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[✗] [Misc. Magic Lore] Chi Manipulation


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Chi Manipulation
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Table of Contents:
Origin

Culture

Explanation

Disconnection & Connection

Base Monk Abilities

-Tier Progression

Path of the Sun
-Summary

-Abilities

Path of the Moon
-Summary

-Abilities

Overall Redlines

Magic Compatibility
Chi Art

-Origin

-Abilities
-Redlines

Purpose

Previously used lore & Cited Sources

 

NC = Non-combat

C = Combat

Monk = One who can channel chi or is a devout follower of Hua-jiao, although in most cases this references the former.
Origin

A drop is alone what it took for the first, Hou-shen, to gain his inspiration and from such was Chi discovered and thereafter its numerous techniques and abilities. Deep inside the jungles on the coast of Asul laid a degrading city built by Hou-shens empire and it was upon a fateful meditation that an event only ever described as a drop of inspiration in a vessel infinitely large occurred. The vessel, Hou-shen, was the first to be inspired by the beyond powers of the world to wield chi. For 12 lunar phases he locked himself shut and devised a way to wield such a worldly power, finding himself eating constantly from the overuse of Chi. As Hou-shen continued to test the limits, he quickly discovered that there were two sides to the coin. The Sun and The Moon as he spoke of them, two paths that would rather divide his people or save them. 

 

With worry plaguing him, he slowly emerged from his dwellings and sought out only a very select few to wield the power; however from these few were birthed generations of Hou who wielded and bolstered the powers of Chi and the techniques passed down by generations previous. To Hou-shen this was seen as success, the energies and practice bringing about new religion and friendship. 

 

However, alongside Hou-shens empire did Chi eventually dwindle down and only one or two monks remained throughout the ages until finally the resources of Chi and the techniques wielding it were fully lost to time and thus ended the first generation of Chi monks. It was only by the direct effort of the son of a previous monk that the art was rediscovered and once more put into mortal hands. From this came a second generation of Chi monks who subtly and overtime found out the techniques and gained inspiration from the generation previous. Now in modern times the monks of old are only regarded as tales. Their abilities and works now lost techniques that have been replaced with ones inspired, but not copied from, the monks of old. 




Monkhood & Hua-jiao

Excerpt written by Monk  Jiangu  about monkhood.

 

To Be A Monk

 

“To be a monk is a process of becoming unlike any other. One will face many hardships and hurdles to climb but more than that they will face themself before monkhood is presented. One must absolve their desire for greed, for lust, for love, and for hate of all things that do not serve a good purpose. One of many trials amongst a monk is to dumpb all that they value into a fire and watch it burn into nothing more than ash and char. For some these trials are near impossible, however others conquer them with certainty. A true monk-to-be  will find struggle in some of these trials that requires great willpower and effort to overcome. These trials begin primarily with learning of Hua-jiao and then spreading its ideology to others or preparing places where any can come to learn of it. After the first section comes that of the spirit and the body. These trials generally are very hard tasks meant to test the deepest willpower of a person or to push their body to its absolute limits. The last area of trials is that of interest. A monk must independently show they are worthy of stepping into full monkhood and to do so a project specific to the person shall test them intensely to finally push them into the proper mindset of Hua-jiao.

 

After one gains monkhood they are given the options between staying nothing more than a devout monk to the path or offered a chance at learning the techniques and movements of Chi. If to choose the latter they will have their chi channels opened and the first months of their training they focus exclusively on learning to focus intently and to control and understand Chi feeling at its most basic level. Progression from a very novice stage to that of an adept involves much training of the mind and body. To fully channel chi one must be at peace with themself to some degree and their body must be capable of withstanding great force as chi is an energy that can quickly hurt the user more than help. Finally comes mastery and the last steps a teacher can offer to any student. In the final moments of their teaching a fully masterful monk will learn to connect others to the ancient art of Chi and will take on their final task- To continue the will of Hua-jiao and to teach the younger generation as they once were.”

 

Spoiler

 

Hua-jiao decides the primary tenets of the monks and although they are not mechanically enforced tenets they are still, typically,  abided by in character. Surely if one was to disconnect another without proper reason then the opposing order would respond violently. Hua-jiao can be found here.

 

This is only one of many ways people use chi to further their pursuits, it is not required to be followed.

 

 

 


 

Explanation
Chi is a form of energy that comes as a byproduct of mana being used. This creates a mana-residue that can be used in techniques and is called Chi energy or often time just Chi. Since all living things require mana to persist on the mortal plane, they are constantly leaking this residue, and this residue tends to gather much like large amalgamous blobs; furthermore It is from this that overtime chi streams and springs may form. A monk is one who has gained the ability to passively use their own mana to create a residue that they may control. They cannot withdraw energy from the environment around them as that would prove far too much on a sole descendant. 

 

To gain access to this ability a monk must have a copious amount of chi shoved into their body which overloads all the chi channels and opens them mostly permanently. The mana residue that seeps out from any living entity carries emotions with it and because of this a monk can interpret each emotion as a color, this is known as Chi feeling or rather the interpretive sight-like sense of a monk that is granted upon connection and refined through further use. Anything that lacks a soul or life is still, in some way, composed of mana and because of this they have an absence of mana-residue. This to a monk is simply interpreted as dead chi, or rather mana without a residue. This includes anything that isn’t alive and can range from so many different things that it often can compose entire landscapes. Sand, armor, stone, buildings, et cetera are all sensed as being made of this dead Chi.
 

When a monk wishes to use any of the techniques in the known arsenal of Chi, they are required to focus. Focus is defined by a quick meditative-like state in which they pass through to achieve a connection to chi and once focused they begin passively burning their own mana to fuel their Chi. This means that a monk does not control any environmental energies, but instead burns off their own to create chi. This process isn’t learned, but rather is inherent once a monk learns to focus and once a monk has focused, they cannot be knocked out of it unless fully incapacitated. When focused the monk will leak a certain haze in whatever desired parts of their bodies. Alongside this a monk may channel Chi whilst moving and defending; however they cannot go onto the direct attack nor may they counterattack whilst preparing a spell. 

 

Lastly the amount of chi any monk has is split into five slots or simply said each monk has five chi slots. Certain abilities have different measures of chi slots they take up and when a monk uses all this induces exhaustion that causes the monk to be only half as fast, sweaty, slow, and all around exhausted. Because of this a monk should be sure to keep track of their chi slots used. A monk will not recover their chi slots fully until Three (3) IRL hours has fully passed, in which time they will be incapable of using chi if they have exhausted all of it. During this time they must be resting or doing activities that are very low intensity, such as walking around slowly or speaking.

 

Spoiler

 

TLDR & Redlines

-Chi exists in two forms, alive and dead. 

-Alive chi carries emotions and when brought out from oneself they may use techniques.

-External Chi that any living being gives off CANNOT be manipulated by a monk, they may only manipulate their own chi that they produce. External Chi carries emotions with it, this is seen through Chi Feeling and a monk gives off this too.

-Focus is 1 emote long in which the monk may not be defending nor in directly active combat (Such as getting attacked). During this time they must stand still and after the emote they may begin casting abilities. Focus lasts 2 x The tier of the monk. At T5 focus lasts for 10 emotes, at tier one focus lasts for 2 emotes, just for example.

-When focused there will be obvious chi leaking off the monk's body, although this can be as little or as much as the monk wants. Regardless of how much, it must be suitable and a very obvious tell. 

-All monks have five (5) slots of energy they may use up in any given encounter. After they are all used they will become physically exhausted. This exhaustion will make them slower and sluggish, incapable of combat extents. This also halves their move speed and makes their physical attacks akin to an elderly man. 

-In addition, if a spell is active even after focus is dropped and is being used competitively, then exhaustion will not take hold until that spell has finished casting e.g. hardened skin. 

-Chi is a 2 slot magic. Requires an accepted MA (and connection) to use and an accepted TA to teach. 

 

 

 


 

Tier Progression

Spoiler

 

Tier One - New Monk

Tier one is considered the most basic and confusing starting point of a monk's time. At tier one a monk is almost exclusively left to learn about focus, how to maintain it, and simple cantrips or limited spells. There are typically also more trials held for the monk during this time wherein they are tested again on whatever led up to their connection. Tier one is a two week duration.

Sun: Purify, Empower

Moon: Purify, Calm

 

Tier Two - Novice Monk

Tier two is a time that is arguably the most important to a monk. During this time they are learning the fundamental principles of their Chi and how it functions alongside some more useful functions of the magic and the basis of certain pieces that they will need to master over time. Tier 2 lasts a span of three weeks. 

Sun: Enhanced Punches, Swift Kick, Swift Maneuver

Moon: Mass Calm, Healing, Stance of Stone

 

Tier Three - Intermediate Monk

Tier three is where times become far easier for the monk due to the fact that by now they will have gotten used to Chi sense and learned how to use it ever so slightly effectively. This tier is a turning point and overall lasts three weeks. 

