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Monk

The Monk

Nimble like a snake yet immovable as a mountain, This fighting philosopher can heal even the most powerful of ailments. As a master of the martial arts, The monk has no equal weaving out of harm's way and redirecting attacks with the smoothness of a flowing river. The whole of reality is but one universal wave to the monk. Making them nearly impossible to deceive with illusions or bewitchments.

Commencement Package

One spell from the class spell list.
+5 Reflex, +5 Acrobatics, +5 Wrestling, +4 Athletics

-4 Bluff, -4 Seal Tampering, -4 Persuade, -4 Survival Skills

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Healing
+1 Sense magic
+1 Concentrate

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Reflex
+1 Acrobatics
+1 Wrestling

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Bravery
+1 Sleight of hand

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Healing
+1 Sense magic
+1 Concentrate

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Reflex
+1 Acrobatics
+1 Wrestling

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Bravery
+1 Sleight of hand

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Healing
+1 Sense magic
+1 Concentrate

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Reflex
+1 Acrobatics
+1 Wrestling

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Bravery
+1 Sleight of hand

Spell List

Impart

Level 3 Brown, White Spell (6)

Element: Ability, Holy

Mechanics:heals the target’s Hp equal to 2x the caster’s strength mod.

Cost:9mp

Cast time: 1AA

Modality:the caster closes their eyes then touches the target, imparting a small portion of their spirit.

Notes: The caster can spend 1BA to reduce this spell’s cost by 9mp if the target is terminal.


Rapid Fists

Level 3 Brown Spell (6)

Element: Physical

Mechanics: Caster potency check of 22 vs Wrestling/Agility. roll 6 d4s. For every 4 rolled, the caster deals a modded attack to the target.

Cost:9mp

Cast time:1AA

Modality: The caster infuses magic into their adrenaline. The Result is iron-like muscle tissue.

Notes: The caster may spend 2BA to add another ¼ chance to deal another modded attack.


Poverty

Level 8 Brown, White Spell (12)

Element: Holy, Physical

Mechanics: caster potency of 12 vs concentration/accuracy. Knock down, Disarm all items, d2 knock back.

Cost:24mp, 8 round cooldown.

Cast time:1AA, 1MA

Modality: The caster strikes the target. Turning them into a spirit briefly as it pushes them back, leaving all their clothes and items in a heap.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster has less items then the target.


Vagabond

Level 4 Purple, Brown Spell (8)

Element: Space, Physical

Mechanics: gives target phase, and plus 4 movement if you are alone. within (Tags: M, M)

Cost:12mp, 1PPU

Cast time:1AA, 1MA

Modality: The target can walk through walls and escape crowds at high speeds.

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp when outnumbered.


Footing

Level 1 Gray Spell (2)

Element: Manipulation

Mechanics: resist 3 fire damage, walk on water, Within. (tags:M, Resi)

Cost:3mp, 1PPU

Cast time:1MA

Modality: The caster focuses magic into their feet which allows them to do all kinds of interesting tricks.

Notes: The caster is immune to fire damage from the waist down. The caster may spend 1BA to walk up walls.


Four Angry Gods

Level 8 Brown, Red Spell (12)

Element: Physical, Fire, Wind, Earth, Water

Mechanics: All four attacks must hit, or all miss.

Attack 1: normal melee attack (caster’s toughness mod vs target’s toughness mod to hit. Toughness mod instead of strength mod for damage.) and a d10 fire damage.

Attack 2: normal melee attack and a d10 earth damage.

Attack 3: normal melee attack (Caster’s Accuracy mod vs target’s accuracy mod to hit. Accuracy mod instead of strength mod for damage.) and a d10 wind damage.

Attack 4: normal melee attack (Caster’s Agility mod vs target’s Agility mod to hit. Agility mod instead of strength mod for damage.) and a d10 water damage.

Cost:24mp, 3FHS, 8 round cool down.

Cast time:1AA, 1MA

Modality: The caster punches the target with a burning right fist, then while the target flies backward, the caster pops out of the ground with a left uppercut sending the target far into the air. Then the caster appears up in the air with them and delivers a swift roundhouse kick with their right leg. Knocking them back above the space when they started. Then the caster appears above them and brings down their left leg in a brutal axe kick. The target comes crashing down in the space where they started. Their blood catches up and rains down on them.

