Way of Wisdom

The Way of Wisdom is based on the manipulation of the senses, emotions, and of other aspects of the mind. A practitioner of the Way of Wisdom can sense other's emotions and alter them, trap them within illusions and take control of their mind. They can see and, at a high level, enter the Yetziraich Sea, attacking the minds of their opponents directly - or plant cues and manias that reduce them to mere puppets. At the peak of the Way of Wisdom, one can even turn their illusions into reality, and reduce reality to an illusion. Indeed, to those versed in the Way of Wisdom, reality is mere falsehood. 
The Way of Wisdom is a very secretive school. Its practitioners are as feared as they are sought after for their ability to direct events from the shadows and deducing the secrets of others, usually without anyone being able to notice - everything seeming natural and expected. Experts of Schools based in this Way seldom pass down their knowledge or take disciples, partially due to paranoia, partially due to rarely needing willing assistants, and partially due to the scarcity of deaths among their numbers. There are those who deride them as cowards, but many more who fear them as monsters in the dark. Because of this, practitioners of the Way of Wisdom are found either as secluded hermits, sometimes hidden in plain sight, or as the influential members of regional institutions. 
== Spell Effects ==
=== Ordinary ===
At Ordinary attainment, you gain the Empath ability. You may deduce a person's emotions by observing minute changes in expression, movement and mystical energies. During social interaction, you will be able to determine the current emotions of the other party, as well how truthful they believe they are being. At any time, so long as the target wishes to hide something or is aware of your ability, they may attempt a Deception check against your Insight to avoid giving away information that they desire to keep a secret, though they cannot give away false emotions without similar or higher attainment in the Way of Wisdom.  
Additionally, you gain an extra Gambit slot. 
Ordinary Effects
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Sensory Deprivation
Cost: 1 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 2 Turns 
----You cast a shroud over the mind of a target within range. Make a 1C Spell-Attack against the target's Glamor. On a hit, they lose their connection to one of their senses: their sight, their hearing, their sense of smell, or their sense of touch, which you choose when casting a spell with this effect.
Upcasting. You can suppress one additional sense |OR| increase the effect's duration by one degree (from a Turn to a minute, a minute to an hour, an hour to a day, etc.), for every two extra Numen spent.
Analysis
Cost: 2 Numen  
Casting Time: 2 Action 
Range: Self 
Duration: Instantaneous 
----You may immediately perform a Divination as part of casting this effect against a target you are aware of. Replace the lowest value card in your Divination deck with one of a value equal to your Intellect Ability Modifier + 2. 
Upcasting. For each extra Numen placed on this effect, the card you add to your Divination deck becomes +1 value higher.
False Sense
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 2 Turns 
----You cloud the mind of a target, casting the shadow of a false sense. Make a 1C Spell-Attack against the target's Glamor. On a hit, you may delude up to one sense: their sight, their hearing, their sense of smell, or their sense of touch, which you must choose when casting a spell with this effect.
* If you delude their sense of sight, you may create an illusion of any image, be it an item, scene or object, of any colour or pattern, so long as the illusion fits within a 2-meter cube. 
* If you delude their hearing, you may create any sound you have heard before, including voices, and have it be so low as to be barely perceptible, or so loud so as to be nearly deafening. 
* If you choose to delude their sense of touch or smell, the feeling can be light or so intense as to be almost painful. It may also be hot or cold, concentrated in a specific area or spread out, and anything in between.
Regardless, an affected target may, as an action, examine the illusion if they become suspect. If they succeed on an Intellect(Investigation) check against your Spell-Casting Attribute, they successfully determine that the illusions are, in fact, not real. 
Upcasting. You can delude one additional sense |OR| increase the effect's duration by one degree (from a Turn to a minute, a minute to an hour, an hour to a day, etc.) |OR| increase the maximum size of the illusion by 2 meters for every two extra Numen spent.