Sun: Pressure Strike, Chi Blast

Moon: Healing+, Harden Skin, Minor Purification

 

Tier Four - Adept Monk

Tier Four is the time where the monk begins to round out their skills and techniques, learning to use them in tandem amongst the other abilities to get a good grip on the best way to function. Tier 4 lasts for 4 weeks.

Sun: Travellers Ration, Another Weapon Enhancement

Moon: Healing++, Chi Block, Harden Skin+

 

Tier Five - Sage

Finally is a master of Chi. By now the monk has mastered all techniques and uses of Chi alongside all rituals. During this stage a monk is typically given some sort of keepsake and their title as sage. From here a monk can begin to take on other students and now has enough control over their chi to connect and disconnect. They also are capable of replacing their normal sight with Chi Sense, allowing them to cover their eyes if they wish. Overall it requires 12 weeks after MA acceptance to hit T5.

Sun: Crushing Strike & Rushed Mending

Moon: Harden Skin++, Nerve Strike, Major Purification, Mending Ritual

 

 

 

 


 

Connection  & Disconnection

Connection | T5 | All Chi Slots | NC

Connection is a coveted process that must be learned before one can even begin truly teaching another. All monks learn it and the process itself is kept rather freeform from order to order; however the ability itself involves inserting all of a mastered monks chi into another via some ritualistic means and thus opens their chi channels and allows them to sense the chi around them alongside manipulate their own once taught.

Mechanics

A monk will bring together all of their chi into some sort of large gathering and in one swift motion (often through a punch) they push the soul out of the body for only a mere moment and simultaneously connect the soul to Chi so that they may sense it. Whilst out of their body they are free to look around but may not influence anything and generally the whole ritual is welcome to be freeform to any degree as long as there is no benefit and it is done out of combat. It has no set emote count and exhausts all of the teachers Chi.

 

Spoiler

 

Redlines

-It's freeform and out of combat. No required emote count and it will exhaust all chi from the teacher. Cannot be used in any advantageous way. No less than 4 emotes.

-A person who has ever been disconnected from a deity, has had their soul tampered with, or is non-compatible with Chi cannot be connected as their soul is not whole. Some of these may be fixed through the ritual of purification, but not all.

-Monks learn the connection ritual when they get connected, but cannot use it until they are T5.

 


 

 

Disconnection | T5 | 3x Monks | All Chi Slots | NC

Disconnection is a process not taught, but rather one that comes naturally from learning to connect. It's the same process as connection but backwards and the chi used must be supplemented from two other monks who have learned connection. Over the course of 4 emotes 3 monks come together around the chosen subject and will overflow their chi channels with an excessive amount of chi flowing in the reverse order which closes all the chi channels in said person's body, disconnecting them. The person being disconnected must rather be willing or fully restrained to where they cannot move.
 

 

Spoiler

 

Redlines

-Must have a proper RP reason to disconnect, OOC targeting will not be allowed.

-Three monks in total to disconnect another. All must know connection and be T5. 

-The disconnected monk cannot be reconnected unless they are to go through the ritual of purification. They will have to start all the way from T1 again too.

-All monks understand how disconnection works. It is reverse connection, again learned or can be understood when connected. 

 

 

 


 

Base Monk Abilities
 

Chi Feeling

Chi feeling is the inherent ability gained from connection that allows a monk to use a sight-like sense alongside their normal five senses. This sense views everything in terms of color and shape much like normal vision does; however it has unique parts to it that add extra ability to it. The chi they can feel is split into two categories, Alive and Dead chi. Alive chi is the constant mana-residue that leaks from all living things and carries a color with it that is influenced by how the entity feels. For example if one were to feel sad, their chi would appear blue, although this can also represent calmness. It is because of this effect that all colors carry positive and also negative emotions with them. Dead chi is anything not alive. This refers to anything such as stone for example. It will appear as a solid, but textured, quantity of pure grey-black energy. Things that are naturally transparent/translucent are also such when a monk uses Chi Feeling. Things such as water will still be this darker grey-black color but will still be seen through as though it were through normal sight. Chi feeling is split into five different tiers wherein each tier progression also brings a much more refined ability to Chi feel.

 

T1 - At this tier a monk is newly connected and Chi sense is ineffective, uncontrollable, and more of a hindrance than a help. It is through great meditation that they would be able to even begin to organize the massively blurry mess of colors. At T1 it cannot effectively be used for a sight replacement and incurs general headaches regularly or otherwise side effects of the overwhelming ability.

 

T2 - A monk is somewhat acquainted with their ability to feel, however they still cannot use this for proper sight. Colors no longer blend together very widely and headaches that are experienced will be very mild and short. It's less of a bother but still not an advantage.

 

T3 - At this stage in progression a monk no longer is hindered by Chi Feeling and instead they are capable of using it precisely within 20 blocks of themself. Anything beyond that is still blurry and intense focus on it for a long time will incur mild headaches and eye strain. They begin to understand to associate colors of people with certain emotions. 

 

T4 - This tier is the same as T3 with the addition that they now fully understand how colors are associated with a living entity's emotions.

 

T5 - A monk now fully understands feeling Chi and can use it effectively as a replacement for sight. As far as they can see normally can be felt and will display at the same clarity as one with perfect vision. Headaches no longer incur and emotions that are felt from living things are clear colors. 

 

Colors and Emotion Correlation

Blue - Sadness & Depression  OR Calmness & Bliss

Red - Rage & Annoyance OR Care and Energetic

Purple -  Terror & Servitude OR Compassion & Sympathy

Orange - Greed & Avarice OR Happiness & Fun

Pink -  Adoration & Desire OR Love & Devoutness

Green - Surprise & Amazement OR Lethargy and Laziness

White - Absolute neutrality or lack of emotion.

Black/Grey - Dead Chi

 

While each of these colors has an associated emotion, the monk cannot simply understand instantly how a person feels. A person who bleeds a pink aura of Chi may feel Love AND Adoration or maybe just one or the other; however the monk will NOT know what exact emotion is felt from Chi Feeling alone, only what color a person is covered in so to speak. This ability does not allow the reading of memories or anything beyond the ability to feel what color is associated with a person. This isn’t heat vision nor is it capable of weeding out any type of magic, curse, or otherwise alteration to a basic descendant. Whilst dread for example can be associated with Shades, this doesn’t mean that it can be used to tell if a person is a shade without proper and further investigation. 

 

Spoiler

 

Redlines

-At the start it's a hindrance to the monk. Progression leads to more ability and clearer vision. Once T3-5 they can begin to rely on this ability as a replacement for sight. Before those tiers, it's more of a hindrance even to an already blind person.

-Doesn’t instantly tell you the EXACT  emotion of someone

-Cannot read memories, influence actions, et cetera through magical means. This ability doesn’t allow the monk to pinpoint any abnormal person such as a shade, lich, or otherwise. It cannot be used to call out a person due to their chi or otherwise gain a metagaming level advantage. 

-A fully passive ability. Has no active.

-Animii, Golems, and other constructs do NOT leak chi unless they are soul bearing such as a machine spirit or have some sort of ‘life’ inside them. Things such as regenerating cells and reproduction means you are alive, but having some sort of a soul also means you have Chi that can be felt. Sorvians are an exception as they release a very small amount of chi.

 


 

Chi Funneling
One of Chi’s downsides is that it can only temporarily exist in a physical form and may only do so in large quantities. This is mostly why abilities only affect one person’s body or are used to affect someone else. A workaround to this is through allowing Chi to imbue into specific items over long durations of time, effectively making them a vessel to store the mana-residue; however, the downsides to Chi are that they struggle to exist amongst the material realm and in physical form for very long, often only moments. This naturally occurs due to the incredibly strong flow of chi to integrate back into a stream and most often only a monk's body can defy this. In addition to having a rough time just existing physically, there is by no means that chi could be shaped into a tangible weapon or have a very defined form. This, likewise, comes from previously mentioned metaphysical pull of the energy. It is due to these limitations that any Chi funnel that is done must pass a MArt and must abide by the aforementioned rules and fundamentals of Chi. This does, however, leave room open for many enchants that influence the self and do not spatially exist for long. Even reaching out into manipulating the invisible forces of Chi in the areas surrounding a monk could be possible, but they must ultimately be sensible and balanced. 

 

Spoiler

 

Redlines

This is used to make MArts and only that. It cannot be used during combat and requires immense amounts of Chi over a long duration of time to imbue ANYTHING with chi and use it as a vessel. All things imbued must be submitted through a MArt and pass those standards. 

-Any MArt made cannot bypass a fundamental nature of Chi, such as making it into a highly impactful physical form, or forming a tangible weapon out of it. It can, however, be used to make items that carry out a ritualistic purpose or enhance the monk's own body in combat or otherwise. 

 


-Endurance- [NC/C]- T2

By focusing, a monk passively siphons off very minute amounts of Chi. Overtime, this infuses their very body with chi, allowing them a wide array of minor benefits. First and foremost any monk will quickly be capable of gaining more muscle mass to a reasonable extent and will maintain it, even in situations of lethargy or when bed ridden. Their stamina, endurance, and strength all have a tendency to remain rather trained and only after great periods of being stationary does the natural degradation occur. In addition to this, their skin and bones tend to remain strong, fixing most possible weaknesses presented by deformations or otherwise. 

