most of Eurus.

Others

There are said to be dozens of strange creatures living on the boundaries of Xul. Bear-folk, Olms, and Froggins are all said to dwell that land, and many more. Some rare species still persist in Zephyria and Eurus, but are not well known, or thought extinct. Grasshopper Men*** are native to the strange continent of Akerhta. Visitors of that land tell strange tales of the Sea-Hags, pale creatures that stand upright like a man, but whose face opens to circular rows of teeth.

*Skerple’s Tomb of the Serpent Kings

**This post from Throne of Salt

***If you have yet to read noism’s Yoon Suin, do so at the nearest opportunity.

The Zalim Desert

I have returned. I will probably start running sessions again once the semester starts. This area will likely be very relevant. Without further ado:

The Zalim Desert

The Zalim Desert is cold. While the days do get hot enough in summer to warrant fear of heatstroke, the real danger is the bitterly cold nights. The desert sits right next to the massive border mountains that keep the atmosphere of the bishop ring in, so cold air is constantly flowing down into the desert. This also leads to freak sandstorms in the summer, where enough hot air reaches the area from the coast/rest of the landmass.

The Zalim Desert is massive. No one has fully mapped it. Only a few have crossed it all in one go, and takes two months or more. Most of the thing is empty. Some places are featureless plains of sand. In other places, the ground more rocky and solid, especially nearer the mountains. The center is mostly massive shifting dunes. Few things live in the desert, but those that do are dangerous. Canisphinxes, deadly scorpion swarms, and the dreaded purple worms all call the desert home. Travel, if it is done, is done in groups. Caravans of fifty or more people is advised.

The Zalim Desert is united. Despite its size, danger, and lack of water, almost all of the desert is nominally united under a single religion. The Sun Wardens brought order to the chaos long ago. The desert’s greatest danger is its dearth of easily accessible water, but this also a boon to those who seek to control the people within. Control the oases and wells, and everyone in the desert must bow to you. And this is what the Sun Wardens did so long ago.

The Sun Wardens

The predominant religion of the entire desert is in reverence to the first Sun Warden, Nursa. With four arms, two of flesh and two of light, he fought back the demon blades and the dreaming madmen, and the united the tribes of Nursa’s expanse. His heirs finished the conquest of the desert by taking each of the oases, one by one. Everywhere one goes, three armed, four-armed, and sunburst motifs are apparent.

The Sun Wardens are easily determined by the sunburst marking their right hand, through which  their magical powers flow. All Sun Wardens are left-handed, and everyone else is right-handed. Left-handed people who aren’t Sun Wardens are sacrificed. One in five of all left-handers are born bearing the mark.

The Sun Wardens are privileged and elevated in the society, but they do not rule. Not anymore, in any case. The Grand Scion of Nursa is primarily ceremonial office given to the foremost of the young Sun Wardens, but once the title passed through ultimogeniture and carried with it rule over the deserts. So while the blood of the prophet runs through the Sun Warden’s veins, control is given over to the mundane priesthood of the Church. Adepts, especially those that receive their power innately, are in general far too erratic and self-assured to be trusted with control. Usually they will serve the Oasis Wardens of whichever place they were born in.

The Oasis Wardens

The keepers of peace and enforcers of law in the Zalim Desert. They have no magical power themselves, but all political power is in their hands. Each oasis or water source has some member or members of the priesthood in control of the surrounding area. Each oasis runs mostly according to its own disposition, but each mini-theocracy is part of the larger confederacy blanketing the whole desert. The confederacy does not usually have a ruler, except in times of greatest need, when a Sharif is elected to lead the united armies of all the oases. In other times, the city of Kerulay serves as a de-facto political and cultural center.

The most important service the Oasis Wardens is the water dole. In the Zalim Desert, even in the old days, water was never bought or sold, only given and received as a gift or as charity. Now, this process has be normalized and ritualized. Since the Oasis Wardens control all of the water, for others to live they must receive water as from them; this is the water dole. Every day, every citizen receives a fixed amount of water. Usually enough to live on, but not enough to be comfortable. Great pains are taken to ensure that each citizen gets only the water they are allotted. These same pains make the Wardens excellent administrators, for they must know the name and status of every person within their domain. The penalty for thievery is severe, the penalty for buying or selling water even worse.

The common sentence for theft is amputation of a limb, usually the left hand. An outright death penalty is rare, but one of the sentences unique to the desert is castigation, wherein the accused is branded on each hand and on the forehead. Those bearing the brand can never receive water or charity from the Oasis Wardens, ever. Private citizens can still give them water, but most of them have no water to give and wouldn’t if they could, due to the stigma associated with the castigated. So, castigation is in most cases tantamount to exile.

Each citizen should receive the same amount of water. They do not. Farmers naturally get water via irrigation, but that water is still part of the church. However, agricultural products are expensive and many farmers become rich enough to influence the church to grant them extra water. Merchants likewise do the same, as it is necessary for them to cross the great distances to buy and sell. To incentivize gladiatorial combat, the church literally showers the fighters in water. The result is the creation of an upper class, essentially capable of maintaining their own loyal households reliant on them for water.