Memetic Construct
Cost: 1 Numen  
Duration: 1 hour 
Enhancement Effect 
----You conjure a psycho-active construct, such as a symbol or song containing subliminal messaging. All other effects within this spell are delivered into the mind-islands of those that perceive it, replacing their usual delivery method. When a creature perceives the construct, they are force to make a Glamor contest against your Spell-Casting Attribute. If they lose, they are inflicted with the other effects within the spell. You must choose whether the construct can only be perceived by sight, sound, smell, or touch. This replaces the usual contests for the effect that are delivered in this manner. 
Upcasting. You increase the effect's duration by one degree (from an hour to a day, a day to a year, etc.), for each extra Numen spent.
Confusion
Cost: 2 Numen 
Duration: 2 Turns 
Enhancement Effect 
----A spell with this effect interferes with the senses of target and causes erratic behavior. The target must make a Glamor contest against your Spell-Casting Attribute. If they lose, the target will lose their sense of direction and will have trouble distinguishing friend from foe. Before they take the movement or attack action, they must draw from their Deck. The target may repeat their Save at the end of the round to dispel this effect. 
* On a 10 or more, the action proceeds as normal. 
* On an 8 or 9, the target must use all of their movement to go in a straight line in the direction with the least obstacles, as far as they can see. If they cannot move, the action is instead replaced with the Dodge action.
* On a 6 or 7, the target must instead use the Action to make an attack against the nearest creature. 
* On a 4 or 5, the target replaces their Action with the Dodge action. 
* On a 1 to 3, the target is stuck in a daze, forgoing their Action and breaking Concentration. 
Upcasting. You increase the effect's duration by one degree (from a Turn to a minute, a minute to an hour, an hour to a day, etc.), for every two extra Numen placed on this effect.
Bewitch
Cost: 2 Numen 
Duration: 2 Turns 
Enhancement Effect 
----You attempt to charm a creature affected by a spell with this effect. It must make a Glamor contest against your Spell-Casting Attribute, and does so with advantage if you or your companions are fighting it. If it loses, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. If the creature wins the contest, it becomes aware you were attempting to alter its perception of you. The charmed creature has disadvantage on Intellect Draws against you. Additionally, it will feel a sense of closeness and affection towards you. 
Upcasting. You increase the effect's duration by one degree (from a Turn to a minute, a minute to an hour, an hour to a day, etc.), for each extra Numen spent.
Sleep
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute
----Creatures within a 2-meter sphere cantered on a point you choose within range are put to sleep, rendering them unconscious for the duration of the effect, until they are damaged, or another creature uses an action to shake them awake. This effect does not affect creatures that do not require sleep or are immune to being charmed. 
Upcasting. For every two extra Numen placed in this effect, you may increase the duration of this effect by one step (from a minute to an hour, from an hour to a day, etc) |OR| increase the area of the radius if the sphere by 2 meters.
Hypnosis
Cost: 2 Numen  
Duration: 1 minute 
Enhancement Effect
----A creature that is affected by a spell with this effect is put in a semi-conscious state. The target can't speak a deliberate lie and is unable to form memories while in this state. However, the target may still subconsciously resist your line of questioning and may attempt to avoid answering questions to which it would normally respond with a lie. The target will gradually awaken to its senses at the end of this effect's duration, or when you decide to lift the hypnosis, interrupting any mind-altering effect that is currently affecting it, except those that force it to remain unconscious. 
Upcast. For every two extra Numen placed in this effect, you may increase its duration by one step (from a minute to an hour, from an hour to a day, etc).
=== Master ===
At Master attainment, you you gain Yetziraich Sight. You can project your consciousness into the Yetziraich Sea, traversing the realm of thoughts and ideas. In this ethereal form, you can observe the mind-islands of other sentient creatures directly, which you may treat as the creature they embody for the purposes of affecting them with your spells and abilities. Spells targeting Physique or Agility cannot be cast in this manner. You may infer the number, though not the location, of sentient creatures within your approximate area by glancing at the Sea, as an Action. 
