Chapter 6: 5th Edition (& Pathfinder, OSR) Options Note: Some of you reading ahead may see that I haven’t covered the Mudang class in this post. This is intentional; Koryo’s Cleric replacement is more complicated than the subclasses here. Since it also has a chapter of its own for the various spirits it gains spells from, it’s best covered in a post of its own.
So far the bulk of material for Koryo Hall of Adventures has been system-neutral setting stuff. As of now the rest of the book is pure mechanics. The main sourcebook has rules for 5th Edition D&D, but rules for Pathfinder 1e and OSR are available as separately-purchased conversion documents. This is unfortunate as fans of those systems have to pay more, but as yours truly has both of those documents I’m going to review them as well!
Backgrounds cover aspects of one’s character before they became an adventurer. In 5th Edition they are new Backgrounds specific to the setting culture, in Pathfinder they are Traits, and in the OSR they don’t exist. For the most part they are the same concept albeit with different rules, although the Pathfinder version has 2 more not included in the 5e version. The 7 shared ones include Hamaeng Hosa, Daewanguk’s secret police) who get some sneaky/investigative perks; Hanisa, physicians practiced in a variety of medicines and good bedside manners) who get healing and gaming set-related boons; Hero of the Hall, notable characters of Koryo Hall who get some social skill proficiencies and minor discounts from the Hall’s services (can only be selected in 5e if starting at 5th level or higher); Hwarang, Haenamguk’s propaganda youth wing, who gain 2 bonus weapon proficiencies of their choice among Athletics/Religion in 5e and +1 to 3 ‘neighborly’ skills in PF (Diplomacy, Know-Local, Sense Motive); Kisaeng, performers and courtesans, get various entertainment-related proficiencies and a bonus language. In 5e their Feature allows them to access a tit-for-tat information network to learn various secrets about yangbans, and in PF that’s their primary benefit. Moving on, Tea Masters are experts at the various intricacies of brewing tea and get bonuses on Insight/Sense Motive checks in general and higher bonuses on said skill when performing a tea ceremony. Finally the Yangban are the nobility of Daewanguk and Haenamguk, and get various ‘high class’ proficiencies and a boatload of starting cash (250 gp) in 5e. In Pathfinder, they get an amount of “liquid assets” that are the equivalent of 100 gold to be spent on services and non-material goods which replenishes every week but cannot be “hoarded” over time. The book gives several examples, but calls out paying for spellcasting services as a viable option. In core PF, spellcasting services equal Caster level × spell level × 10 gp, so you can easily gain access to spells from cantrips up to 2nd level this way.
The two Pathfinder-exclusive background traits are as follows: Trader, which is exactly what it sounds like and lets you buy/sell items at 5% in your favor along with Appraise as a class skill, and Wonwha who are veterans of Daewanguk’s various “gifted children programs” and once per day can roll a trained only skill as if they were trained.
The backgrounds overall don’t really stand out, save for the Yangban’s purchasing power. I am glad that we have a generic “doctor” background for 5e that isn’t a wilderness hermit or monastery dweller. In 5th Edition money isn’t as necessary as it is in 3rd Edition, while in PF the liquid assets are mostly useful at low levels, so the background doesn’t stand heads and shoulders above the others. But it is still a very attractive option.
Races of Jeosung is a Pathfinder-specific entry, detailing the major dragonborn subraces. Called “dragonkin” in the document, this is an effective Pathfinder conversion of the 5e race, albeit with some changes here and there. Each subrace is built from 20 Racial Points and is treated as a race unto their own for game mechanics. They are all Medium size and have the Dragon type, along with Darkvision, low-light vision, typical dragon immunities (magical sleep and paralysis), and a 1/day breath weapon that is a 1d6 damaging cone. Unlike 5e’s dragonborn, this damage doesn’t increase with level and a successful reflex save avoids damage entirely unlike most AoE stuff, making it very underpowered. Hwasanyong are the most martial subrace, gaining +1 natural AC, +2 on melee attack rolls and AC when below half HP or fighting away from any ally, and gain fast healing 2 for 1 round whenever they take fire damage. Nokyong are spiritual forest-dwellers who gain +2 AC and +4 Stealth when in a specific type of favored terrain chosen at character creation, along with bonuses to Diplomacy and Knowledge (History, Local) checks for gathering information about local areas. Yulaeyong are the winged dragonborns of Noonnara, gaining +1 natural AC, a climb speed, +2 bonus on Sense Motive and Survival, and wings which don’t grant flight but can let them glide and fall at a safe descent.
We have 3 new feats for Dragonkin: Ascended Draconic Breath makes their breath weapon’s damage dice increase by 1d6 for every 2 levels after 1st, Dragon King’s Breath increases the breath weapon’s size and gives an additional daily use, and Dragon King’s Fury grants an additional daily use and the breath weapon deals half damage on a failed save.