 

Spoiler

 

Redlines

-This ability does not make you anything beyond rather athletic. It does not mean you will be Olympic level strong or inherently stronger than anyone, it simply is a means to maintain the already trained strength, endurance, and stamina. 

-This cannot be used as a means to become god-like in strength, and it will only take effect after the monk has reached T2. 

-If a figure was needed, after any more than two IRL weeks of solid lethargy, laziness, and mostly unmoving or no training the monk's muscles begin to rapidly degrade as per usual.

 

 

Ritual of Sanctuary [NC] [3 * T4+] [3 emotes]

From the grand berth of spells was destined to come one relating to the homestead of monks, as such the ritual of sanctuary was created. The ritual itself is very freeform, but it will require at minimum three emotes from three T4 monks. It also must be done upon a basin of water in the centermost part of a monastery or building wherein it will constantly radiate a pleasant feeling of neutrality and calmness. It also will mitigate weather damage whilst the ritual is active. If the water basin is destroyed, diluted, or moved then the ritual will fail and end. As long as it is undisturbed it will remain active.

 

Spoiler

 

Redlines

-Freeform ritual, allows you to infuse a building with slightly more external durability to weathering and places a feeling of neutrality on the monastery. Peaceful, but can be resisted for a while. After seven emotes any person would be pushed into calmness and out of whatever state of emotion they are in. 

-Doesn’t make the building invincible or anything beyond slightly more durable. 

-Very easy to destroy the well and ruin the ritual, otherwise it lasts indefinitely. 

 

 


 

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Path of the Sun

Summary

The origins of the Sun path come from two divided people, originally the nomadic people of the Sun monks, and the exploring people of the Crane Path. In most recent times, they merged together and techniques were formed around working together to just create one path, that of the sun. The idea of a combined path spread rapidly after chi was rediscovered on the lands of Arcas; however it still limited them to one single path and by taking the path of the Sun they were wholly incapable of learning of the Moon path. The basis of this path lies on the emotions of focus, excitement, movement, anger, or even rage. With a wide variety of emotions in mind a monk can bring themselves to this state of emotion and begin channeling the fiery and crimson red Chi. The properties of their chi are incredibly wild and typically are associated with heat, love, affections, wrath, rage, or anger. With the path of the sun the majority of their abilities are based around hand to hand combat wherein they channel chi through their body to rather expel it in the form of kinetic force or they use it to enhance their body, amongst other techniques. The final focus of the sun monks is the idea of being heavily nomadic. Most sun monks do not like to be stationary for long and often wander whatever land they inhabit in search of new adventure. Some techniques have been designed specifically to support this lifestyle of a monk and as such they tend to naturally be more acclimated to the weather and the elements outside of the monasteries where monks usually reside. 

 

Abilities

 Cantrips

Cantrips are spells that have no real emote count or are passive. They are meant to add flavor to roleplay or offer minor benefits. They cost no Chi slots to use.
 

 

Purify [NC] [T1]

Purification for a sun monk involves using their chi to rapidly ‘boil’ a liquid, such as water, and to clear impurities from it. It will leave behind minimal minerals and kill any mundane disease inside water or water based drinks. This water, after being purified, will also be devoid of any alcohol, medium strength poison, or otherwise flavor. It will become simple water. 

 

Spoiler

 

Redlines

-This cannot be used combatively. Only works on things based in water. Oil mixtures, for example, will just not work. 

-Boil is put in quotes because it doesn’t actually cause any heat to come from it, but the aesthetic can be whatever as long as it has no advantage. No splashing boiling water on people, as it doesn’t boil.

-This cannot be used to separate solutions, it will destroy everything else and rid of it, not being able to be used to make noxious gas or otherwise any advantage. 

-It makes safe water, has no other advantage. Don't use this to gain some grand combative or otherwise advantage. 

-If the poison is incredibly rare and/or strong or dangerous, this spell will not get rid of it. If the disease is magically born, it likely won’t kill it, but it is up to the ET.

-Cannot be used to harm or anything like that, may only be used on free liquids that are accessible and not inside of a body or otherwise. 

 

 

 Empower [NC] [T1]

The touch of a sun monk is invigorating and anytime a monk intends to instil the same sense of energy, excitement, or otherwise positive emotion of channeling sun Chi, they may. This is done by physical contact or relative proximity which causes them to leak out positive emotions within a small radius.

 

Spoiler

 

Redlines

-Cannot force this on anyone, only a suggestion. If a very depressed person were to have this attempted on them, it wouldn’t work, but inversely it wouldn’t calm down a bloodlusting orc. It has no real ability to actually influence important RP, it is purely an out of combat passive cantrip. 

-Its meant to be for fun, as a monk should be the epicenter of chi. Don't use this ability to gain some silly advantage. 

-Doesn't enforce any negative emotions of Sun Chi, such as rage, wrath, etc. 

 

 

 


 

 Primary Techniques

 

Enhanced Punches [C] [T2] [1 Chi Slot] [3 emotes] 

By infusing their arms with chi the Sun monk increases the strength of their arms, although only temporarily. This allows their strength to effectively move up a tier for the course of the 5 emotes following the casting emote. This ability only increases the strength at which they punch, but not the speed by which they travel. It is like having more muscle, but moving at the same speed. The major downside to a spell of this caliber is that whenever a monk runs out of chi slots, their arms become effectively useless and simply hang, capable of no more than just wildly flailing about.
 

Spoiler

 

Halflings -> Humans -> Orcs -> Ologs Is the primary pathway. One cannot be stronger than an Olog. Humans, Dwarves, and Elves are all on the same ‘level’ for organization purposes but do not actually reflect out strong that race itself may be. 

 

Redlines

 

-You are not stronger until after the third emote. This spell requires focus, which is included in the total emote count.

-After you lose all your chi slots, your arms will be useless and the flailing provided will not give any advantage, just be incredibly awkward and useless, if not causing more harm. 

-Cannot exceed beyond the strength of an olog, even though an olog couldn’t learn chi anyway. 

-Lasts 5 emotes, the effect fading at the very end of the fifth emote.

-This does not make your arms move faster or become physically more resistant, simply just makes you hit harder. 

-Incapable of being put through a weapon, may only be applied on the fist or foot. 

 

 

 


 

Pressure Strike [C] [T3] [1 Chi Slot] [3 emotes]

Pressure strike was the first spell that was formed in the pursuit of Chi Blast; however instead of the blast technique, they instead found how to concentrate a dense amount of rapidly expanding chi at the tips of their fingers or end of their fist. With this in mind Sun monks eventually came to the conclusion of the Chi blast, but kept this technique as well. Over the course of three emotes, a monk will gather large amounts of energy into the end of their fist or tips of their fingers and after the third emote has finished, they will then be allowed to use the ability within the following 4 emotes. This spell will send the opponent back three meters if they are armored or five if in light armor or no armor. Alongside being sent back, they will also require one emote to recover as they must get up and prepare themselves. Due to the proximity of the strike, however, the monk will also be partially stunned for a moment meaning they will be incapable of using a follow through attack but will maintain focus, only able to defend on the following emote after use.

 

Spoiler

 

Redlines

-A full plate wearer will be sent back 3 blocks, a half-plate wearer 4 blocks, and anything lighter will be sent back 5 blocks. Any target hit will be knocked off their feet.

-Both monk and the target must spend one emote to recover upon a successful hit as it knocks the target down and briefly tires the monk. Neither may attack during this time.

-The ability itself may, at most, bruise a target. It is more akin to a powerful gust of wind, only causing damage should it knock the target off of a steep edge.

-May only be held for 4 emotes after the final emote of prep is done. 

-Incapable of being put through a weapon, may only be applied on the fist or foot. 

 

 

 Crushing Strike [C] [T5] [2 Chi Slots] [4 emotes]

Crushing strike is considered the pinnacle of a Sun monks physical prowess. The process of the spell involves drawing forth an incredible amount of condensed chi and causing it to suddenly move out from the fist in a quick motion; therefore bringing force from the punch into whatever material is hit. Over the course of four emotes the monk, after connection, will bring forth double the amounts of chi for the typical punch and cause it to rapidly expand into whatever material they hit, whether that be an arm, armor, another limb, or otherwise. The ability is exceptionally powerful and will cause moderate damage to ribs, breaking around 3-4 if the person was to be unarmored. In the case of legs and arms it would leave a sickly bruise and cause smaller fractures within the bone. The one exception to this strike is that it will have no effect on the head, the reason being that the flow of chi within the head is buried past the skull and in the brain, making this only effective on other parts of the body.

 

Spoiler

 

Redlines

-Incapable of being put through a weapon, may only be applied on the fist or foot. 

-Does not make you hit harder, but rather uses chi to deal more damage. 

-Cannot insta-kill anyone.

-Cannot affect the head.

-May break at most a multiple ribs, cause fractures in the limb it hits, or otherwise.

-In the case of hitting armor the effects are lessened but this will heavily dent in plate and cause intense bruising if not minor fractures beneath the plate. The head is still immune to this.