Notes: The caster may spend 2BA to give this spell 6 space range, and cost 0mp if the target is subdued to brown magic.


Focus

Level 2 Brown, Yellow Spell (2)

Element: Talent, Psychic

Mechanics: caster gains 6 concentrate for the round. Within

Cost: 6mp, (if cast outside of battle add 6Mhp to the cost of this spell)

Cast time:Addition spell

Modality: The caster uses magic to null the distraction that swirls all about us. For example the weight of the atmosphere above us.

Notes:The caster may spend 2BA to increase the concentrate by 4.


Third Eye

Level 2  White Spell (3)

Element: Holy

Mechanics: Caster sees through all illusions for the round. (remove illusion potencies on you as well) Within.

Cost:6mp

Cast time: 1MA

Modality: The caster connects with energy around all things and can tell what is real and what is not.

Notes:The caster may spend 2BA to remove within and give this spell a level 1 link.


Reawakening

Level 4 White Spell (11)

Element: Holy

Mechanics:Caster potency check of 22 vs concentration/intelligence (revive a target that has died during the current battle or 8 rounds after their death. Whichever is longer. Heals target’s hp equal to caster’s intelligence mod. ¼ chance to add intelligence mod to the heal again.)

Cost:12mp

Cast time: 1AA,1MA

Modality: The caster tries to draw upon the energy around all things to mend the wandering soul back into its body.

Notes:The caster may spend 2BA to add 2x the caster’s intelligence mod to the ¼ chance heal of this spell.


Chakra

Level 1 White, Brown Spell (4)

Element: Holy, Physical

Mechanics: Castger potency 22 vs concentration/intelligence. level 1 ring, heal intelligence mod worth of Hp and Mp

Cost:3mp

Cast time:1AA

Modality: The caster focuses tring to become a conduit between the energy around everything and the targets.

Notes: the caster may spend 2BA to remove this spell’s cost and have it target yourself as well.


Serenity

Level 3 White Spell (6)

Element: Holy

Mechanics: Calm potency by 18 vs willpower/personality. If the target is frenzied or mind controlled it instead reduces the potency of the frenzy or mind control of the target by 36.

Cost:9mp

Cast time: 1AA

Modality: The caster touches the target and connects them to the singular wave that is reality, for only a moment.

Notes:The caster may spend 2BA to increase the calm potency of this spell by 2 and reduce this spell’s cost by 3mp.


Secret Fist

Level 4 Brown, Black Spell (7)

Element: Physical, Shadow

Mechanics:Caster potency check of 17 vs sleight of hand/agility (all 3 must hit or all miss. 3 normal modded attacks each one’s accuracy is reduced by 2. Each also deals a d20 shadow damage. The effects are delayed for 4 rounds.)

Cost:12mp, 2FHS

Cast time: 1AA

Modality: The caster delivers a series of light blows with surgical precision. This has seemingly no effect, but later causes a disruption in the target’s mana flow, with often fatal consequences.

Notes:The caster may spend 2BA to reduce the cost of this spell by 9mp if the target is at full life. If cast outside of battle, the target has brown tower counters on them equal to the damage dealt and has 4 hours before the counters turn into damage.


Arrow Catch

Level 1 Brown Spell (2)

Element: Ability

Mechanics: Caster potency check of 22 vs reflex/agility (interrupt, catch one ranged/physical attack negating its damage. It can be targeting you or a unit in your melee zone.)

Cost:3mp

Cast time: 1MA

Modality: The caster skillfully staches a projectile from out of the air.

Notes:The caster may spend 2BA to reduce the caster potency by 4.


Elude

Level 4 Brown Spell (5)

Element: Ability

Mechanics: Caster potency check of 22 vs acrobatics/agility (interrupt, instant dodge the attack, disengage and move up to your movement.

Cost:12mp, 2OBP

Cast time: 1MA

Modality: The caster uses extreme acrobats to evade the attack.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp if there is a large obstacle in their melee zone. Examples: wall, tree, carriage, etc.

OBP: must meditate for 1 hour to get a charge on this spell.


Redirect

Level 1 Brown Spell (2)

Element: Physical

Mechanics:Caster potency check of 22 vs reflex/agility (Interrupt, redirect a dodged incoming attack into an adjacent unit.)

