An open palm on a grey field: a common heraldry for Monks
Monk is a core class focusing on intrinsic control of the body and spirit.
Rules of Play
The Monk class is designed for support and skirmishing, with a focus on melee combat and supporting allies.
- Examples
- Benkei, Shaolin Monks, the Curetes, Sumo Wrestlers
- Garb
- Grey sash and medieval/sword and sorcery looking garb
- Look The Part
- Heal 1/Life (ex)
- Armor
- 1pt
- Shields
- None
- Weapons
- All Melee, Heavy Thrown
- Type
- Enchantment
- School
-
Protection
- Range
- Other
- Incantation
- “A distant magic has no hold upon thy now enlightened soul” x3
- Materials
- White strip
- Effects
- Player is unaffected by Verbal Magical abilities used at a Range greater than Touch.
- Limitations or Restrictions
- Affects beneficial magic as well as harmful Magical abilities.
- Notes
- Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway.
- Type
- Enchantment
- School
-
Protection
- Range
- Self
- Effects
- Player may block arrows, projectile weapons, and Magic Balls with their hands and wielded melee or thrown weapons. Any arrow, projectile weapon, or magic ball blocked is nullified.
- Type
- Verbal
- School
-
Spirit
- Range
- Touch
- Incantation
- “The white light of healing hath healed thee.” x5
- Effects
- Target player heals a Wound.
- Type
- Verbal
- School
-
Spirit
- Range
- 20’
- Incantation
- “The spirits banish thee from this place” x3
- Effects
- Target Insubstantial player must return to their base where their Insubstantial State immediately ends.
- Notes
- The target's Insubstantial State is replaced with a new Insubstantial State from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial.
- Type
- Verbal
- School
-
Protection
- Range
- Self
- Incantation
- “Sanctuary”
- Materials
- None
- Effects
- Player and their carried equipment are unaffected by hostile actions originating from within 20’. Must Chant “sanctuary”'. Player may end Sanctuary at any time by ceasing to chant and declaring “No longer in sanctuary” or by picking up a weapon with their hand.
- Limitations or Restrictions
- If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20' of a friendly base, and must continue chanting until there. Player may not cast this ability while they have any weapons in hand. Cannot interact with game items nor game objectives, nor impede the play of other people in any manner, and must immediately move to avoid such situations. May not come within 20' of a non-friendly base.
- Notes
- The exit declaration must be audible out to 20 feet.
- Type
- Verbal
- School
-
Spirit
- Range
- Touch
- Incantation
- “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath resurrected thee.”
- Effects
- Target dead player who has not moved more than 5' from where they died is returned to life. Non-Persistent Enchantments on the player are removed before the player returns to life. Any wounds on the player are healed.
- Type
- Meta-Magic
- School
-
Neutral
- Incantation
- “Innate”
- Effects
- May be used to instantly Charge a single ability by stating its name.
- Type
- Archetype
- School
-
Neutral
- Effects
- Gain Blessing Against Wounds (Touch) 1/Life (ex), Sever Spirit 1/Life Charge x3 (ex), and Swift 2/Life (ex). Abilities in the Spirit school become Charge x3.
- Limitations or Restrictions
- May not wear Armor and may not wield great weapons.
- Type
- Enchantment
- School
-
Protection
- Range
- (Monk) Touch
(Healer) Other
- Incantation
- “I enchant thee against wounds” x3
- Materials
- White strip
- Effects
- Resistant to wounds. Does not count towards a player's Enchantment limit.
- Limitations or Restrictions
- May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex).
- Type
- Verbal
- School
-
Spirit
- Range
- 20’
- Incantation
- “The spirits lay a curse on thee.” x3
- Effects
- May only target dead players. Player is Cursed. Any Enchantments on the player are removed.
- Notes
- Will always remove enchantments if successfully cast on a valid target, regardless of the player’s Traits, States, Immunities, Ongoing Effects, or Enchantments.
- Type
- Meta-Magic
- School
-
Neutral
- Incantation
- "Swift"
- Effects
- Abilities require only a single iteration of the incantation. For multi-line Incantations use the last line.
- Limitations or Restrictions
- May only be used on abilities at a range of Touch, Other, Self, or on Magic Balls. May not be used on the Charge Incantation.
- Type
- Archetype
- School
-
Neutral
- Effects
- Gain Force Bolt 4 Balls / Unlimited (m). Gain Suppression Bolt 2 Balls / Unlimited (m).
- Limitations or Restrictions
- May not wield great weapons or Heavy Thrown weapons.
- Type
- Magic Ball
- School
-
Sorcery
- Incantation
- “Forcebolt” x3
- Materials
- Blue Magic Ball
- Effects
- Force Bolt will have one of the following effects on the object first struck:
- A weapon hit is destroyed
- Armor hit with Armor Points remaining is subject to Armor Breaking.
- A player hit receives a wound to that hit location.
- Type
- Magic Ball
- School
-
Subdual
- Range
- Ball
- Incantation
- “The strength of suppression is mine to evoke” x3
- Materials
- Purple Magic Ball
- Effects
- Target is Suppressed for 60 seconds. Engulfing.
See also