 

 

 Swift Kick [C] [T2] [1 Chi Slot] [3 emotes]

Originally many monks refused to use their legs for an innate fear of being swept off them in a rather sudden fashion; however as martial arts grew it quickly became a commonplace to use your legs in combat. With this came a technique that involves speeding up your leg to make it much harder to dodge, while still maintaining a typical amount of strength. 

 

Over the course of three emotes, of which one is focusing, the monk shall dance around and gather chi around one of their legs. Whilst this happens they have trouble remaining still and on the third emote they must use the spell. This spell will significantly speed up the movement of the leg, making it incredibly hard for the opponent to dodge the attack unless they were knowing in the telegraphed attack and prepared to block or counter it. This spell, however, does not increase the strength of the attack.  

 

Spoiler

 

Redlines

-Faster attack but equally as strong

-The attack can be blocked or countered in circumstances where the target is prepared.

-obvious red static clinging about the character's leg will be noted, but not inherently give you exact details of what is happening. 

-Cannot be used to move around faster or any other advantage aside from just kicking at someone quickly. 

-Incapable of being put through a weapon, may only be applied on the foot. 

 


 

 Swift Maneuver [C] [T2] [1 Chi slot] [2 emotes]

After making their focus, at any point as an action in response to a blow that would normally land, the monk may spur their body to move faster than it normally could for a brief moment, and let the blow pass by harmlessly. During such a movement the Monk’s motions are a blur, clearly unnatural. This must be done on an attack that the Monk can see, and cannot be feasibly used against a series of blows from different sources. If the incoming attack would normally be too quick to dodge, such as a point blank arrow, or a dagger strike to the back, you may not dodge it. 

Spoiler

 

Redlines

-Cannot maneuver away from attacks that are point blank or a surprise. You may move quickly from attacks that would typically hit, however. 

-You may only have a reaction to an attack and there is no holding of the ability.

-You can attack and dodge in the same emote; however the dodge will count as your ‘minor’ action in combat. 

 


 

Mantis Stance [C] [T4] [1 Chi Slot] [3 emotes]

Through combined use of their active channeling of chi and their passive chi sense a sun monk can catch a projectile from the air. This action is incredibly swift and makes the entirety of the projectiles force mute as it is redirected, caught, or otherwise stopped. The ability itself comes from the older abilities of the Crane Monks who trained to use their swiftness to deflect or catch projectiles, as is gathered here. The ability itself takes course over three emotes, of which involves focusing, dancing, and then catching or holding the emote for up to 4 emotes. 

 

Spoiler

 

Redlines

-You must have LOS of the projectile beforehand and cannot be holding anything in the hand by which you desire to catch the projectile. 

-Anything larger than what can be held in  your hand may not be caught.

-Projectiles like an arbalest bolt or  of excessive weight cannot be caught, such as a boulder or excessively large spear. 

-One cannot redirect the caught object in the same emote as they caught it, only being capable of holding it or dropping it. They may reflect it into the ground or however they want to, but this will not provide any advantages and only disadvantages in most cases. 

-The projectile that is to be disrupted must be solid and must be able to be held within ones hand. This means you cannot deflect watery sprays or fireballs, but you can deflect ice shards, arrows, et cetera.

 


 

Chi Blast [C] [T3] [1 Chi Slot] [3 emotes]

Under rare circumstances chi may exist physically, and in this instance it is done with a rather sudden release of it, shooting off the equivalent of a crossbow. The downside to such a technique is that it is rather unrefined, and most importantly has a very limited range, only reaching out to a maximum of seven blocks which excludes the block the caster stands on. This blast is a very wild use of sun chi which is done by channeling pure aggression and power through their hands as they conjure large amounts of chi in a dense area and release it, shooting pure kinetic force at someone. After they have charged the ability they can only hold it for two emotes before the energy dissipates. The blast itself moves incredibly similar to a crossbow, but instead of having piercing force it is purely all put into physical force, capable of knocking back the unarmored by a few meters while leaving nasty bruises or worse should they be hit in an important area such as the head. An armored foe may also be knocked down, over, or flat out depending on the weight and heft of the defender and their armor. 

 

Spoiler

 

Redlines

 -Has a hard range of 7 meters, it will dissipate into nothing past this.

-Purely kinetic, blunt force damage. It may dent armor or other materials, or even break weaker bones such as ribs and fingers. A headshot will surely mean a knockout.

-Armor will absorb a majority of the damages done, but may bruise below as the armor will dent into the wearer's form. If done upon an armored head, there will be minimal actual damage but it will cause a concussion most likely of moderate or higher  severity. 

-If upon ribs, it's possible for some of them to break, if upon the head then it will likely incapacitate the target. This only works assuming they have no head protection. 

 

 


 

 Rituals

 Travellers Ration [T4] [NC] [1 chi slot] [3+ emotes]

Monks of the Sun are incredibly well known for being not only durable, but having an intense sense of longevity and resourcefulness. This ritual, originally designed by the first student of Hou-shen himself, was designed around using Chi to supplement the monks' own nutrients, diet, and food. In doing so the monks found that they could go days or even weeks without a need for food or further nutrients which allowed them to survive through harsh winters or in places where food was never secure. 

 

The ritual itself is fairly freeform but must be done on an in character annual basis. For the entirety of the year (IRL week) following the monk requires less food and water and can survive with very minimal. Instead of needing to eat a square three meals a day to survive, they may only need to eat one or two meals worth of food for the entire week. Similar can be said about water consumption which is cut down to only 1/3rd of their typical intake. 

 

Spoiler

 

Redlines

-This is just something that makes you have to eat less and drink less and will not bolster your physical strength/speed or otherwise.

-It can still be active during combat, but it cannot be done in combat.

 

 

Rushed Mending [T5] [NC] [1 chi slot] [3+ emotes]

Rushed mending is a very haphazard way of a sun monk utilizing their Chi to cauterize a wound. This method is incredibly painful to the recipient and can only be used upon someone who is ready and willing to have their wounds closed via this method. Later on there is a size description of wounds and this ability may be used on wounds that are large and below. Any wound that is medium or large will require further attention and all sizes will leave horrific burned tissue and scars afterwards, but may let the person survive.

 

 

Spoiler

 

Redlines

-Cannot be used in anyway shape or form inside of combat wherein you are getting directly attacked

-Cannot be used to harm a person except in the circumstance wherein you are closing a wound- indirectly harming them. 

-This spell does not allow you to make any other spell hot, heated, or otherwise. 

-Freeform for the most part, but it will take a minimum of 3 emotes wherein the monk prepares their chi and on the third or beyond cauterizes the wound. It will be painful for the recipient. 

 

 

 


 

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Path of the Moon

 

Summary

The path of the moon lies almost in the inverse of the Sun path. Those of the moon are considered to be devout healers of Chi and often remain at one place so that many can come to them when in need of healing or otherwise remedies. Alongside their abilities in healing they are also capable of being heavily defensive, only having one technique designed around attacking others. Culturally Moon Monks in training are taught to focus upon the emotions of calmness, serenity, peace, and focus to some degree. While a Sun monk’s chi may be very fluid, quickly moving and more like hot water, the moon monks chi is the opposite. It is very gentle and calm flowing in comparison to the other monks. In addition, moon monks are often far more ritualistic with their workings and rarely engage in combat; however do not mistake this for weakness as they are often surprising when put into combat. Lastly, at least from a cultural standpoint, moon monks are revered for their wisdom and their ancient healing abilities that have brought few back from the brink of death, however not from the dead.

 

 


 

Abilities

Cantrips

Cantrips are spells that have no real emote count or are passive. They are meant to add flavor to roleplay or offer minor benefits. They cost no Chi slots to use.

 

Purify [NC] [T1]

Purify is a very simple spell that involves purifying water or something  water-based such as a drink or otherwise. This removed poisons, alcohol, debris, et cetera in a small area wherein that water can then be drunk. This also allows a monk with access to another person’s open blood to purify their blood and remove the contents of a poison or alcohol. The poison itself cannot be anymore than a moderate quality and cannot induce deathly side effects that typically kill a person. The exception to this is alcohol. 

 

Spoiler

 

Redlines

-Cannot be used to any advantage in combat.

-Cannot be used to purify someone's blood into water while it's inside them. 

-Don't be silly with it. 

 

 

Calm [NC] [T1]

The touch or vicinity of a moon monk is influential, causing them to calm down nearby living entities. This also causes them to typically be far more docile and calm. This ability cannot be used in combat and will not hinder those who do not submit to the emotions freely. It can be ignored and will not constantly force itself onto nearby subjects. An incredibly depressed person will not be magically cured through this cantrip and an orc in the prime of their bloodlust will not stop being angry. 

 

Spoiler

 

Redlines

-Cannot force this on anyone, only a suggestion. If a very depressed person were to have this attempted on them, it wouldn’t work, but inversely it wouldn’t calm down a bloodlusting orc. It has no real ability to actually influence important RP, it is purely an out of combat passive cantrip. 