DGR: while the ability to gain extra water is obviously tied to material wealth, they still aren’t “buying” water as we would mean it. The water is exchanged for various “favors”, some of which very obviously have to do with the flow of money, but nevertheless, they find ways to make the transaction indirect. A merchant gives a great sum of money to a farmer with close ties to the priesthood, and the priesthood is so overjoyed they give a large amount of water to the merchant, as an earthly reward for his generosity and support for the community. Shit like that.

The Sorcerer

THE SORCERER

The Universe is not as it seems. Magic flows through every element of creation. It hums in the stones and sobs in the winds. It glows white hot in the hearts of beast and men. It hides behind the shimmering stars, and in the spaces between and beyond human sight. And in a few souls, cursed and blessed, it gleams with brilliance unmatched. Those few individuals wield magic as easy as other men breath- or as easy as lesser men die. Unstable, mad, and amongst the most powerful beings to walk Creation, these are the Sorcerers, to whom reality bows.

Level XP HD Attack Power Breath Death Petrify Charms Spells Trick
1 0 1d6 +1 1 16 14 15 16 20 16
2 2000 2d6 +1 2 16 14 15 16 20 16
3 4000 3d6 +1 3 16 14 15 16 20 16
4 8000 4d6 +2 5 16 14 15 16 20 16
5 16000 5d6 +2 8 14 12 13 14 18 14
6 32000 5d6 +2 13 14 12 13 14 18 14
7 64000 5d6 +2 21 14 12 13 14 18 14
8 128000 5d6 +2 34 14 12 13 14 18 14
9 250000 6d6 +2 55 12 10 11 12 16 12
10 400000 7d6 +3 89 12 10 11 12 16 12
11 550000 8d6 +3 144 12 10 11 12 16 12
12 700000 9d6 +3 199 12 10 11 12 16 12
13 850000 nil +4 220 10 8 9 10 14 10
14 1000000 nil +4 228 10 8 9 10 14 10
15 1150000 nil +4 231 10 8 9 10 14 10
16 1300000 nil +4 233 10 8 9 10 14 10
17 1450000 nil +4 234 8 6 7 8 12 8
18 1600000 nil +4 235 8 6 7 8 12 8
19 1750000 nil +4 236 8 6 7 8 12 8
20 2000000 nil +4 238 8 6 7 8 12 8

Spellcasting Stat: Charisma

Perks:

  • Continue gaining the power point bonus for spellcasting stat after 9th level
  • May cast wizard spells, with point cost equal to the level of the spell.
  • May keep power points as wizard keep spell slots for high enough rolls.
  • Add your level to spellcasting rolls (max +9)

 

Drawbacks:

  • Casting rolls have success threshold determined by their point cost. Failed casting rolls trigger a roll on the Sorcerous Mishap table.
  • Retaining spell points as above triggers a roll on the Mishap table

 

To Players: You are a lightning rod (potentially literally) of magical energy. You use magic to do what you want like other people use their feet to walk. People are afraid of you. This is because you might explode or become radioactive by accident, and also you may kill them on purpose. Sorcerers tend to be mad with their own power, and lacking in subtlety, patience, and respect for the rights of other beings to exist.

 

Powers

Level 1

Gain two random 1st level wizard spells.

Level 2

Gain two random 2nd level wizard spells.

Level 3

Gain four random 3rd level wizard spells OR pick a Sorcerous Motif and gain two random relevant 3rd level wizard spells. A Sorcerous Motif is a single word that evokes the kinds of abilities your sorcerer will gain in the future. For example, a “fire” motif will cause the Sorcerer to gain fire spells, a “protection” motif will cause the sorcerer to gain protective spells, etc.

Level 4

Gain two 4th level random wizard spells or pick a 3rd level wizard spell and gain a random 4th level wizard spell relevant to your motif.

Level 5

Gain two random 5th level wizard spells or pick a Motif if you haven’t already and gain 1 random 5th level spell relevant to your motif.

In addition, randomly gain one of the metamagic corollaries listed below. This corollary may be applied to any spell you know and only that spell, unless the same corollary is rolled repeatedly. From now on, you may choose to cast that spell with the additional effect specified by the corollary. If no valid spell is known, gain a spell that the metamagic may apply to.

SILENTYou may cast this spell without verbal components. 2x cost.

STILLYou may cast this spell without somatic components. 2x cost.

Level 6

Gain two random 6th level wizard spells or gain one random  6th level wizard spell relevant to your motif.

In addition, randomly gain two metamagic corollaries from the list below and above.

EXTENDYou double the duration of a spell. Spells with instantaneous or permanent duration are unaffected. 3x cost.

HEIGHTENTreat this spell as if your caster level were one level higher. 3x cost.

Level 7

Gain two random 7th level wizard spells or gain one random wizard 7th level spell relevant to your motif.

In addition, randomly gain two metamagic corollaries from the entries below and above.

EMPOWER – All variable, numeric effects of spell are increased by one-half. 4x cost.
ENLARGEYou double the range of a spell. Spells with ranges of “whole plane” or similar are unaffected. 4x cost.

Level 8

Gain two random 8th level wizard spells or gain one random 8th level wizard spell relevant to your motif.

In addition, randomly gain two metamagic corollaries from the entries below and above.

MAXIMIZEAll variable, numeric effects of spell are maximized. 6x cost.

WIDENYou double a spell’s area of effect. If the spell has a point or single target AoE, it is unaffected. 6x cost.