Additionally, you gain an extra Gambit slot. 
Master Effects
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Heart Ache
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You amplify a strong emotion within the target - either natural or due to a spell or psychological cue - to the point where it causes physical harm. The target must make a Glamor contest against your Spell-Casting Attribute. If they lose, the target is overcome with that emotion, and every action they take that does not serve as catharsis for that particular emotion with causes them to take 1C necrotic damage against their Intellect. 
Upcasting. For every extra Numen placed on this effect, the target takes an additional 1C necrotic damage.
Telepathy
Cost: 1 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 Turn 
----For the duration of this effect, you may communicate telepathically with a creature within range. The creature hears the message in its mind, in your voice, can understand its meaning, and can answer likewise immediately. You may also treat the creature’s range of sight as your own for the purpose of propagating a spell with this effect. 
Upcasting. For each extra Numen placed on this effect, you may communicate mentally with one additional creature within range.
Wrath
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You infect a target within range with a terrible rage. You may associate their anger to a particular entity, event or location the target is aware of. If the target is within 4 meters of another creature, they must make an Intellect contest against your Spell-Casting Attribute, being forced to perform an attack against them upon failing. If the associate of their anger is within that same range, they will have disadvantage on their save against attacking them. 
Upcasting. The duration of this effect increases by 1 minute |OR| the range at which they must attack another creature increases by 2 meters for each extra Numen expended.
Fear
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You inflict a target within range with a sense of vulnerability and dread. You may associate their fear to a particular entity, event or location the target is aware of. The target becomes Frightened by it.  
Upcasting. The duration of this effect increases by 1 minute for every two extra Numen expended.
Sorrow
Cost: 3 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You inflict a target within range with overbearing sorrow. You may associate their sadness to a particular entity, event or location the target is aware of. For the duration, the target is vulnerable to psyche damage.  
Upcasting. The duration of this effect increases by 1 minute for every three extra Numen expended.
Joy
Cost: 3 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You blast a target within range with bountiful joy. You may associate their joy be a particular entity, event or location the target is aware of. For the duration, the target has disadvantage against mind-altering effects. 
Upcasting. The duration of this effect increases by 1 minute for every three extra Numen expended.
Eros
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You embolden the urges and primal instincts of a target within range. You may associate their lust to a particular entity, event or location the target is aware of. For the duration, whenever the associate of their lust is within their sight, the target must make an Intellect save against your Spell-Casting Attribute. On a fail, they must expend all of their movement to move towards the associate of their lust and attempt to restrain it.  
Upcasting. The duration of this effect increases by 1 minute for every two extra Numen expended.
Love
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You sprout tender feelings in a target within range. You may associate their love be a particular entity, event or location the target is aware of. For the duration, the target cannot willingly harm the associate of their love, and may even choose to protect it, treating it as something precious to them. The target may perform an Intellect contest against your Spell-Casting Attribute to resist the effect until the beginning of their next turn.  
Upcasting. The duration of this effect increases by 1 minute for every two extra Numen expended.
Despair
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You inflict crushing despair upon a target. You may associate their despair to a particular entity, event or location the target is aware of. For the duration, whilst the target has the associate of their despair within sight, they must make an Intellect contest against your Spell-Casting Attribute or fall to their knees, being knocked prone. The target is entitled to repeat the contest at the end of every turn, becoming immune to this effect until the beginning of their next turn.  
Upcasting. The duration of this effect increases by 1 minute for every two extra Numen expended.
Hope
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Sight 
Duration: 1 minute 
----You shine hope upon a target. You may associate their hope to a particular entity, event or location the target is aware of. For the duration, the target has advantage on contests to resist mind-altering effects.
Upcasting. The duration of this effect increases by 1 minute for every two extra Numen expended.