-Its meant to be for fun, as a monk should be the epicenter of chi. Don't use this ability to gain some silly advantage. 

 

 


 

Spells

Spells are the meat of the magic. They all consume some amount of Chi slots and are generally the most used part of the magic.

 

Mass Calm [NC] [T2] [1 Chi Slot] [2+ Emotes]

The passive calming ability of a monk may be expanded outwards of themselves in a further range, allowing the monk to bring a group around them to a state of peace. This can be done easily and is freeform, although it will take a minimum of 2 emotes to do, but may take more. The emotional effect given may be resisted easily and cannot be forced on anyone, essentially they must give into the calmness or be willing to receive it. Similar to the calm cantrip, this is an out of combat ability. Its outreach is a maximum of 10 blocks in every direction of the monk, excluding the block the monk stands on. 

 

Spoiler

 

-Cannot force this on anyone, only a suggestion. If a very depressed person were to have this attempted on them, it wouldn’t work, but inversely it wouldn’t calm down a bloodlusting orc. It has no real ability to actually influence important RP, it is purely an out of combat passive cantrip. 

-Its meant to be for fun, as a monk should be the epicenter of chi. Don't use this ability to gain some silly advantage. 

-This ability has a range of 10 blocks from the monk, meaning a total diameter of 21 blocks. 

 

 

Stance of Stone [C] [T2] [1 Chi Slot] [3 emotes]

When a monk shifts their stance to align with the ground below them they learn to become much harder to move. This technique is one kept throughout many generations of Chi and was found to be incredibly useful against crowds pushing in and out of places. The downside to such an ability is that they must remain still while preparing the ability, but once cast the ability will last for four emotes.

 

Spoiler

 

Redlines

-This ability can be stopped if a creature that is over twice the size of the character is moved. This typically means an olog for most. 

-While preparing this stance a monk must remain with their feet at the same location. They can defend from attacks and force, but cannot move or attack back. 

-This ability doesn’t make the monk more durable, but does allow them to shift a lot of the oncoming physical weight into the ground, making them capable of withstanding more. 

 

 

Healing [NC] [T2-4] [1-2 Chi Slots] [1-5 emotes]

Being able to heal wounds, mend the injured, and tend to the dying is arguably one of the most staple abilities of the Moon monks. The process of healing though is no easy feat and requires intense concentration as the near ritualistic ability uses intense concentration and delicate weaving of chi to heal flesh and other bodily materials. By default, a monk can easily and quickly mend very small wounds right after focus is obtained, of course this is only for wounds like paper cuts and tiny scratches, nothing vital or even that could be considered important. For these incredibly small wounds, they can be done however and can be totally mended in only one emote, seeing as they are inconsequential. This requires no intense focus and is a mere party-trick cantrip level spell, meant to just add ever so slightly more flavor to a monk's abilities.  All healing abilities will numb the area in which they are healing and alleviate pain from the target. It will also clot any wound that is medium or below in the first emote, but anything larger cannot be clotted by a monk with Chi.

 

Next in the line is those wounds considered minor. These wounds range from small/light bruises, larger scrapes, and otherwise non-fatal wounds that will not result in immediate death, and only in very rare occasions result in actual death by circumstantial infection. Any wounds of this size can be healed in a matter of 1 emote, but only after active focus is obtained. 

 

Medium sized wounds are the most typical type of wound found and these can range so widely and be very diverse. This can range from easily infected long cuts and gashes, abrasions, up to third degree burns, wounds that bleed a fair amount and may cause one to become some degree of blood deprived, but typically not die from blood loss, or any kind of bruise. Any wounds of this degree will require a minimum of two emotes plus intense focus to heal. 

 

Second to last is the large wounds category, only bested by fatal wounds. Large wounds are any type of wound that will cause deathly blood loss over a slightly longer period than truly fatal wounds. These can be large, deep, or very dangerous wounds that cause intense blood loss and are hugely open to infection. Most of these wounds require immediate attention outside of Chi magic as there is not enough chi to pull such a deep or large wound back together fully; however with the use of it being clotted a monk has a far easier time mending these wounds. In total to heal any wound that is seen as large, it will require four emotes plus intense focus.

 

The last category of wounds are those that are fatal. These are things such as injuries to the brain, heart, lungs, or otherwise injuries that will cause nigh-immediate death. There is almost no way of saving these injuries or persons injured with these with the exception of a very taxing and strong ritual, which shall be elaborated upon later. These wounds cannot be mended partially or at all by Chi and most often result in death immediately if not right after. 

 

In addition to the size of  the wound, you have who is affected. If a monk is to heal themselves, the emote counts remain the same and the chi slots consumed also remain the same; however if a monk was to try and heal another person their emote count would be raised by one as well as it costing another chi slot from the monk. 

 

 

Spoiler

 

TLDR Rundown

 

T2 Miniscule Wounds (Papercut sized, have no greater bearing on RP and can almost never lead to death). 1 emote, no focus needed.

 

T2 Small wounds (Smaller cuts, lighter bruising, 1st degree burns, or otherwise simple damages to the flesh.) 2 emotes total, including focus. 

 

T3 Medium wounds (Medium sized cuts, imagine the equivalent amount of blood being spilled as if the person had a large nose bleed. These are 2nd degree burns, gashes and bigger knicks taken from the flesh, and most any kind of bruising. ) 3 emotes total, including focus.

 

T4 Large wounds (Large gashes that lead to blood loss over time, causing death if not clotted. Any type of burn (That is not immediately fatal)  and any size/type of bruise. Can only be healed after clotted properly and requires rather immediate attention. Can easily get infected and cause death, but doesn’t kill a person instantly) 4 emotes total, including focus. Only after the wound is clotted or not bleeding heavily can it be healed. 

 

Fatal wounds (Immediate death, injuries that cause organ failure or somehow lead to quick death such as brain injuries.) Cannot be healed except for in very circumstantial times wherein the monk can get the person into a ritual of mending.

 

1 Additional emote + 1  additional Chi slot cost for healing someone aside from the monk's own person. Exception to this is the miniscule healing. 

 

 

 

Spoiler

 

Redlines

-All guidelines must be adhered to and followed directly. If you don't know what category a wound falls into, then undergame your abilities. If it's very likely to kill but borders between fatal and large, then put it in favor of a fatal wound that you cannot stop with Chi. 

-This ability has no capacity to remove debris, poison, or otherwise substances that were not there before the wound incurred or otherwise do not belong.

-This ability cannot heal broken bones of any kind, any type of internal organ, or the brain or complex organs such as the reproductive system. The only ‘organ’ that can be healed is skin. It also mends back together fat, muscle, connective tissue, etc. 

-Cannot return lost organs, arms, eyes, fingers, etc etc. It may return parts of external ears or the entirety of the external ear, although this will count as a large wound. Won’t fix deafness though.

-Large wounds must be clotted before they can be healed. This will not heal internal organs that are clotted though. 

-This ability is wholly non-combat and requires the monk to be totally stationary while in use. Its doing is freeform to each monk, rather it be a wave of chi healing the wounds or the monk actively using some sort of chi tool to fix the wounds, etc. However they decide on their aesthetic of doing so will not influence the actual power of the ability, it is just for show.

-If the ability is interrupted half-way through or the monk is somehow stopped, then the wound will open up completely again.

-Can be used on descendants and other creatures, such as typical fauna. Doesn’t heal nature though; furthermore  it will not work on anything made of false flesh or something that has no alive chi. 

 

Side note:  This ability doesn’t actually change a whole lot from the current rewrite, but better defines it. It does provide slightly more use such as the cantrip-level healing and returning of ears, but nothing more was added.

 


 

Harden Skin [C] [T3-5] [1-2 Chi slots] [2-4 emotes]

Due to a monk's inability to wield any sort of armor, they have instead devised a clever tactic to form chi into a protective web around their body temporarily, infusing their skin to become a harder version of itself. This ability raises the durability of their skin from simple flesh to at most the strength of chainmail. This reduces the damage done by slashing and arrows to only one third as effective, but blunt force still causes a similar effect towards them. Another disadvantage to this technique is that while it makes their skin harder, it also means their skin is their literal armor and any damage done to it will still bleed, possibly get infected, or worse. Blunt trauma will still phase right through as though it were normal and will cause the same effect of breaking bones or otherwise. 

 

The ranges of this ability are split into three categories. Minor, Major, and Whole. Firstly we have Minor which is a small area of the body that is resistant to attacks of the aforementioned type. This only covers one hand, foot, knee, ankle, shoulder, or even the face. It cannot cover any large part of a limb or otherwise. It takes 1 emote plus one emote of focus to use. Requires T3.

 

The second, known as a Major hardening is the act of making one large portion of your body durable. This can extend to be any limb, the head, or the front of the chest or the back of the torso (One or the other, not the whole torso.) This will require 2 emotes plus one emote of focus to use. Requires T4.

 

Lastly is Whole Body Hardening, which covers the entire body head to toe in what is a weightless chainmail. This covers every surface, even below hair or otherwise and only affects skin. This will take a sum total of four emotes to pull off, one being of connection and three of charging/casting. Requires T5.