Level 9

Gain one random 9th wizard spell relevant to your motif if you have one, otherwise gain a random 9th level wizard spell.

In addition,  randomly gain four metamagic corollaries from the entries above.

Level 10

Pick one wizard spell of no greater than 5th level that relevant to your motif if you have one, otherwise gain 2 random wizard spells whose level you may choose (no greater than 5th level). In addition, pick two corollaries and apply them.

Level 11

Whichever metamagic corollary you have the most of may be applied to any spell.

Level 12 and Onwards

Gain two random wizard spells or one random wizard spell relevant to your motif. Gain one random metamagic corollary (excluding the one chosen at level 11).

Sorcerous Mishaps

Rolled in secret, so non-obvious effects and durations are unknown to the sorcerer. High means not immediately negative/potentially positive. Lower means worse. High and low defined with respect to 21, the most likely result.

2d20 Mishap
2 Suffer Fatal Radiation Poisoning.
3 Suffer Acute Radiation Poisoning.
4 Take 20d6 damage. If reduced to 0 HP or below, explode. 20d6 damage, 50′ radius.
5 Random stat reduced to 3
6 Random limb blasted off. Roll for location.
7 Suffer High Radiation Poisoning.
8 Permanently lose 1d6 from a random stat.
9 Suffer Moderate Radiation Poisoning.
10 Take 5d6 damage. If reduced to 0 HP or below, explode. 5d6 damage, 20′ radius.
11 Take double damage from all sources.
12 Suffer Low Radiation Poisoning.
13 Take 3d6 damage. If reduced to 0 HP or below, explode. 3d6 damage, 20′ radius.
14 Suffer Diminutive Radiation Poisoning.
15 Reroll on this table for the next 1d4 rounds, ignoring this result if it appears.
16 Take 2d6 damage. If reduced to 0 HP or below, explode. 3d6 damage, 20′ radius.
17 Choking smoke emanates from your mouth. Incapacitated for 1d6 rounds.
18 Can not cast for 1d4 rounds.
19 Teleport 1d6x10′ in a random direction.
20 A strong wind billows around you, extinguishing all torches and candles within 20′
21 Take 1d6 damage. If reduced to 0 HP or below, explode. 1d6 damage, 20′ radius.
22 Thunderclap emanates from your position.
23 Take 1d6 damage. You are flung 1d10′ in a random direction. If reduced to 0 HP or below, explode. 1d6 damage, 20′ radius.
24 Eyes glow as candles for 1d4 rounds.
25 You blast off an electrical discharge, dealing 3d6 lightning damage to everyone with 30+ 1d6*10 ft.
26 You float a foot off the ground for the 1d6 rounds.
27 You turn invisible, silent, and intangible for the next 1d4 rounds. You can see the world but not interact with it physically.
28 Body sheds light as the Daylight spell.
29 Gain back power points equal to the base cost of the spell being cast.
30 Lose 1d20 years of maximum lifespan. If this is below your current age, as Acute Radiation Poisoning.
31 Gain your level in temporary HP.
32 Lightning is attracted to you, and will swerve or move to hit you/surround you if it comes within 100+1d100 ft. of you.
33 A random spell is also cast, targeting you.
34 You explode, dealing 5d6 damage in a 20’ radius, but reform after 1d4 rounds.
35 Your current emotional state is amplified and broadcast in a 20 ft around you. All within must save vs. Charms or feel that emotion powerfully.
36 You cast a random spell again this round without your level bonus on the casting roll.
37 Turn into a statue of a random metal for 1d8 rounds.
38 You are immune to damage for the next 1d4 rounds.
39 You shine with burning brilliance. Anyone within sight range must save vs. Spells or go blind for 1d6 days, or permanently if within 60 ft.
40 Everything around you (including undead, constructs, and yourself) must save vs Spells or disintegrate. After 1d8 rounds, they may save again to reform.

 

Radiation Table

This is adapted from skerples’s table in his Archaeans Post, with more direct gameplay effects. Basically creatures within a range (dependent on source, since most of this will be from magic, assume 10/20/30/50/100/150 ft. for each source) of a radiation source of a given intensity suffer the effects of that radiation intensity AND the effects of all lower intensities at every interval if they fail a save vs. Petrify (adding their Constitution bonus). Even if they pass the save, they still feel the effects of all lower intensities. As skerples said, radiation is awful. I’m bolting it to this class because I just really like the connotation of radiation and magic being directly related.

 

Intensity Test Interval Effects
Diminutive 30 days Rashes, headache, dry and flaking skin, nausea, diarrhea, minor hair loss. Suffer a -2 penalty to all your rolls.
Low 7 days Nausea, weakness (cumulative -2/total -4 to all rolls) for 2d6 hrs. If >9 hrs, Save vs. Petrify  or develop cancer.
Medium 1 day Violent nausea, weakness (cumulative -4/total -8 to all rolls) for 2d6 days. Also take 1d6 damage. Body becomes a low intensity radiation source for 1d6 hours. Also, Save or go blind for 1d6 days.
High 1 hour Take 1d6 damage. 1 permanent damage to all stats. Blind 1d6 weeks. Hair falls out in clumps. Save vs Petrify or permanent sterility. Save vs Petrify  or terminal cancer. Body becomes a medium intensity radiation source for 1d6 days.
Acute 1 minute Take 1d6 damage. Blind and sterile permanently. 1d6 permanent damage to all stats. Even if survived, massive medical attention required to avoid messy death in 1d6 hours. Body becomes a high intensity radiation source for 1d6 weeks.
Lethal 1 round Movement or action impossible. Pain is horrifying. Skin begins to slough off. Death in 1d6 rounds. Body becomes a high intensity radiation source for 1d4+1 months.

