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.
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.
Spellcasting Stat: Wisdom
- Never Sleep Unguarded.
- Do Not Speak Unless Spoken to, or if the Need is Urgent.
- Do Not Harm the Elderly
- No penalty for casting in light armor.
- Has Awareness Talent
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.
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.
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.
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
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.
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.
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.
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.
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.
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.
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.
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.