 

Spoiler

 

Redlines

-No area is hardened until after the last emote is used. Meaning a hand is not more durable until the emote in which you have casted. The casting emote is the last emote out of the duration described. 

-All hardenings only last for 4 emotes, even if focus is dropped. 

-While preparing the spell, a monk may not actively be attacking someone but may defend and move around freely. After it has been cast, they may resume to be on the offensive. 

-Minor - 2 emotes, Major - 3 emotes, Whole - 4 emotes. Including focus. 

-Any wounds sustained upon the body, even with the hardened skin, will still hurt and harm the monk. After the spell ends, all wounds will be present and there. 

-They are resistant to slashing and arrows, but blunt force has no effect. This makes the former about ⅓ as effective while blunt force is similarly normal effectiveness. 

 


 

Chi Block [C]  [T4] [2 Chi slots, minus 1 from total cap] [1 emote]

In the more recent years there has been a technique made specifically for handling surprise attacks. Unfortunately it is costly and can only be done on rare occasions. The idea surrounding the recently formed spell is that by weaving a web of chi only millimeters from the skin of their own person, they can allow a blow to be totally sustained by the Chi and dissipated into non-physical energy that pushes away the chi nearby the strike. There are, however, limits and downsides to such an ability. It can only withstand a blow up to the strength of an olog, can only be used once per 24 hours, and will take away two chi slots, one of which will not return until a full 24 hours has passed. This debuff cannot be bypassed for any reason at any time. It is fully incapable of blocking ranged attacks that come as a surprise, and cannot be used in the offensive in any way.  

 

Spoiler

 

Redlines

-Stops one single blow and can be used in 1 emote. Immediately consumes two chi slots, one of which cannot be restored until a full 24 hours has passed.

-Anything stronger than an ologs full force will break through the protection and cause all of its force to be hit upon the monk. This cannot be used to block ranged attacks that are a surprise, only ones at a melee range. 

-This could be used to block certain attacks that are ranged if they were telegraphed or if the monk somehow met the small area of this spell with the projectile. 

-The area in which the chi block appears is about as large as the hand of the caster. 

 

 

Nerve Strike [C] [T5] [1 Chi Slot] [4 emotes]

Through condensing an amount of chi into a small area and then shocking the channels within a limb of a target, a monk can temporarily completely paralyze a target’s appendage. This, however, only works on targets that are wearing less than full/half plate. It will go through chainmail, leather, and cloth but nothing metallic, or otherwise,  above chainmail. This also only works on the body of a fleshy and alive person, meaning that prosthetics cannot be targeted nor can creatures without chi channels in them. Should the attack hit, the users arm will be disabled for the four emotes following the emote the attack lands, in which their feeling and usability quickly falls.

 

Spoiler

 

Redlines

-Doesn’t affect a limb not made of flesh and bone and with chi channels in them. 

-Doesn’t go through solid armor or half plate.

-Cannot make anything except a limb numb. Head and chest are immune to this. 

 

 

 


 

Rituals

 

Mending [NC] [T5] [3 Chi Slots] [No Count, must be suitable roleplay]

The ritual of mending is considered the near- peak of a moon monks ability. With this ritual it allows not only a mandatory sense of community but allows monks to work together for the common good. This ritual is typically reserved for the most dire of situations or wherein a monk must stabilize a wounded person and has no other choice.  This ability allows the mending of most any ailment a person's physical form may face, rather that be broken bones, damaged organs, missing limbs to an extent, or more. 

 

The process of this ritual requires only one monk to be present for the very first IRL day, allowing a single monk to stabilize the patient very haphazardly. The patient in question must be fully submerged inside of a bath of pure water and with one monk only the patient will be put in a temporary stasis of not healing, but not dying. Within the same IRL day two other monks must arrive at the ritual site and proceed to pour their chi into the pool lest the patient be woken up and found with all their wounds bleeding and open again, likely causing immediate death. After the other two monks have given the chi to the patient, they must meet each day for the proceeding two days to once more pour their chi into the bath. 

 

While in the bath, starting at the time they are placed in the water and stabilized, they subject will face intense visions where they fight against that which ails them. Rather this be a nightmare of putting out fires that burned them or facing off monotonously against armies armed with only blades, the mental impact is sure to take hold. Over the course of the three IRL days the subject faces many horrific visions that all involve monotonous physical work or some sort of trauma they are certain to remember and most likely to be affected by for the remainder of their days or for a long time. If the subject was to give in at any point during this, they would awake and be subject to the same ailments as they were before entering the bath. 

 

Each day focuses on a different thing or a group of things. The first day the monks will hold the subject inside of a very delicate stasis where any major bleeding is halted and slowly any debris is leached out of the wound or picked out by the hand of the monk. During this first day the patient is still able to hear the monks and their words to a moderate clarity, allowing the monks to give the person some instructions or otherwise. The second day focuses on the internals of the patient which mainly focuses on organs, tendons, connective tissue, et cetera. During this time the visions are likely the worst they will ever be. The last day is the skin, bones, and anything else of the patient. This is also the day any lost limb can be reattached should it have entered the pool at the same time as the patient or within the first day. During this day the visions will slowly lift themselves and at the very end, three days after the very start of the ritual, the patient will awaken.

 

Following the waking of the patient they will be subject to massive amounts of lethargy and incapacity in the following three days, making them totally unable to battle or do anything outside of barely moving and eating. This is typically why one taken into a monastery or place of ritual is at said place for an IRL week or around such. 

 

Spoiler

 

Redlines

-It may restore damage to skin, bones, organs, connective tissue, etc. It will not BRING BACK any of these organs except ears and otherwise minor appendages like the ends of fingers or toes. 

-Limbs, hands, feet, et cetera may be reattached to the body under the condition that the piece of body in question is no older than 2 narrative hours and that it is put inside of the pool within the first IRL day of them being in such. If the arm/leg/etc is only bone, has been totally destroyed, or been mangled to the point wherein it couldn’t be used then it cannot be put back on.  

-If the player rply ends up giving into the roleplay given to them through the three days, then the ritual will fail and they will certainly die. All fixing will be totally reversed in this case. 

-Cannot bring back someone who is dead.

-Following the days of the ritual and the days of, the monks and the patient will be very spent. 

-The mental ailments inflicted are lifelong and likely cause for concern. They are traumatic. 

-This ritual, alongside all others, require explicit OOC consent wherein the person states they understand the repercussions, the duration of time inside of the bath, and the effects after the ritual including the absolute exhaustion and more. They also consent that they are likely going to have innate trauma on that character for a duration. 

 

 

Purifying

This ritual targets the soul or physical body of a person and has two uses. Firstly the minor use which is used to cleanse minor blemishes or scars of a person and secondly the major ritual which is used to mend the very soul of a person via chi in the area nearby. 

 

Minor [NC] [T3] [2 Chi Slots] [No Count, must be suitable roleplay] [2 monks]

A minor purification is very simple. It allows monks to crowd around a pool and use chi to pull out minor poisons and mend blemishes and scars on the skin of the subject. This process typically involves deep meditation around the pool of water and is short, requiring only a minimum of four emotes to do, although often more occur. 

 

Spoiler

 

Redlines

-Doesn’t heal the skin or mend any wounds. Only pulls out minor toxins/poisons alike alcohol in smaller doses. It will heal only scars or blemishes upon the skin, no more.

-Minimum of four emotes and requires two monks to do. 

-Requires OOC consent on what scars are to be healed. Some may want to keep certain ones and get rid of others. 

 

 

Major [NC] [T5] [4 Chi Slots] [Minimum of 4 per day] [3 monks]

This ritual is considered to be the true pinnacle of all moon monks, followed only by the mending ritual. The Major Purification ritual is far more intensive and dangerous than the ritual of mending and requires more time than the aforementioned ritual, for a good reason. This ritual is used to purify and restore the soul of someone who has previously been blemished by the touch of Aenguldamonica disconnection, voidal scarring, chi disconnection, or otherwise. The downside of such a great ritual is the intensive energy and resource costs of this ritual. 

 

The process of this ritual firstly starts off with getting OOC consent from the person as without this it cannot even start. If given then this ritual is used to cleanse the soul of a soul-bearing creature and allows their soul to be partially filled in with portions of Chi, allowing their soul to return to whole and allowing them to use Chi. This ritual is a primary way of dropping most magic and instead a pathway to allow a person to learn Chi. The process, as mentioned before, is incredibly taxing to the monk and subject as it requires an intense amount of chi to be channel from the monk into the pools whilst also opening the person to moderate amounts of worldly Chi. Throughout this ritual the subject will be open to not only the effects of the environment but they will also suffer an in game years worth of fighting the force that tainted their soul. This could be things such as fighting what they see the void to be or being stuck in an infinite loop of fighting with the way they view the gods that had given them their power. 

 

For the monks, this ritual can take whatever form it likes but all three monks must meet at the exact same time at the pool, forming massive amounts of chi within the pool of water. This will exhaust them for the following four hours after the ritual. The subject will also be put in a stasis similar to the beginning of the mending ritual wherein they can be harmed but do not require food, water, or otherwise. After the ritual the four IRL days after the undertakings, the subject will feel extremely sluggish. This will cause them to be unable to fight, defend themselves, or do anymore than the basic necessities.