 

Random Spell Generation

This table is for generating spells when you don’t know their level, to prevent them from gaining too many higher level spells.

1d20 Spell Level
1-3 1
4-6 2
7-9 3
10-12 4
13-15 5
16 6
17 7
18 8
19 9
20 Pick

The Sun Warden

This class is a little more “typical” then the others. Next up is the sorcerer, then a druid class.

THE SUN WARDEN

Nearing the edge of the ring, the great steppes of Eurus turns to bitterly cold desert. For eons, the inhabitants of that place warred and quarrelled for the access to the limited oases. No longer. The Reghurs of the Zalim Desert found a prophet, the first Sun Warden, four-armed and brimming with righteous fury, who cast down the demon blades and brought the whole of that nigh infinite expanse under their heel. Five generations past, the grip of the Sun Warden Church still holds most oases strongly. Order, law, and society have tamed the great desert, all by the will of the Sun Wardens.

Level XP HD Attack Power Breath Death Petrify Charms Spells Trick
1 0 1d6 +1 1 14 12 15 16 14 15
2 2000 2d6 +1 2 14 12 15 16 14 15
3 4000 3d6 +2 3 14 12 15 16 14 15
4 8000 4d6 +2 5 14 12 15 16 14 15
5 16000 5d6 +3 8 12 10 13 14 12 13
6 32000 5d6 +3 11 12 10 13 14 12 13
7 64000 5d6 +3 14 12 10 13 14 12 13
8 128000 5d6 +3 17 12 10 13 14 12 13
9 250000 6d6 +4 20 10 8 11 12 10 11
10 400000 7d6 +4 24 10 8 11 12 10 11
11 550000 8d6 +5 29 10 8 11 12 10 11
12 700000 9d6 +5 35 10 8 11 12 10 11
13 850000 nil +6 42 8 6 9 10 8 9
14 1000000 nil +6 50 8 6 9 10 8 9
15 1150000 nil +7 50 8 6 9 10 8 9
16 1300000 nil +7 50 8 6 9 10 8 9
17 1450000 nil +7 50 6 5 7 8 6 7
18 1600000 nil +7 50 6 5 7 8 6 7
19 1750000 nil +7 50 6 5 7 8 6 7
20 2000000 nil +7 50 6 5 7 8 6 7

Spellcasting Stat: Wisdom

Observances:

  • Drink Nothing But Water.
  • Do Not Buy or Sell Any Drink.
  • Do Not Used Curved Swords

Perks:

  • No penalty for casting in armor.
  • When you are in daylight or similar illumination, you gain a +1 to all rolls.

Drawbacks:

  • Your right hand and forearm bear various apparently natural marks (most notably a sunburst on the palm) and must be uncovered and unoccupied to cast spells. If the Sun Warden loses their right hand they can no longer cast spells.
  • You can not cast spells if suffering any status effects i.e. stunned, panicked, dazzled, etc.

To Players: You are an offensive juggernaut. You have very little utility, but can do an insane amount of damage and blind enemies. You can only help yourself; your allies can’t directly benefit from most of your spells and may in fact suffer for them. People in the Zalim Desert fear and respect you, as you are an integral part of the dominant power structure. However, as a church outcast or apostate, you have no rank. You are left-handed. 

Powers

Gain All for All Levels.

Level 1

Companion Light 0P per round D: Concentration T: Self

The Warden hold aloft your right hand, summoning a glowing ball that sheds light as a torch. The adept’s left hand must be doing nothing else during this.

Flare 1P D: 1 minute T: Designated Location R: 25 + 5/LVL ft. Sv Petrify Negates

The Warden generates a sudden burst of light at a designated point. If they cause the light to burst directly in front of a single creature, that creature is dazzled (-1d4 to all rolls) for 1 minute. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Level 2

Light Guard 1P D: Concentration T: Self

The Warden channels power through their right arm, causing a barrier or light to generate around their arm. For the duration, they gain a +3 parry bonus if they use their arm to deflect blows. The effect is not generally visible, only appearing occasionally as a solid shimmer on the arm’s surface.

Corollary 1P- Cast this as a free action.

Light Infusion 2P D: Concentration T: Light Source

The Warden pulls in nearby light sources to invigorate themselves. The targeted light source goes dark (but continues to burn if provided by fire) and grants 1d2 temporary HP per 10 ft. of radiant light that is provides, up to a maximum of 10d2. This spell does not work on the Warden’s Companion light but will work on other effects created by the Warden. If a creature composed of light is targeted, they take 1d4 damage (max 10d4) per caster level of the Warden, who heals for half.

Corollary 8P- Target all light sources in a 50 ft. radius instead.

Blinding Smite 1P D: 1d4 rounds T: Creature R: Touch

The adept lashes out with their right hand, making a touch attack. If it succeeds, the target takes 1d6 magical damage. The target’s eyes being to glow, blinding them for the duration unless the Sv vs. Petrify.  