The dragonborn subraces get a variety of useful traits, although the most iconic feature (the breath weapon) is a bit underwhelming unless it gets some feat taxes to make it suck less. And even after getting the feats, it still doesn’t measure up to a lot of damaging spells out there.
Jaein: the Bards of Jeosung gives us a new subclass for 5e and PF, and a new class for the OSR. Jaein are entertainers of Jeosung, trained in a broad variety of skills but tend to specialize in acrobatics, acting, or music. The College of Gwangdae (5e) teaches that a Jaein must be well-rounded in all 3. At their initial 3rd level upon entry they gain proficiency in Acrobatics, Performance, Disguise Kits, and a single Musical Instrument, and if already proficient in one or both of the former skills can trade it out for another. Also at 3rd level they can cave a special mask to take on a common fictional persona (Elder, Soldier, Scholar, etc) which grants them some kind of special feature, usually the expenditure of Bardic Inspiration in adding to a skill check or the casting of a 1st-level spell. At higher levels they can make a mask which can embody multiple personas at once. At 6th level they become better at feats of agility and grace, reducing balance-based Acrobatics check DCs by 10 and learn Feather Fall as a spell cand can cast it an additional number of times per day equal to their Charisma modifier. At 14th level they gain a very powerful AoE where they conjure a spectral stage, forcing those within to take certain actions on a failed saving throw and those within cannot leave the area of effect without the Bard’s permission or if they become unconscious.
The PF version more or less is a faithful conversion minus the bonus proficiencies, the Bard adds either half their level or their Charisma modifier in lieu of the Mask’s Bardic Inspiration die boons. However, Pathfinder subclasses have to trade out class features to gain the new abilities, and in this case the Jaein must give up their Bardic Performance. Which is a bit of a loss, especially considering the fact that the subclass’ most powerful feature doesn’t kick in until 16th level and its masks and acrobatics are more situational and personal-use.
The Jaein OSR class is kind of like a “support Thief.” Its Prime Requisite is Charisma, has a d6 Hit Dice, and has XP/Attack/starting resources as a Thief, although they have the Saving Throws of a Halfling (which are pretty good). Their weapon proficiencies aren’t as versatile, focusing on lighter graceful weapons and some heavier bludgeoning ones (flail, quarterstaff). They can wear any armor, but anything heavier than “light armor” restricts their use of Performance Abilities. Their class table makes mention of “spell songs” which can be composed and prepared, along with casting time of said spell songs by level (2 rounds at 1st level, 1 round at 8th, instantaneous at 14th). But as there’s no mention of what this means or what spells they do learn, this class feature is more or less useless. Their Mask Magic is much like the 5e/PF versions, but the bonuses range from 1d4 to the Jaein’s level.
The class’ Performance Skills are separated into Styles and Arts, the former which are ranked Novice to Master and the latter Lesser and Greater. The Jaein has some freedom of choice in choosing which ones to learn as they level up, but once taken the “increases” for Styles at certain levels are locked in. Acrobatic Style grants them the ability to cast various acrobatics-related spells (Spider Climb, Feather Fall, Haste, etc) and gains static percentile bonuses on various rolls and Thief skills for actions related to agility; Impressionist Style lets them mimic the sound of a limited number of animal species and can imitate and disguise themselves as specific individuals; Musician Style makes them cast spell songs faster, can use music to erase hostility in targets, and can grant listeners the benefit of Cure Light Wounds before a night’s rest.
Jaein Arts are taken individually; once you learn an Art, you know it, but Greater Arts only kick in at 5th level and the Jaein learns them later over the course of a 20 level career. Lesser Arts include things like being able to automatically succeed on balance-related checks out of combat (and in combat albeit suffering certain penalties), gaining bonuses to speed and AC, gaining bonuses to Thief spells involving sleight of hand and and can cast Phantasmal Force/Light/Wall of Fog once per day via stage magic, and can grant bonuses on morale checks and 1d4+1 to an ally’s die roll via oratory skills. Greater Arts include better AC vs missile attacks and can catch missed ranged attacks and throw them back automatically, performing a puppet show which lets them subtly use various Styles, Arts, and Spell Songs and not be detected as such by observers, can 1/day automatically succeed in telling a lie or faking a wound or their own death, and elicit sharp words which can force an NPC to make a Morale check, ventriloquism that can confuse targets, disrupt spellcasting, communicate secretly with allies, or impose penalties on rolls.
Existing Class Comparisons: in 5th Edition and Pathfinder the subclasses feel a bit lacking. The Masks may be the most versatile, but only being able to use a few at once and on themselves make them very much a situational jack of all trades. Their capstone ability is pretty powerful, but kicks in too late to be of use in most campaigns.