Cost:3mp

Cast time:1MA

Modality: The caster gets within the rhythm of reality and guides the incoming attack to another channel.

Notes: The caster may spend 2BA to increase their agility by 3 for the round if it is cast on someone else's turn.


Tiger Style

Level 2 Brown Spell (5)

Element: Ability, Talent

Mechanics: Within, wrestling cap of 10, plus 1 strength mod. (Tags: S, wrestle)

Cost:6mp, 1PPU

Cast time: 1AA

Modality: The caster studied the powerful moves of the tiger, and is able to imitate them in their fighting techniques.

Notes: While this spell is on the caster, the caster may spend 2BA to add 4 wrestle to their skill for the following round.


Snake Style

Level 2 Brown Spell (5)

Element: Ability, Talent

Mechanics: Within, sleight of hand cap of 10, plus 1 agility mod. (Tags: Agi, sleight of hand)

Cost:6mp

Cast time: 1AA

Modality: The caster studied the swift subtle moves of the snake, and is able to imitate them in their fighting techniques.

Notes: The caster may spend 2BA to add 4 sleight of hand to their skill for the round.


Crane Style

Level 2 Brown Spell (5)

Element: Ability, Talent

Mechanics: Within, concentrate cap of 10, plus 1 Accuracy mod. (Tags: Ac, concentrate)

Cost:6mp

Cast time: 1AA

Modality: The caster studied the precise moves of the crane, and is able to imitate them in their fighting techniques.

Notes: The caster may spend 2BA to add 4 concentrate to their skill for the round.


Dragon Style

Level 2 Brown Spell (5)

Element: Ability, Talent

Mechanics: Within, willpower cap of 10, plus 1 toughness mod. (Tags: Toug, willpower)

Cost:6mp

Cast time: 1AA

Modality: The caster studied the internal power of the dragon, and is able to imitate them in their fighting techniques.

Notes: The caster may spend 2BA to add 4 willpower to their skill for the round.


Leopard Style

Level 2 Brown Spell (5)

Element: Ability, Talent

Mechanics: Within, acrobatics cap of 10, plus 1 agility mod. (Tags: Agi, acrobatics)

Cost:6mp

Cast time: 1AA

Modality: The caster studied the elusive abilities of the Leopard, and is able to imitate them in their fighting techniques.

Notes: The caster may spend 2BA to add 4 acrobatics to their skill for the round.


Systemic Unbalance

Level 5 Brown Spell (9)

Element: Physical

Mechanics: silences the target and deals a d2 brown counters with 22 potency vs mettle/intelligence

Cost:15mp

Cast time:1AA, 1MA

Modality: The caster swiftly strikes all the chakra points of the target causing disruptive flow.

Notes:The caster may spend 2BA to cast this as a curse vs targets subdued to white or brown magic, causing the target to be magicless permanently.


Mental Fortress

Level 4 Yellow Spell (4)

Element: Psychic

Mechanics:Special targeting stat: intelligence,when the caster clears a psychic potency the potency’s owner takes a d18 psychic damage. No matter the distance between them.

Cost:12mp

Cast time:Addition spell.

Modality:The caster is a mental fortress, and like all good fortresses, this one is armed to the teeth.

Notes:The caster may spend 2BA to add another d12 to the damage of this spell.


Iron Fist

Level 1 Brown Spell (4)

Element: Physical

Mechanics: Caster potency of 17 vs willpower/toughness. (Can destroy a target's held item as long as it is unenchanted and not a legendary metal. This spell can also be used to shatter metal or less durable objects.)

Cost:3mp

Cast time:1AA

Modality: The caster will’s their chakra to focus into their fist, then strikes the opponent's weapon, shattering it to pieces.

Notes: The Caster may spend 2BA to add a ¼ chance to destroy 2 more items on the target.


Monkey Palm

Level 2 Brown Spell (3)

Element: Physical

Mechanics: Caster potency of 22 vs sleight of hand/Agility (The caster plucks the target’s held item from their hand and disengages)

Cost:6mp

Cast time:1MA

Modality: The caster has studied the mischievous movement of the monkey and has formed an attack around them.

Notes:The caster may spend 2BA to gain another move action after the check succeeds.