Protection From Fire 2P D: 1 minute T: Self

The Warden blesses themselves against foul burning idolaters, gaining Moderate DR Fire, regardless of whether or not the fire is magical.

Corollary 4P- Gain Greater DR instead.

Corollary 8P- Gain Total DR instead.

Level 3

Luminous Ray 2P D: Instant T: Creature R: 120 ft. Sv Spells for half, negate dazzle

The Warden holds their palm forward, blasting their target with unbearably bright rays of light. The targeted creature takes 2d4 radiant damage and is dazzled for 1 round.

Corollary 2P Each- Summon an additional ray, targeting any creature in range, maximum 5 rays.

Inner Luminance 3P D: 1 minute T: Self

The Warden blesses themself and begins to glow slightly, shedding light as a candle. The Warden gains the benefits of being illuminated as outlined above, but any sighted creature gains +2 to hit the Warden. All light sources within 30 ft. have a 50% chance of going out immediately.

Flash 3P D: Instant T: 30 ft. radius R: 50 + 5/LVL ft.

The Warden creates a massive flash of blinding light at the target area, causing all within to be stunned and blinded for 1d4+1 rounds. If the affected save vs Petrify, they are only stunned instead. Every light in a 60 ft. radius of the Warden has a 75% chance of going out.

Daylight 3P D: Concentration T: Self

The Warden focuses power into their companion light, causing it to glow as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light, but it will grant the illumination bonus to the Warden.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

All light sources within 100 ft. of the Warden go out. This spell may be cast as a reaction.

Level 4

Mirror Image 3P D: 1d6 rounds T: Self

Two illusory duplicates of the Warden pop into being, making it difficult for enemies to know which target to attack. The figments stay near the Warden and disappear when struck. Enemies attempting to attack the Warden or cast spells at the Warden have an equal chance of hitting any on of the images or the real Warden. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. All light sources within 30 ft. have a 50% chance of going out immediately.

Corollary 4P- conjure two additional images

Light Barrier 5P  D: 1d6 rounds T: Self

An invisible barrier envelops the Warden, and has a 50% chance to block the damage of any incoming physical attack. If the barrier blocks an attack, it disappears. The effect is usually invisible, only appearing occasionally as a dull shimmer of light on the part of the surface of Warden’s body. This spell may be cast a reaction.

All light sources within 30 ft. have a 75% chance of going out immediately.

Brilliant Blade 5P D: 1d6 rounds T: Weapon in Hand

The Warden blesses their blade, causing it to glow as a torch. In addition, the blade gains a +4 to-hit any sighted creature, deals an additional 1d6 radiant damage, and is treated as magical for the purposes of calculating damage reduction. The adept must wield the weapon with their right (suffering a -4 penalty to hit for off-handed usage) or both hands, and thus can not cast spells.

Extinguish 5P D: Instant R: 150 ft. 30 degree cone

The Warden gestures mightily, extinguishing all non magical flames in the area of effect. Creatures made of flame take 1d4 damage per level of the Warden, max 10d4.

Corollary 5P- Magical flames are also extinguished, flame creatures take 1d8 damage per level of the Warden, max 10d8.

Level 5

Hand of Light 5P D: Concentration or 1 Turn T: Self C: 10000sp in materials required for ritual scarification, only paid once.

The Warden unlinks their holy arm from the mundane one, effectively gaining an extra arm . This arm is usually invisible, except for the occasional dull shimmer that reveals part of the shape of the arm and the ritualistic tattoos carved into. The Warden’s right hand is mundane and bears no marks. Spells may be cast out of the invisible arm while the right is now free to act.

All light sources within 60 ft. have a 75% chance of going out immediately.

Wall of Light 8P D: 1 Turn R: 120 ft.

A wall of light appears at the behest of the Adept. It can be in any orientation, and can be free floating or on a surface. It can be up to 60 feet long, 10 feet high, and 5 feet thick. It blocks line of sight, but things can pass through it. It emits 120 feet of bright light and an additional 120 feet dim light. Creatures in the wall’s space when it is created take 2d6 radiant damage and must Sv vs Petrify with a -4 penalty or be blinded for 1d4 rounds. Any creature that ends their turn within the wall takes 1d6 radiant damage.

All light sources within a 200 ft. radius go out immediately.

Sunburst 5P D: Instant T: 100 ft. line

The Warden blasts a beam of frightfully incandescent light out of their palm, dealing 6d6 radiant damage to and blinding and stunning every creature in a line. A save vs petrify halves the damages and prevents the blinding.

All light sources within a 100 ft. radius go out immediately.

Summon Lantern Archon 8P D: 1 Turn

The Warden creates a Lantern Archon in their palm. The Lantern Archon appears as a small ball of light that glows as a torch, in addition to the following stats:

Lantern Archon: 1HD; SZ -3; MV2; AC 24; Luminous Ray (as spell, single ray);  Total DR Physical

By default, the Archon will orbit the Warden, providing the illumination bonus to them and lackadaisically firing their Luminous Ray at a random enemy each round. The archon can be ordered to scout ahead, or hold a position. The archons can not speak themselves but occasionally echo fragments of what was said around them. The Warden may have three Archons active at any one time. All light sources within a 200 ft. radius go out immediately.