Extract Memory
Cost: 2 Numen  
Casting Time: 1 Action 
Range: Touch 
Duration: 1 minute 
----For the duration, you can probe and extract the memories of certain creatures. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can probe deeper into the creature's mind, making an Intellect contest against the target. If you win, you gain insight into a memory regarding its last thought. If the target succeeds on any of these contests, the spell ends. Questions verbally directed at the target, and presenting them with certain information or mementos, naturally shape the course of its thoughts. If the target knows that you are probing into its mind, they can use an action to make an Intellect contest against you, if it succeeds, the spell ends. 
Upcasting. The duration of this effect increases by 1 minute for every two extra Numen expended.
Psyshock
Cost: 2 Numen  
Enhancement Effect 
----All damage inflicted by a spell with this effect deals psyche damage against Intellect instead of its regular damage type. 
Upcasting. For every extra Numen placed on this effect, the spell will deal an additional 1C psyche damage.
Revelation
Cost: 3 
Casting Time: 1 action 
Range: Touch 
Duration: 1 hour 
----You gather the memories and impressions of people in the area into temporary archetypes, to which you may ask three questions. The archetype must answer truthfully, but only has access to the knowledge of the people it is formed from. After answering your questions, the archetype is destroyed. 
Upcasting. For every extra two Numen you put into this effect, you may ask one additional question.
Mnemonic Imprint
Cost: 2 Numen 
Casting Time: 1 action 
Range: Touch 
Duration: 1 hour 
----You create a psychic imprint within an object within range, allowing you to treat them as a creature with an Intellect of 0 for the purposes of being of affecting them with magical effects. 
Upcasting. For every extra Numen placed on this effect, you can create an additional psychic imprint, either in the same object or in another object within range |OR| the duration of the psychic imprint increases by one stage (1 hour to 1 day, 1 day to a year, etc.).
Mind Shield
Cost: 2 Numen
Duration: 1 minute 
Enhancement Effect 
----You create a psychic shield to protect the mind of a target whose mind you are in contact with, increasing their Intellec and Glamour resistances by +1 for the duration of this effect. 
Upcasting. For every extra two Numen placed on this effect, the bonus to mental resistance increase by +1 |OR| the duration is doubled.
=== Grandmaster ===
At Grandmaster attainment, you gain the Psychiatry ability. This ability also allows you to prod and stir the target's mind-island, forming the target's emotions and subconscious into psychological cues which make them follow a certain set of actions without noticing. To instill a psychological cue within a target, you must use an Action, making a Spell-Attack against the target's Insight or, if they are aware of your ability, a Glamour contest. A psychological cue can be, but is not limited to:   
* A course of action for the target to complete; 
* Altering the target's perception of things or objects; 
* Making the target subconsciously ignore a certain fact, item, creature or memory.
So long as the cue doesn't put the creature in clear danger, the creature will not notice the cue until it comes into effect. It is advised you discuss with the DM when attempting highly specific, unorthodox cue, or when deciding how to play out a cue that is not mentioned here. You must define a specific trigger for a cue when you give it. Upon the triggering conditions being fulfilled, the psychological cue will immediately activate. 
Additionally, you gain an extra Gambit slot. 
Grandmaster Effects	 	 	 	 	 	
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Fabricate Memory 	 	 	 	 	 	
Cost: 4 Numen 
Casting Time: 2 actions 
Range: Touch 
Duration: Instantaneous
----You reach out into the mind of a creature within range, creating a fictitious memory indistinguishable from a real memory for anyone without at least Grandmaster Attainment in the Way of Wisdom. The memory can be anything that wouldn’t be impossible in physical reality and is no longer than a few minutes. The target will fully belive they experienced the events of the false memory and may even subconsciously reconstruct neighbouring memories to justify the events of the fabricated memory. The memory cannot include psychologically damaging information, but may allude to it. 