Pacify

Level 5 Gray, Brown, White Spell (5)

Element: Physical, Manipulation, Protection

Mechanics: add the ability to knock out instead of kill to any spell, or attack, 6 space range, interrupt.

Cost:15mp

Cast time:Addition spell

Modality: A massive spiritual bear can be seen looming over the caster.

Notes:the caster may spend 2BA to cast this as a curse on any unit subdued by white or brown magic. The curse prevents the target from ever being violent again.


Pacifism

Level 1 Gray, Brown, White Spell (1)

Element: Physical, Manipulation, Protection

Mechanics: add the ability to knock out instead of kill to any spell, or attack and increase its accuracy by 1, Within.

Cost:3mp

Cast time:Addition spell

Modality: A massive spiritual bear can be seen looming over the caster.

Notes:the caster may spend 2BA to give a d4 brown tower counters.


Dragon Fist

Level 6 Brown, Red Spell (7)

Element: Physical, Fire

Mechanics: add a d12 Fire damage to your attack. This fire ignores level 1 fire immunity.

Cost:18mp

Cast time:1MA

Modality: The caster turn’s their chakra hell fire as they deliver a powerful punch.

Notes:The caster may spend 2BA to set the target on fire dealing a d2 fire damage with a potency of 12 vs reflex/agility. The damage dice roll increases by one every time the check is failed.


Thunder Kick

Level 5 Brown, Red Spell (6)

Element: Physical, Lightning

Mechanics: add a d10 lighting damage to your weapon damage. This spell cost 3mp less to cast for the battle each time you cast it and changes your damage type to include lightning for the rest of the battle.

Cost:15mp

Cast time:1MA

Modality: The caster turn’s their chakra electric as they deliver a powerful kick. They can find themselves quickly responding to the new chakra type in unforeseen ways. An untrained mind will often feel long term effects of aggressiveness and impatience if they excessively use this type of chakra.

Notes:The caster may spend 2BA to reduce this spell’s cost by 12mp vs units that are mid air.


Stigma Release

Level 1 White Spell (7)

Element: Holy

Mechanics: Caster potency of 22 vs Concentration/intelligence. (reduce target’s potancies by 14)

Cost:3mp

Cast time:1AA

Modality: The caster taps into the energy that surrounds all things and straightens out the problem now apparent in the target.

Notes:The caster may spend 2BA to add a level 1 ring and friendly fire to this spell.


One Inch Punch

Level 4 Brown Spell (7)

Element: Physical

Mechanics:d12 knock back, knock down.

Cost: 12mp

Cast time:1AA

Modality: The caster focuses their chakra into the very tips of their fingers which allows for an explosive punch needing a mere one inch to deliver.

Notes:The caster may spend 2BA to remove this spell’s mp cost and give this spell destruction level 3 if attacking a non unit target.


Soul Push

Level 1 White Spell (1)

Element: Holy

Mechanics: target’s soul is pushed from their body. Leaving them helpless. The soul can return to their body as a 1BA reaction, or can wander and scout out ahead, phasing through objects invisible to the naked eye 24 check vs sense magic/intelligence to see. The soul must return to the body within 5 rounds plus the target’s toughness mod, or the target dies. The pushed soul can not be soul trapped during the first round that is out. The soul is immune to physical damage, but can take magical damage which stays with it even if it returns to its body. The body of the target counts as channeling. The spirit only has 1BA each round, the body has none.

round.

Cost: 3mp

Cast time:Addition spell

Modality: The caster pushes the soul out of the target’s body. The soul may wander or immediately return to its body.

Notes:The caster may spend 2BA and 2FHS to give this spell split level 2.


Jab

Level 3 Brown Spell (4)

Element: Physical

Mechanics: interrupt, d4 blunt damage

Cost:9mp

Cast time: 1MA

Modality: The jab is a quick but less powerful strike used to put the target off-balance and keep them at a distance.

Notes: The caster may spend 2BA to add knock down and a d2 knock back to this attack.


Straight Punch

Level 3 Brown Spell (4)

Element: Physical

Mechanics:add a d6 blunt damage and knock down to your attack.

Cost:9mp

Cast time: 1MA

Modality: The caster pulls their chakra up through themselves and into their fist while rotating their body into the punch thus generating more power.

Notes: The caster may spend 2BA to add a d4 blunt damage to this attack.