Level 9

Sudden Burst 30P D: Instant  T: Creature of SZ0 or greater R: 30ft. Sv Petrify Negates

The Adept converts a creature purely into light, causing a massive nova of radiance to blanket an area 1+SZ hundreds of feet h in radius. The target must Sv vs Petrify or perish instantly as this happens. Anyone within the area of effect must save vs petrify or take 8d8 radiant damage be stunned for 1 turn, and go blind for 1d4+1 weeks (permanently on max duration). On a successful save the damage is halved, the stun duration reduced to 1 minute, and the blindness duration reduced to 1 week. This spell may only be cast outside during the daytime, and all light sources within 10 miles go out immediately. The sun only provides dimness after casting this spell.

Summon Light Spectre 15P D: 1d4 Turns or Concentration  R: 30ft.

The Warden generates a mighty light spectre to serve them for the duration. The Warden must focus on nothing but commanding the spectre, lest they lose control. Taking damage forces the Warden to save vs Spells or lose control of the spectre.  The spectre is nearly invisible except in dim conditions, where a thin stringy humanoid form can be seen. It attacks by focusing its ‘limbs’ into concentrated beams of intense light, which slice through flesh, metal, or stone alike. The light spectre has the following stats:

Light Spectre: 6HD+4; SZ1; MV2; AC 20; Luminous Ray (as spell, 3 rays) or Limb/Limb  2d10/2d10; Total DR Physical; MR10

Taken more or less directly from Yoon-Suin.

The spectre continues to exist for the duration of the spell, even if the caster loses or gives up concentration. Under its own control, the light spectre attacks randomly. All light sources within a 200 ft. radius go out immediately.

 

The Zhl-Wi Adept

I said I was going to post more Adept classes, and so I have after an entirely unreasonable amount of time. These guys are more or less different parts of the same religion of the Houhai Disciples I made when first writing the class.

ZHL-WI DISCIPLE

The Zhylr Empire is arisen. At the of their society stands their might namesakes, masters of battle magic and shock tactics. Below, the Dzo people of the Nakhi Desert form the bulk of the Empire, serving as craftsmen, laborers and officials. Despite the alliance of these two peoples, their gods are separate. Only the Zhylrs, the Zhl-wi Clergy, and privileged officials of state may worship Zhl-wi, the Emperor Crane. Even now, the old ways of the Emperor Crane are alive and well. Adepts of this august tradition brush shoulders with all the greats of that rising state- generals, ministers, trader, and the enigmatic Zhlyrs, whom they serve. Keepers of lore, illuminators of truth, protectors of the empire’s new order – these are the Zhl-wi Disciples.

Level XP HD Attack Power Breath Death Petrify Charms Spells Trick
1 0 1d6 +1 1 15 12 15 12 14 15
2 2000 2d6 +1 2 15 12 15 12 14 15
3 4000 3d6 +1 3 15 12 15 12 14 15
4 8000 4d6 +2 4 15 12 15 12 14 15
5 16000 5d6 +2 5 13 10 13 10 12 13
6 32000 5d6 +2 10 13 10 13 10 12 13
7 64000 5d6 +2 20 13 10 13 10 12 13
8 128000 5d6 +2 40 13 10 13 10 12 13
9 250000 6d6 +2 70 11 8 11 8 10 11
10 400000 7d6 +3 100 11 8 11 8 10 11
11 550000 8d6 +3 100 11 8 11 8 10 11
12 700000 9d6 +3 100 11 8 11 8 10 11
13 850000 nil +4 100 9 6 9 6 8 9
14 1000000 nil +4 100 9 6 9 6 8 9
15 1150000 nil +4 100 9 6 9 6 8 9
16 1300000 nil +4 100 9 6 9 6 8 9
17 1450000 nil +4 100 7 5 7 5 6 7
18 1600000 nil +4 100 7 5 7 5 6 7
19 1750000 nil +4 100 7 5 7 5 6 7
20 2000000 nil +4 100 7 5 7 5 6 7

Spellcasting Stat: Wisdom

Observances:

  • Never Sleep Unguarded.
  • Do Not Speak Unless Spoken to, or if the Need is Urgent.
  • Do Not Harm the Elderly


Perks:

  • No penalty for casting in light armor.
  • Has Awareness Talent

 

Powers

Level 1

Gain both.

Crane Glide 1P D: Until Touchdown T: Creature R: 10’/LVL

The disciple makes the target light as air, allowing them to glide downwards at a dainty pace. The target may move ten feet horizontally for every 10 feet they fall (up to 30ft per round), but can not move up.

Shield 1P per round D: Concentration T: Self

The disciple creates an invisible, tower shield-sized mobile disk of force that is held in front of them. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or spell failure chance, and the disciple may move and attack with the shield as long as you have a hand free.

Level 2

Gain all.

Crane Lance 2P D: Instant T: Self R: 30’+10’/LVL

The Disciple springs forward with blinding speed, immediately executing a charge attack against the target. That attack gains an additional +2 to hit (+4 total), and does not trigger any reactions while moving. The attack deals double damage if it hits, but regardless of success  an additional -4 AC penalty (-6 total) is inflicted on the next round.

True Strike 2P D: Instant T: One Creature R: 10’ +5’/LVL

The disciple grants a  temporary, intuitive insight into the immediate future during your next attack. The target’s next single attack roll (if it is made before the end of the next round) gains a +20 bonus. Additionally, the attack is not affected by the miss chances that apply to certain targets.

