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 may add a Mortal Card bearing at least one symbol of Numen to your Gambit.

**Casting Time:** 1 Action
**Range:** Sight
**Duration:** 2 Turns

You cast a shroud over the mind of a target within range, forcing the target to make a Glamor contest against your Spell-Casting Attribute. If they lose, 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.
**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.
**Casting Time:** 1 Action
**Range:** Sight
**Duration:** 2 Turns

You cloud the mind of a target, casting the shadow of a false sense. The targets must make a Glamor contest against your Spell-Casting Attribute. If they lose, 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.
**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.
**Casting Time:** 1 Action
**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.

**Casting Time:** 1 Action
**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 fails the save, 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.
**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*.
**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. 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 may add a Hero Card bearing at least one symbol of Numen to your Gambit.

**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.
**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.
**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.
**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.
**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.
**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.
**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.
**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.
**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.
**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.
**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.
***Enhancement Effect***

All damage inflicted by a spell with this effect deals psyche damage against Intellect instead of its regular damage type.
**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.
**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.
**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 skies of 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-Casting check 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 may add an Exalted Card bearing at least one symbol of Numen to your Gambit.

### **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 add an Aeon Card bearing at least one symbol of Numen to your Gambit.

**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.
**Casting Time:** 1 Reaction
**Range:** Sight
**Duration:** Instantaneous

**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.
**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.
***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.