Knife Hand Strike

Level 2 Brown Spell (3)

Element: Physical

Mechanics: add a ¼ chance to add a d10 blunt damage and ignore armor to the caster’s attack.

Cost:6mp

Cast time: 1MA

Modality: This technique is used to target areas such as an attacker’s neck, collar bone, wrist, etc. Moreover, this open hand technique has an additional benefit because it can be turned into a grab if the strike is ineffective.

Notes: The caster may spend 2BA to remove 6mp from the cost of this spell.


Palm Strike

Level 3 Brown, Black Spell (4)

Element: Physical, Necrotic

Mechanics: the caster adds a d2 necrotic damage with a potency of 18 vs concentration/toughness to their attack.

Cost:9mp

Cast time: 1MA

Modality: This martial arts technique charges a burst of chakra into the heel of their palm, then releases the bursts while striking an opponent’s nose or chin. The energy disrupts the crown chakra and causes the target to bleed profusely until they can balance their system once more.

Notes: The caster may spend 2BA to increase the necrotic damage of this spell by a d4.


Spinning Back Fist

Level 4 Brown Spell (5)

Element: Physical, Ability

Mechanics: caster potency of 12 vs bluff/personality, add your personality mod to the accuracy of your attack and add your agility mod to your damage dealt.

Cost:12mp

Cast time: 1MA

Modality: This deceptive technique can catch an opponent off guard (as the martial artist seems to be initially turning away from the opponent). Moreover, the spin of this technique adds extra momentum which can add devastating impact to the blow.

Notes: The caster may spend 2BA to have this have this attack auto hit if the target has more hp than you.


Tiger Claw

Level 3 Brown Spell (3)

Element: Physical

Mechanics: adds (ignore armor with a ¼ chance to add a d6 hack damage and changes the damage type of the attack to hack damage and ignore level 1 hack immunity.)

Cost:9mp

Cast time:addition spell

Modality: This fierce clawing technique focuses the energy of the soul into the caster’s curved hands and has the ability to damage even ghosts and youkai.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the caster’s hp is 5 or more lower than their max.


Eagle Claw

Level 3 Brown Spell (3)

Element: Physical

Mechanics: adds a d2 damage to the caster’s attack and changes the damage type to slash, with a ¼ chance to add a d4 conducted throw(knock back).

Cost:9mp

Cast time:addition spell

Modality: This fierce clawing technique focuses the energy of the soul into the caster’s curved hands which they then use to slice or grab hold of the target.

Notes: The caster may spend 2BA to cause the ¼ chance of this spell to auto occur.


Eagle Strike

Level 2 Brown, Red Spell (3)

Element: Physical, Wind

Mechanics: adds a d12 wind damage to the caster’s attack, but the caster also takes this damage as pure damage. The target is then knocked prone.

Cost:6mp

Cast time:1MA

Modality: An ethereal eagle made of wind carries the caster forward as the caster puts all of his/her finger tips together with the hand facing down, moves the arm upwards with all the momentum and strikes the target underneath their chin with the top of their wrist with such force it damages the caster’s arm.

Notes: The caster may spend 2BA to gain flight equal to their movement and increase their movement by 2 for the round.


Crane Beak Strike

Level 2 Brown Spell (3)

Element: Physical

Mechanics: changes your attack damage type to pierce and lowers the target’s accuracy mod by 1 for the battle (or until healed).

Cost:6mp

Cast time:1MA

Modality: This strike involves all of the fingertips being put together in order to reinforce each other. It is used by martial artists to target small vital points such as the eye and groin.

Notes: The caster may spend 2BA to lower the target’s accuracy mod 1 more if the target’s accuracy mod is still higher than 0.


Downward Elbow Strike

Level 1 Brown Spell (1)

Element: Physical

Mechanics: adds a d10 blunt damage vs terminal units to the caster’s attack.

Cost:3mp

Cast time:Addition spell

Modality: This strike crushes wounded foes.

Notes: The caster may spend 2BA to gain a d10mp and instantly crush the skull or other desired bones of a unit subdued by brown tower counters.


Hammer Fist

Level 3 Brown Spell (4)

Element: Physical

Mechanics: the caster rolls their attack twice and takes the best result. This also ignores armor.