Command 2P D: Instant T: Creature R: Hearing Sv Charms Negates

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach

On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Drop

On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.

Fall

On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee

On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt

The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can’t carry out your command on its next turn, the spell automatically fails.

Alarm 2P D: 2 hours/LVL T: 20’ radius circle

The disciple wards and area, causing a mental alarm to sound each time a creature of SZ-3 or greater enters the warded area or touches it. The mental alarm alerts only the disciple so long as they remain within 1 mile of the warded area. They hear a single mental “ping” that awakens them from normal sleep but does not otherwise disturb concentration.

Level 3

Pick 4.

Ward Blessing 3P D: 1 Turn  T: Creature R: Touch

The disciple grants the target a preternatural understanding of incoming danger, causing them to gain their level in warded HP. Warded HP works like temporary HP except any other effects of damage (poison, curses, catching on fire, etc.) that only damages warded HP are ignored as well. This only applies to damage taken in combat. Only one ward may be active on a person at a time, and only one ward may be used per person per day.

Vigilance 3P D: Instant T: Self

The disciple grants the target awareness of their surroundings and danger coming from unseen angles. Rear attacks are made with only a +1 to hit, and with no bonuses from talents or special abilities. Additionally, the target may expend a reaction to attack any creature that made a failed rear attack.  

Augury 3P D: Instant  T: Self  Tm: 1 minute C: The fresh eye of a large bird (50sp each)

The disciple consults with forces unseen to  tell whether a particular action will bring good or bad results in the immediate future.

The base chance for receiving a meaningful reply is 60% + 1% per caster level, to a maximum of 80%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, the disciple receives one of four results:

 

  • Weal (if the action will probably bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that don’t have especially good or bad results).

 

If the spell fails, you get the “nothing” result. An adept who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Keen Strike 3P D: 4 rounds or until critical strike T: Single Creature

The disciple grants a  temporary, intuitive insight about how best to apply damage. The target’s attack rolls gain a +2 bonus to crit range until a crit is made or the duration ends. Additionally, the attack is not affected by the miss chances that apply to certain targets.

Corollary Trebling Cost- for each increase in cost, the bonus to crit range increases by +2.

Gust of Wind 3P D: 1 round T: 60’ line  R: Self

A severe blast of air (approximately 50 mph) originates from the disciple , affecting all creatures in its path.

A SZ-2 or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a SZ-2 or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Creatures of less than SZ0 are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet. SZ1 or larger creatures may move normally within a gust of wind effect. A gust of wind can’t move a creature beyond the limit of its effect. Any creature, regardless of size, takes a -4 penalty on ranged attacks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Corollary Quadrupling Cost- for each increase in cost, the effects of the spell listed may instead apply to creatures of SZ one higher than what is given in the description.

Fog Cloud 3P D: 10 min/LVL T:  20’ radius sphere

A bank of fog billows out from the point the disciple designates. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has light concealment. Creatures farther away have heavy concealment.

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.

Crane Stance 3P D: 1 round/LVL T: Self  Tm: 1 min

The disciple locks themselves in place while standing on one leg, gaining the ability to attack anyone attempting to move past them or attack them. These attacks do not cost reactions, but require the use of a piercing polearm. The disciple receives a melee AC bonus equal to half their level, rounded down. The disciple may still attack during their turn, but may not move or cast spells. If they move, are moved, or take damage, the spell ends.

The disciple glows slightly and sheds light as a candle, and does not benefit from concealment or invisibility. The disciple can not be flanked or have rear attacks made against them in this state.

Level 4

Pick 3.

Invisibility 3P D: 1 min/LVL T: Creature

The disciple renders a target of their choosing invisible to normal sight, along with their gear. Attacking ends this spell early, and any items removed from the target’s person become visible. The spell does not silence the target.

Repulsion 3P D: 1/round LVL T: Creature R: 10’ radius Sv Charms Negates

The disciple creates a might aura around their target, preventing the weak-willed from approaching. Creatures that fail their save may not attempt to approach for the duration of the spell. Projectiles and ranged spells may still strike the disciple freely.

Twirl 3P D: 1 round/LVL or until dismissed T: Creature R: 10’/LVL Sv Spells Negates

The disciple causes a creature of SZ0 or less  to rise straight up into the air while spinning slightly, up to 10 feet per level or as the ceiling allows. The creature is entitled to a save if unwilling. Generally a creature so suspended can make ranged attacks or cast offensive spells, but can not move or meaningfully dodge. At the end of the duration, the creature lands softly on their feet.

Corollary 1P- This may be cast as a reaction on a willing target.

Protection From Arrows 4P D: 1 min/LVL T: Creature R: 5 ft.

The disciple blesses a target, giving them Greater Damage Resistance to arrows and all other non-magical projectiles. Very large projectiles such as boulders or other debris are unaffected by this spell.

Invisibility Purge 4P D: 1 min/LVL T: Self R: 5 ft/LVL radius

The disciple surrounds themselves with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.

Anything invisible becomes visible if in the area, and remains visible even if it leaves the area.

Wind Wall 4P D: 1 round/LVL T: Wall up to 10 ft./level long and 5 ft./level high R: 100 + 10/LVL ft.