Upcasting. For every extra Numen place on this effect, the timespan the memory can include increases by one degree (I.e., from a few minutes to a few hours, from a few hours to a few days, etc...).	 	 	 	 	 	
Erase Memory 	 	 	 	 	 	
Cost: 2 Numen 
Enhancement Effect
----A memory extracted by a spell with this effect is irreversibly erased from the target.	 	 	 	 	 	
Seal Memory 	 	 	 	 	 	
Cost: 2 Numen 
Enhancement Effect 
----A memory extracted by a spell with this effect is moved from the target’s mind to an ethereal, non-corporeal bubble that materializes within the target’s mind-island. The bubble is indestructible by normal means, can be taken away from the target if they are within the spell’s range, and may be stored into another creature or object you touch at-will. You may set conditions for the memory’s seal to be lifted, allowing the creature nearest to it to gain and experience it. These conditions may be as specific and ludicrous as you want them to be. The seal may also be released by you as an Action.	 	 	 	 	 	
Conjure Egregore 	 	 	 	 	 	
Cost: 2 Numen 
Casting Time: 1 Action 
Range: 10-meters 
Duration: 1 hour
----You conjure an egregore from the impressions and energies within the local Yetziraich Sea, creating an up to 2-Kavana Spirit creature within an empty space you can see. The creature may be an existing creature, or one created by you beforehand. The egregore will act on its own turn and will be hostile to all creatures it can see. 
Upcasting. For every extra Numen placed on this effect, maximum Kavana-worth of Spirits you can conjure increases by 2 |OR| the duration increases by 1 hour.	 	 	 	 	 	
Create Servitor 	 	 	 	 	 	
Cost: 2 Numen 
Casting Time: 1-minute 
Range: Self 
Duration: Instantaneous 
----You create a semi-independent Spirit creature within your mind-island. The servitor will share your appearance by default, though they may be made to resemble any entity you’ve seen before. The servitor inherits all of your capabilities and memories, unless you choose to retain any of these from them.  
The servitor will act at under your mental commands, issued as an Action. If you control multiple servitors, you can command any or all of them at the same time, issuing the same command to each one. You may also issue a general command, such as to move to a particular location, or perform a basic task. Once given an order, the servitor will continue to follow it until its task is complete.  
The servitor has the capacity to cast spells, consuming your resources to do so, and may travel through the Yetziraich Sea. It may communicate with you telepathically regardless of distance but must touch the mind-islands of other creatures to communicate with them in the same manner. You may only have a number of active servitors equal to your Intellect at any given time. You may destroy a servitor under your control at-will. 
Upcasting. For every two extra Numen placed on this effect, you may create an additional servitor, up to your allotted maximum.	 	 	 	 	 	
Repression 	 	 	 	 	 	
Cost: 1 Numen 
Enhancement Effect 
----A memory sealed by a spell with this effect can be infused with another effect within the same spell, which is cast with the target as its point-of-origin whenever the seal on the memory is lifted. 
Upcasting. For every extra Numen placed on this effect, you may store an additional effect on the sealed memory.	 	 	 	 	 	
Tulpa 	 	 	 	 	 	
Cost: 1 Numen 
Enhancement Effect 
----A Spirit created by a spell with this effect gains the ability to possess an object it touches and animate it, allowing it to control them. A possessed object is a Construct with Guard, Condition, attacks, and physical Attributes determined by its size. Its speed is 12 meters. If the objects lack legs or other appendages it can use for locomotion, it gains a flying speed of 12 meters and the ability to hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. The animated object has blindsight with a radius of 12 meters and is blind beyond that distance. The Spirit retains its mental attributes and spells whilst possessing an object. 
When the animated object drops to 0 Condition, it reverts to its original object form, and any remaining damage carries over to the Spirit possessing it. 