Cost: 9mp

Cast time:1MA

Modality:The caster channels chakra into their hand then they swing their clenched fist downwards to the target like a steel club.

Notes: The caster may spend 2BA to roll the attack dice a third time and take the best result if the target is armored.


Haymaker Punch

Level 1 Brown Spell (1)

Element: Physical, Ability

Mechanics: adds the caster’s strength mod again to the damage, but reduces the accuracy of the attack by their strength mod as well, and adds a d2 brown tower counters.

Cost:3mp

Cast time:Addition spell

Modality:A wildly powerful but easily blocked/dodged strike.

Notes: The caster may spend 2BA to add a d4 more brown tower counters to this attack.


Hook Punch

Level 6 Brown Spell (6)

Element: Physical, Ability

Mechanics: adds the caster’s strength mod again to the damage and increases the attack's accuracy by 3.

Cost:18mp

Cast time:Addition spell

Modality:A skilled strike only true martial artist can pull off properly.

Notes: The caster may spend 2BA to reduce this spell’s mp cost by 9mp if the caster successfully landed an attack on the target the round before.


Bolo Punch

Level 1 Brown Spell (5)

Element: Physical, Ability

Mechanics: causes the caster’s next strike to auto hit. The caster has 5 brown tower counter’s on them until the spell resolves.

Cost:3mp

Cast time:1AA, 1MA

Modality:The caster studies the foe's movements, then delivers an nearly undodgeable blow.

Notes: The caster may spend 2BA to add a ¼ chance to gain 2AA when this spell resolves.


Rabbit Punch

Level 1 Brown, White Spell (2)

Element: Physical, Holy

Mechanics:adds a d4 brown tower counters to the caster’s attack and requires the caster to be behind the target, if the damage kills the target it prevents the target from being able to be revived.

Cost:3mp

Cast time:1MA

Modality:The caster strikes the back of the target’s head while briefly cramming their whole spirit into the tip of their middle knuckle. This shatter’s the target’s crown chakra completely.This technique is outlawed by all the mage towers and dojoes of Adeltha, including even the black tower as it destroys the target’s soul forever.

Notes: The caster may spend 2BA to instantly kill a target unit subdued by white or brown tower counters. This also destroys the target’s soul.


Wun’dao Casting Punch

Level 1 Brown White Spell (2)

Element: Physical, Holy

Mechanics: add to an attack, heals the caster a d6hp if the attack misses. Within.

Cost:3mp

Cast time:1MA

Modality:The caster’s serine movements are meditation on the waves of the universe and are always intentional.

Notes: The caster may spend 2BA to heal a d4hp if the attack hits.


Dai Chan Casting Punch

Level 1 Brown White Spell (2)

Element: Physical, Holy

Mechanics: add to an attack, heals the caster a d6mp if the attack misses. Within.

Cost:3mp

Cast time:1MA

Modality:The caster’s serine movements are meditation on the waves of the universe even and are always intentional.

Notes: The caster may spend 2BA to reduce this spell’s cost by 3mp and up the mana recovered by a d2.


Cyclone Kicks

Level 1 Brown Red Spell (1)

Element: Physical, Water, Wind

Mechanics: roll 2 attacks with -2 accuracy, both must hit or both miss. The first attack counts as water and wind in addition to its other types. The second is dealt as knock back in which the caster follows and disengages from all others.

Cost:3mp

Cast time:Addition Spell

Modality:Water and wind burst with each strike as the caster’s flys through the air delivering a flurry of kicks knocking the target back further with each strike.

Notes: The caster may spend 2BA to disengage 1 space at the end of the attack.


Wrath of Congi

Level 1 Brown, Red Spell (2)

Element: Physical, Wind, Ability

Mechanics: add a level 1 ring to the caster’s attack and up the dice roll once for every foe in the caster’s melee range -1. The added damage counts as wind damage.

Cost:3mp

Cast time:1MA

Modality:The caster leaps about the crowd using their own attacks against them.

Notes: The caster may spend 2BA to add another rind to this spell and increase the caster’s melee zone by 1 ring for the round.


Pressure Release

Level 3 Brown Spell (7)

Element: Physical, Ability

Mechanics: d4 brown tower counters with a potency of 22 vs concentration/accuracy. If the target clear’s the potency they take all the brown town counter’s on the as hack/wind damage.