 

Spoiler

 

Redlines

-This will not mend the soul of a person who still actively practices a soul altering magic. This can only be done on magics that are rather dropped freely or you are disconnected from. The one exception is creatures at T3 or under may have their forms stripped from them and removed from their soul, reverting them back to their previous form.

-Both the monk and the subject will be incredibly sluggish and lethargic during and following the days of the ritual. 

-If the ritual is not maintained every day for 7 IRL days it will fail. All monks must be present.

-If it is used to drop a magic, they will have no advantage when learning it again and must go through connection if necessary to gain such. 

-Cannot restore souls of the dead, undead, or otherwise displaced souls. Can only heal real and once upon a time full souls and nothing more. It cannot purge a deity connection or otherwise magics that cannot be dropped freely, except for the aforementioned creatures. 

 

Overall Ritual Redlines

-All rituals must take place inside of a pool of purified water. This can be done with the purify cantrip.

-All rituals are taxing in one way or another and must be done in a place that is calm. Chaos, disruption, or major tampering with the waters that the patient is in will cause the ritual to fail alongside if the person no longer OOCly consents midway through. This can't just be screaming, but serious damage to the building or otherwise things like massive earthquakes will stop the ritual. 

-When it requires other monks, you MUST be a moon monk of proper tier.

-If at any time throughout the days of a long ritual does any of the  monks not have the chi slots to cast the ritual, you must rather wait or the ritual will fail.

 

 

 


 

Overall Redlines

 

Spoiler

 

-A monk is, by default, no stronger, faster, more durable, et cetera just because they have been connected. Overtime they, as a result of the culture and physical prowess required, become far more skilled in hand to hand than the typical person and through use of Endurance they become more able to keep muscle mass on. This is not an excuse to become overpowered, however.

-No spell in Chi may instantly kill a person who is fully healthy and not impared. If a monk were to strike someone with a blow that caused immense damage then it would do such, but never should it instantly kill them unless they’re already wounded or incapacitated. 

-All rituals must be done out of combat.

-Chi Sense does not allow you to read people's memories, thoughts, et cetera. You cannot use it to weed out any type of magical, mundane, or otherwise creature/ magic / magic users. 

-Any MArt, accessory magic, or otherwise addition to Chi must follow the fact that Chi cannot tangibly exist within the physical realm for long and majority only affects the physical body of things. Rather that be a weapon, person, or otherwise. An example would be Chi art wherein Chi is infused into a substance or person. 

-Anyone who abuses, powergames, or attempts to maliciously loophole any part of the lore should have their MA/TA immediately revoked and punishment handed out according to the degree of such. There is a very definite difference between making an obvious mistake and trying over and over again to powergame, as was seen in first generation Chi. 

-Monks T1-T3 will, for the most part, have Chi sense be a hindrance to them. 

-All lore should be followed and if you are not sure the interaction that should be undergone then  undergame your abilities only if you cannot contact an ST.

    - Chi cannot be used while wearing heavy armor. Anything more than cloth and leather will cease a monk's ability to cast at all. This includes gauntlets and other things, but accessories are fine. Wood is fine as well. 

- Chi can only be used with a soul that carries no negative blemishes. These blemishes include any voidal magic, any soul altering dark magic, and any deity magic that deeply roots in the soul in a negative way. Paladins, Druids, and Shamans do have altered souls but these alterations are a positive movement and do not inherently change the soul.

    - Chi Monks have 5 Chi Slots, and after all five are expended, they become sluggish and exhausted

    - Once you are focused, you cannot be knocked out of focus unless you are incapacitated.

-All abilities emote counts include the focus required. A three emote ability includes that you must focus on the first emote and then charge/cast/etc on the following emotes. 

-If you do not have focus then you cannot use any version of chi with exception of cantrip-level or passive/ongoing abilities. 

    - Chi Feeling can be used as a replacement for sight, but only at T5 Chi feeling. Anything less than that will not fully replace it but may supplement their blindness to alleviate their issues.

    - if Chi Feeling is used as a replacement for sight, you cannot see 360 degrees around you, you must still obtain LoS on a target.

    -This magic must be taught by a tier 5 monk with a TA

    -Practitioners of this magic must first be connected by a monk through the connection ritual.

    -A monk may continue to move and guard whilst preparing an ability; however they cannot directly strike at someone while doing so. 

    -Any monk that was grandfathered from the first generation into the second generation of chi will have their apps denied, if they haven’t been already. 

 

 

 

 


 

Magic compatibility
 

Spoiler

 

Chi Manipulation can be used with the following magics:
Kani

Golemancy

Normal Shamanism

Druidism

Paladinism

Templars

Any feat (Sorvian, Alchemy, etc.)(Except Voidal)

Seer (Feat only)

Housemagery

Any other magic that doesn’t affect the soul in a way that is incredible or would inhibit life from taking place in the monk's body.

Chi Manipulation may only be used in tandem with the listed magics. All feats are accessible to them as well and they may not become any form of a creature but may be born as one such as Hou-zi and Kha. Anything that majorly affects the soul blueprint is wholly incompatible but if it is something like a deific connection that doesn’t inherently change one's physiology then it is fine.

 

 

 

 


 

 

Chi Art

a7WutOWpmMzm-E2wbhanMMRUp_ipHYHR9t0AWo3j761Dal4dVNcPU2cj_Fx2YatZgyHzfSYa7OAVrpsK7nhArhjxQKxGRYTn4nM-rkUolUe0esMIjPkaWH8mIUYa3pyTwTwK_z5g

-The Art of Life-

 

Through eons of work and use has chi evolved and for many ages it remained primal, unused, and untapped. It was only upon Hou-shens grand realization that Chi was finally tapped into and from there it grew rapidly. At first it only began as a few select techniques but slowly grew into a full blow path of life. In accompaniment it also gained traction in the form of the arts. The Hou-zi people were not only deeply rooted with Chi for many ages but also deeply in love with the arts amongst other things such as religion, farming, and survival. In specific the Chi monks found solace in long and elaborate structures of art and many other ways of expressing their growing beliefs and ideas. It was through this that anciently monks had formed entire orders, cults, and smaller groups devout to this specific art, better known as Chi Art. Chi Art is effectively the method of infusing emotions into the art you create and by doing so you express the ideas and thoughts of creations better. 

 

Some artists liked to express this in simple ways, such as paintings and poetry, while others liked to infuse their energies into paper shapes and things alike. Throughout the centuries, as writing and language evolved, it was seen writing, paintings, and art in general could be used to wage war, spill blood, and order execution; inversely it can be used to spell peace, create trade, and order freedoms to prisoners. Unfortunately for the Hou-zi and Hou-shens empire, most often the former was applied and quickly did the very prosperous groups fall to ruin, only followed by the entirety of Hou-shen’s empire following. Thus, alongside the arts of Chi, did Chi Art fall into obscurity for ages to come. 

 

It was not until hundreds if not thousands of years after the first discovery of Chi that the art emerged again, this time from a lone monk. This Sage, at the time, lived in a very simple monastery and desired to express his incredibly devout spiritual desires in tandem with Chi. Thus, the Sage decided to run a long series of strange experiments and to his surprise he came to the results of Chi art and the previously ancient and forgotten techniques of such. Now in modern time, with the help of other monks, the sage had come to find many uses for Chi. 



 

Abilities

Creation Technique [NC]

The Technique of Creation is the first and crown ritual of all who enter into the creation of art. Creation, of any kind, involves  creating the base of most art, Moshui. Moshui is a very simple substance that takes many forms such as ink, water, or even sometimes the form of molten metal temporarily. At a first glance Moshui is seemingly just a substance with an altered color to it but once one makes contact with the substance or comes into proximity with one who dons the altered substance, they then realize the true potential of it. 

 

To create Moshui a monk must firstly invoke any emotion that they can feasibly sense and must fill themselves with it. Once this is done they use their chi as an effective channel to withdraw this feeling and imbue it into a chosen substance. By doing so the energies alter the color of the object in question and warp it to an extent. This is why anything infused with these emotions at their shaping are incapable of harm as all weapons formed will be dull, bows will find their wood weak and string breaking, and arrows find the tips no more than flattening and dull.  

 

To a monk the Creation Technique feels very inherent due to the fact that often a monk is imbuing their own chi into their body and doing so to another inanimate object is not too far from the same feeling. The limits of such art comes in the fact that only ink, paper, and metal prepared to be cast  may be infused with these energies unless other forms and techniques come along (Requiring a MArt). 

 

Spoiler

 

Redlines

-Anything that Chi is infused to will become totally incapable of being used in combat, nothing more than weaker than normal and wholly non-combative. 

-The object infused must be rather mundane ink of some kind, which includes paint and the likes, some sort of parchment, paper, or otherwise foldable and rigid material that is light and thin, or lastly metal that is being prepared to be forged. 