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Trick save allows a creature to maintain its grasp on an object.) SZ-1 and smaller flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows, bolts, and other small projectiles are deflected upward and miss, while larger mundane ranged weapons (javelins, ballistae spears) passing through the wall has a -4 to-hit. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

The wall must be vertical, and must be straight with no breaks or changes in direction.

Corollary 4P- The disciple can shape the wind wall in any continuous path along the ground as they wish. It is possible to create cylindrical or square wind walls to enclose specific points.

Crane’s Grace 4P D: 1 min/LVL T: Creature R: 5 ft.

The disciple blesses a target with enhanced grace and agility, granting them the half disciple’s level rounded down as a bonus to Touch AC (max +5) and +2 to all saves that would benefit from Dexterity so long as the target remains still or move only 5 ft. per round.

Level 5

Pick 4.

Silence 4P D: 1 min/LVL T: 20 ft. radius around fixed point in space R: 100+10/LVL ft.

The adept causes all sound to cease moving through or emanating from an area of their choosing. Speech and hearing within the area is impossible, and casters within the area make any casting roll as if they were deaf and mute.

Corollary 4P-The disciple may instead designate a creature that the silence radius follows. Unwilling creatures may save vs Spells to negate.

Protection from Energy 1P D: 2 rounds/LVL  T: Creature R: 5 ft.

The disciple grants a willing target Moderate Damage Resistance to one type of energy (cold, sonic, lightning, fire). A target may only have one casting of this spell protecting it at any one time. Attempting to cast  this spell on a creature that is already protected merely fails.

Corollary 4P- The protection is instead applied to every creature within a 5 ft. radius.

Discern Lies 5P D: 1 min T: Self R: 25 ft.

The disciple channels the power of their god to see past falsehoods. Each round, they may concentrate on one subject, who must be within range. The disciple will know if the subject deliberately tells a lie. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Each round, they may concentrate on a different subject.

Fly 5P  D: 1 min/LVL T: Creature R: 10 ft.

The disciple blesses a subject with the gift of the crane. The target can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Mass Hold Person 5P D: 1 round/LVL T: One or more humanoid creatures R: 100 ft.

The targets become paralyzed and freeze in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This spell may effect up to the caster’s level in humanoid creatures, no two of which may be more than 30 ft. apart.

Crane Lightning 5P D: Instant R: 120 ft.

A bolt of crackling energy emanates from the disciple’s outstretched hand, striking everyone in a line. This spell deals damage 1d6 damage per caster level, up to a maximum of 10d6.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.

Holy Feather Barrier 5P D: 1 month R: 25 ft line C:  A string with white feathers attached all along its length Tm: 1 turn

The disciple blesses a string of white feathers, and places it where they wish, so long as it does not touch the ground. While the string is so blessed, magical effects can not cross it, nor can summoned or incorporeal creatures. Attempting to bring magical items over the barrier requires a save vs Breath with a penalty equal to the stone  weight of the magic items. Area of effect spells simply stop at the barrier, and may go around as in the case of a fireball. The barrier shrinks back from blades or other attempts to cut it, and has 30 touch AC and can only be damaged by mundane slashing weapons. Attempting to string together multiple barriers fails; only one barrier at random works in such a case.

Corollary Quadrupling Cost- The possible length of the barrier doubles.

Level 9

Gain all.

True Ward Blessing 35P D: 1 day T: Creature

The disciple blesses a target, turning all of their HP into awarded HP. Warded HP works like normal HP except any other effects of damage (poison, curses, catching on fire, etc.) that only damages warded HP are ignored as well. This applies to all damage, regardless of whether the target is in combat.

Awe 20P D: 1 round/LVL T: Creature R: 10 ft.

The target is granted a royal and divine splendor. Any time a creature with a mind that can see the target attempts to purposely damage them (including in non-obvious ways, like triggering a trap), the attacker must save vs Charms with a penalty equal to 4+the target’s CHA or pass their turn instead. Creatures struck by the subject of Awe in the past turn do not get any penalty to their save.

Crane Feather 30P D: 1 week C: Crane’s feather, must be acquired from a Zhl-wi temple. R: 1500 ft. Tm: 1 day

The disciple meditates over a feather given by one of the Holy Cranes of the assorted Zhl-wi monasteries. While this spell is active, the feather points to the nearest creature that means the disciple any harm, and has a 1 in 6 chance of pointing towards dangerous traps or areas when the disciple approaches within sight of them. If no creatures or traps are in range, the feather merely points to the temple (really, the crane) from which it was acquired.

Level 10

Crane Form 100P D: Permanent or until dismissed T: Self

The disciple transforms themselves into a graceful white crane. While in this form, the disciple may not speak, attack, or cast spells, and has only 1MV on land. However, they have MV3 while flying, and benefit from the effects of Discern Lies, Crane Feather (now somewhere on their body), Invisibility Purge, and Awe while in this form. The spell continues until ended, and the disciple must save vs Charms or wish to remain a crane forever. This save may be reattempted each month.

Anyone who harms the disciple in this form must save vs spells or be struck blind by a curse, and anyone who kills the disciple in this form loses the disciples levels of experience and goes immediately blind, no save. If they would be killed in this way, they are transformed instead into an infant with all afflictions cured.  

The disciple may cast this spell seven times in their life; thereafter, they may never cast it again.