Cost:9mp

Cast time:1AA, 1MA

Modality:The caster strikes a few chakra points on the target causing the chakra to clog and swell up inside of them until they explode or otherwise rebalance themselves.

Notes: The caster may spend 2BA to increase the counters by a d4. The caster can easily dismiss this spell and all the counters it added with 1BA even if it was cast by another caster.


Back Flip

Level 1 Brown Spell (1)

Element: Physical, Ability

Mechanics: caster potency 12 vs acrobatics/agility, Disengage 1 space.

Cost:3mp

Cast time:Addition spell

Modality:The caster kicks off the target and out of harm's way.

Notes: The caster may spend 2BA to knock down and add a d2 knock back to a target unit in range before disengaging.


Chakra Siphon

Level 5 Brown, White Spell (9)

Element: Physical, Holy

Mechanics: deals a d2 holy and mp damage to the target and heals the caster equal to the damage dealt. Potency 22 vs concentration/intelligence.

Cost:15mp

Cast time:1AA, 1MA

Modality:The caster links one of their chakra points with the target and begins stealing their energy. Unless the line is severed the target will be drained dry.

Notes: The caster may spend 2BA to increase the damage/heal of this spell by a d2.


Kung Fu Fighting

Level 1 Brown Spell (2)

Element: Physical

Mechanics: add split level 1 and a ¼ chance to attack again to the caster’s attack.

Cost: 3mp, 1FHS

Cast time:1MA

Modality:The caster strikes multiple foes in a skillful display of combative prowess.

Notes: The caster may spend 2BA and 2FHS to add 2 more levels of split to this spell.


Ageless One

Level 2 Purple, White Spell (5)

Element: Time, Holy

Mechanics: immune to time damage and effects, and resist 3 points of necrotic and disease damage. Within. (imu, Resi)

Cost:6mp, 1PPU

Cast time:1AA

Modality:The caster’s mastery of internal energis allows them to suspend the aging process in their bodies. Master’s of this spell often keep it on for decades at a time and achieve a state of near immortality.

Notes: The caster may spend 2BA to turn all the enemy black tower counters on them into hp healing, and all the enemy purple tower counters on them into mp healing.


Dire Meditation

Level 1 Whit Spell (4)

Element: Holy

Mechanics: if the caster has 3mp or less left, they may cast this spell and gain a ½ chance to gain a d48mp.Within.

Cost:3mp

Cast time:1AA,1MA

Modality:The caster digs deep within themselves in search of much needed power.

Notes: The caster may spend 2BA to reduce this spell’s cost by 3mp and add a d8 to the mp recovery of this spell.


Inquisting Strike

Level 2 Brown, White Spell (6)

Element: Physical, Holy

Mechanics: target must tell the truth, potency 22 vs willpower/toughness.

Cost:6mp

Cast time:1AA, 1MA

Modality:The caster strikes psychosomatic pressure points in the jaw and back of the head that cause intertwine the portions of the mind that experience pain and lie. If the target attempts to lie then they experience excruciating pain.

Notes: The caster may spend 2BA cast this as a permanent curse vs units subdued to white or brown tower counters.


Ki Streaming

Level 1 White Spell (2)

Element: Holy

Mechanics: add a d4 white tower counters to your attack damage for the round.

Cost:3mp

Cast time:1MA

Modality:The caster focuses spiritual energy into their attacks.

Notes: The caster may spend 2BA to add another d4 white tower counters to the damage of this spell.


Purify Ki

Level 2 White Spell (3)

Element: Holy

Mechanics: reduce target poison or disease potancy by 18.

Cost:6mp

Cast time:1MA

Modality:The caster realigned the spiritual energy in the target’s body often helping it overcome most ailments.

Notes: The caster may spend 2BA to instead put a d10 white tower counters on the target.


Corporeal Assault

Level 5 White Spell (9)

Element: Holy

Mechanics: 6 space range, conducted, phase, ignore armor, d22 holy damage plus caster’s intelligence mod, knock down that can’t be resisted on both target and caster.

Cost:15mp

Cast time:1AA, 1MA

Modality: The caster’s soul leaps from their body and pushes out the target’s soul and furiously pulverizes it, as it is no longer subject to the friction of a fiscal form.

Notes:The caster may spend 2BA to give this spell a level 2 ring.

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