-The emotion infused into the object will be felt around the substance up to three meters and cannot be a negative emotion. It will also become hued, fully colored, or only slightly colored by the color linked to that positive emotion. Any emotion given off CAN be ignored by those nearby if they are to feel wholly the inverse or some other emotion to a great extent such as a raging orc. 

-Has no emote count, chi slot requirement, or otherwise; however this is often ritualistic and can include some sort of regent additional if you desire. 

-Cannot be used on alchemy potions or anything like that, no making emotion bombs.

 

 

Sealing [NC]

After a substance has been infused, it is required that it is sealed so that the chi may be effectively contained within the object or thing in question. A few examples of this are in the case of Moshui that is painted onto rather a flat, absorbent, or fleshy surface. This allows paintings, riddles, words of inspiration, and even tattoo’s to be created using Moshui. Alongside this you are also able to infuse and seal chi into paper wherein the paper, most often in the form of origami, has very limited movement and may do a simple task that is predetermined by the monk. The last use is in the case of some sort of metal forging. This can be used in jewelry to tint the metal and cause it to exude a passive feeling to lurk around the wearer or in the case of a blade used inverse of its purpose to help calm others. 

 

In the case of Moshui Ink, a monk is able to delicately write with the infused ink and may seal it. The process of sealing in this instance is done by spreading a very thin layer of Chi overtop the desired ink and pressing it down. This causes its previously loose form to be altered into a somewhat glassy textured and flat paint. In the case of tattoo’s and other writings, similar to origami, it can be made to move and later shape within a radius of three feet of the centermost point of the drawing and will do so when chi is offered to the drawing. This technique, known previously as movement sealing, is deemed the same and requires you to draw both forms of the drawing and then connect them with an arrow. After being sealed the arrow and the secondary drawing disappear and arise only when prompted by chi. This can be used to create moving tattoos, moving paintings, or scrolls that shift into an entirely different novel when prompted by a flow of chi. Alongside this any Moshui seal will glow and emit a far more intense form of its created emotion. 

 

Nextly is in the form of paper, almost exclusively left to origami and fancy letters. When a piece of paper is held a monk is capable of imbuing the energies into the paper and making it pretty much any shade, hue, or otherwise form of the color. This allows them to then fold it into the shape they desire and then through sealing they can make the origami do most any simple actions that are non-combative. This includes paper cranes slightly flying into the air or a paper frog hopping straight forward a foot or two. Alongside origami, a monk is capable of using their Chi to quickly scribe upon paper without any implements by quickly creating  lines of text upon paper and then allowing it to do simple maneuvers once in the hands of another person. This lets them add some sort of creative flare to their letters such as them opening once they arrive or invoking specific emotion when read. 

 

Lastly we have the process of sealing metal after it was infused with chi during creation. Doing this sort of sealing makes the metal item in question remain in the form it is given and makes it truly weakened. In addition a monk may decide to have the item glow far more intensely when coming into contact with Chi. This brightness will be equivalent to a torch at most and can be scaled up and down when firstly sealed. This light, however, is not nearly bright enough to blind anyone or even harm the eyes of someone. It may simply allow a torch like light to become active for the following ten narrative minutes after initial contact with chi, during this time it will also emit the feelings linked to it much stronger than typical, similar to a monk. 


 

Spoiler

 

Redlines

-This cannot be used to any combat advantage and must be done out of combat. These items can be active during combat but will not actually affect it, they are mostly aesthetic. 

-Weapons will become non-combative forever after this. Even if the metal is reforged it will always remain this way and only after removal can the item be made useful in combat. They are all going to be decorative such as in the form of jewelry or otherwise. 

-Brightness of anything cannot be used to blind. 

-The effects of each material is limited to that material. For ink it can move, for origami it can do some minor physical movement, and for metal items they may glow like a lantern. None of these provide combat advantage. 

 

 

Removal [NC]

Removal is the inverse of creation and was made exclusively to rid oneself of tattoos, at least originally it was. Throughout the ages of use it evolved into being an ability designed to simply strip the effects of creation and sealing from an item, doing so by breaking the seal on the object in question and then allowing the chi to once more spread out into the area immediately around the object. Once this is done the object will almost immediately lose its effects and additives. The exception to this is tattoo’s of which must go through the process of removal over the course of three different instances, all at least one IRL day apart. After the third session they will be fully rid of. 

 

Spoiler

 

Redlines

-Removal is to be done out of combat.

-Removal has no combative advantage. 

 


 

Effects of Chi Art

Chi art is a material imbued with any of the specific emotions listed on the Chi Sense ability. As said before a monk must be able to replicate this emotion to infuse it into an object, and when they do most often objects incite a specific response. Firstly all objects infused with chi will leak this feeling passively, up to three blocks in every direction from its location. This can be muted during sealing or made to only act when chi interacts with the object. Alongside this, anytime Moshui or objects imbued with chi come into contact with Chi they will lightly glow. 

 

Alongside the basic abilities there are three groups of items that can be created with Chi Art. Firstly we will talk about Moshui, or just drawn art in general. The primary effects for this are that any written art may move when coming into contact with Chi, will glow stronger than typical, and will leak an intense feeling that was imbued into it. This shift may occur also when a monk connects to chi and will incite similar effects

 

Furthermore the second category of which Chi art is primarily focused in is origami and letters. These objects are allowed to be infused with simple physical movements or in the case of letters, can be made without using any actual ink. This allows origami that can move slightly when interacted with somehow and lets you also create letters that unfold and fold themself up when coming into contact with a person. Both of these are truly just aesthetic and provide no actual use nor can they carry any weight. 

 

Lastly the final category is the grouping of metal. This includes objects such as jewelry, decorative pieces, weapons, and armor. These, amongst whatever else can be forged, are allowed to emit a rather intense light that ranges up to that of a lantern and produce no heat. This light isn’t blinding and can be muted and in its place will instead lightly glow. Alongside this it will always be tinted the color of its chosen feeling and will emit said feeling up to three meters in all directions. 

 

 


 

Overall Redlines

Spoiler

 

-All actions taken by any part of the Chi Scribing section of Chi is totally non-combat and provides no combative advantage. It simply allows for some very neat and interesting additions to monks. This allows them to create tattoos, drawings, poetry, letters, origami, jewelry, ornate swords, or more. 

-All rituals have no emote count and require minimal chi. This is to be done however the monk wants really and is up to the decided creator.

-All of Chi scribes is another piece that is inherent in a monk's learning of the art. They are not required to submit a FA, but must have a monk TA to teach it and should properly describe its limits and use on their TA.

-If an object goes through creation but isn’t sealed, all effects given are null.

-Items only require to be signed by the player. ST signatures are not required for any items except MArt’s of any kind.

-No effects given off by any form of created art will override incredibly negative emotions that the person is not willing to let go of. It may gently nudge them in a direction and make them feel the pinnacle of it should they give in, but it does not insta fix them. 

-Origami cannot hold weight and carry stuff, may only be used as some sort of non-combat trick or entertainment. 

-Effects can range from glowing, feeling aura, movement, and more. All of these are non-combat as I cannot stress enough. Things like tattoo’s may be used IN combat, but provide no benefit aside from an emotional boost / stabilization. 

-Any metal pieces will become dull and purely decorative.

-Lastly all this is meant to be by choice and for fun. None of this should be used to manipulate or harass players or anything heinous like that, just be nice and have fun. 


 

 

 

Notes & Purpose

Spoiler

 

Chi has been a magic that has a rather harsh past of abuse. Its first generation ended in heavy abuse from one specific group and then in the second and current generation we found that abilities were lacking power, specifics, and just interest. All this considered I went ahead and used feedback from the Chi community to rewrite the magic into what it is. Very few (about 1 or 2) spells have been copied from the old lore and instead most all of them have been fully fleshed out and rewritten. In addition to this the removal of tenets comes due to the desire to innately allow chi to grow into other religions and such, but still follows a strict cultural guideline. In addition I want to address a few questions possibly asked, such as why the redlines and spells are the way they are. The redlines and spells have been purposely and specifically designed to avoid abuse while still having use, thats a majority of why this write is so long. Alongside this I've also gone out of the way to add some more aesthetic abilities that are mostly cantrips and I've upped the slots the magic takes from one slot to two. This addition means all T5 monks will instantly learn all their spells (to cover the inactive teaching) and all chi scribe FA's and TA's will be denied as it has been merged with this magic. Lastly I want a wipe of ALL current TA's so that players must reapply to this new lore and want all 1st generation Chi MA's/TA's to be denied due to the fact that few got through and none deserved to. Anyway, thanks for reading : )

 

Credits: ZachoSnacko - Wrote a majority of this and such

Deer__ -  huge help in ideas and post-writing fixing.

Noz, Kimi, Fruune, Stargazerology, Kujo, and other Chi players who gave some mild opinions on it.

Salty & Sug for their previous rewrites.

 

 

Plz leave feedback : D

 



 

Previously used lore & Cited Sources
1st Chi Lore (Sug)
2nd
Chi Lore (Salty)
Addition
Chi Scribes (Redone)
World Lore
Chi Springs (Same Lore)

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