{| class="mw-collapsible mw-collapsed fandom-table"	Animated Object Statistics	Animated Object Statistics	Animated Object Statistics 	Animated Object Statistics	Animated Object Statistics	Animated Object Statistics
Size 	Condition 	Guard 	Attack 	PHY 	AGY 	
Diminutive 	10 	20 	+10 to hit, (1C - 4) damage 	-5 	5 	
Fine 	15 	18 	+10 to hit, (1C - 2) damage 	-5 	4 	
Tiny 	20 	18 	Attack: +8 to hit, 1C damage 	-4 	4 	
Small 	25 	18 	Attack: +8 to hit, 1C damage 	-2 	2 	
Medium 	40 	13 	Attack: +5 to hit, 2C damage 	0 	0 	
Large 	50 	10 	Attack: +8 to hit, (2C + 2) damage 	2 	0 	
Huge 	80 	10 	Attack: +8 to hit, (2C +4) damage 	4 	-2 	
Gargantuan 	100 	10 	Attack: +8 to hit, (2C + 6) damage 	5 	-4 	
Colossal 	150 	10 	Attack: +10 to hit, (2C + 8) damage	5 	-5 	
=== Scion ===
At Scion attainment, you gain the Dreamwalk ability. As an Action, you may shift yourself and everything you are carrying into the local Yetziraich Sea. You may freely traverse the Sea, gaining a flying speed of 20 meters. Whilst in the Sea, you can use an Action to shift back into the real world, in a space within 20 meters of the creature who owns the nearest mind-island that you can see.  
Additionally, you may gain extra Gambit slots. 
Scion Effects
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Mirage
Cost: 4 Numen 
Casting Time: 1 Action 
Range: Sight 
Duration: Instantaneous 
----You swap the places of an illusion or copy and its real counterpart. To do so against unwilling creatures or mystical items, you must first have succeeded on a “YES/NO” Divination against them prior to casting the spell. If you haven’t done so up to 1 hour before casting the spell, the casting will fail. 
Upcasting. For every extra Numen placed on this effect, you can create an additional illusory copy |OR| increase the duration by 1 minute.
Surrogate
Cost: 2 Numen 
Casting Time: 1 Reaction 
Range: Sight 
Duration: Instantaneous 
----If an entity is targeted by an effect, attack or Divination, you may sacrifice a copy or identical illusion of them you can see to replace them in that instance, destroying the copy or illusion in the process.
Clone Will
Cost: 8 Numen 
Casting Time: 1 hour 
Range: Touch 
Duration: Instantaneous 
----You create a duplicate of a living creature's mind. This clone forms as an independent will, with any and all the memories you choose to give it from its original counterpart – if you have access to them. The clone has all the attributes and abilities of a Spirit, with the exception of the mental Attributes, retaining those of its original counterpart. 
At any time, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone will inherit all of the original’s memories and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t be used to revive the creature, since the creature’s soul is elsewhere.
Information Transformation
Cost: 4 Numen 
Casting Time: 1 Reaction 
Range: Self 
Duration: 1 minute
----You transform into a flood abstract information, becoming a Spirit, gaining immunity to all but psyche damage, to which you become vulnerable, and losing your ability to attack and cast spells. Whilst in this form, you also gain a flying speed of 30 meters, move through solid terrain unhindered, and gain True Sight of 30 meters. You may return to your usual form as an Action. 
Upcasting. For every extra Numen placed on this effect, the duration of the effect increases by 1 minute.
Mystify
Cost: 4 Numen 
Enhancement Effect 
----An illusion created by this effect will become real to those that fail to resist it. Although it will not be able to interact with the environment unless everyone who would be able to perceive the illusion is affected by it, it will become tangible and be capable of damage.  
* Enviromental effects, such as fire, will cause 1C damage against Agility at the beginning of every turn to creatures that share its space.
* Creatures, spells and weapons will deal 1C of an appropriate damage type for every size class they are above Medium, regardless of the damage they would normally deal. 
Upcasting. For every extra Numen placed on this effect, this effect deals an additional 1C damage.
Category:School of Magic