As a new OSR class, the Jaein has a good amount of options and some of which can be quite powerful. Unfortunately it feels incomplete due to the lack of Spell Song descriptions, and some of the Arts and Styles are broader than others. Still, the class as it is can make for a good “social rogue” type.
Sunim: the Monks of Jeosung discuss the role Monks play in the setting. While many of the class’ fantasy tropes are still intact, there’s more flavor text which specifically grounds their ideologies beyond “enlightenment through meditation.” Almost all Monks are Purists of some sort, who view the current state of mortalkind as flawed and seek to achieve the status once held by the Heavenly Beings. Their monasteries were built during times of war and strife, when people sought to isolate themselves from the world so as to better find ways of ascension and to distance themselves from danger. They weren’t pacifists, however, teaching themselves martial arts known as sunmudo that calls upon their own spiritual energy in the event that others bring violence upon them. In-universe monks are called Sunim in the Spiritual Lexicon, while those who are Purists but don’t follow the monastic life are known as Followers of Hwanggung.
Purism has five major tenets, each linked to one of the four classical elements and mind, which have their own linguistic terms.
Tang (earth). Do not let yourself be bound to earthly desires. As such, renounce intimate relationships, marriage, and the consumption of meat.
Būl (fire).While you may have to fight to defend yourself and the oppressed, you may never be the first one to strike.
Mūl (water). Be the hand that helps and nurtures. Show compassion to those in need, support your teachers and elevate your students. Never ignore injustice.
Gongi (air). Your words show your true nature. Do not lie, and use your knowledge to help elevate those around you.
Maheum (mind). Keep a clear mind at all times; do not drink alcohol or use mind altering substances.
Via these tenets, Purists believe that they can alter their natures to be closer to the Heavenly Beings of old, and meditations are done for the purpose of emptying one’s mind of earthly desires and to detach oneself from past mistakes and suffering.
We have two new monk subclasses for 5e and Pathfinder. For the latter system, they are archetypes for the Unchained version of the monk.
The Sunmudo Monastic Tradition for 5th Edition grants bonus proficiencies in Insight and a musical instrument, the former swapped for another skill of choice if already proficient. Additionally they can prepare a number of stances equal to their Wisdom every short rest, corresponding to the 5 tenets: Tang grants resistance to all non-psychic damage if the monk doesn’t move during their turn, Būl adds +1d4 fire damage per attack with Flurry of Blows, Gongi grants temporary fly speed equal to movement with Step of the Wind, Mūl grants +2 AC when using Patient Defense, and Maheum allows the monk once per short rest to spend a Ki point to regain 1 HP whenever they drop to 0 HP. At level 6 they learn a meditation rite which after 15 minutes heals them a number of hit points equal to their monk level and counts as meditation for regaining Ki points. At 11th level they can spend 2 Ki Points as an AoE effect centered on them, imposing disadvantage on attack rolls against the monk and their allies on a failed Charisma save. At 17th level they can draw in spiritual energy from elsewhere once per long rest, gaining 2 Ki points per round for 1 minute or until they fall unconscious.
The Pathfinder version is more or less a faithful conversion, although the meditation ritual doesn’t restore ki points and restores 1d8 + monk level in HP, the AoE is specifically the Calm Emotions spell, and the damage resistance is merely their monk level rather than halved damage. As an archetype they must give up Style Strike, their 6th and 12th level Ki powers, and Timeless Body. As Timeless Body’s benefits don’t come up in most campaigns and the Unchained Monk has plenty of Ki powers to choose from as they level up, they don’t give up that much for this rather nifty and versatile archetype.
The Taekwondo Monastic Tradition for 5th Edition was developed by soldiers of Haenamguk who emphasize quick powerful strikes and kicks at the expense of stability. The fighting style has become immensely popular, spreading throughout Jeosung in various academies. Members of this tradition can treat quarterstaffs and nunchaku (game stats as clubs) as monk weapons, and in addition can treat them as Versatile weapons and use their Dexterity rather than Strength score when performing the Shove action with them. At 3rd level the monk learns a variety of special kick attacks which augment their ki-based abilities, such as +1d4 damage with Flurry of Blows, triple jump distance with Step of the Wind and can knock creatures prone with a kick that deals damage one die type higher (d6 to d8, d8 to d10, etc), and can make an unarmed attack as a reaction when using Patient Defense and struck targets have disadvantage on any attack rolls made against the monk. At 6th level they add their proficiency bonus to initiative as well as Performance and Intimidation checks where they show off their martial prowess, and at 11th level once per short rest can unleash a war cry that restores 3 Ki points and imposes the frightened condition on nearby creatures that fail a Wisdom save. At 17th level they can unleash a special tornado kick attack that crits on a 19-20 and can deal 1, 3, or 6 extra dice of damage if 1-3 Ki points are spent. Creatures who suffer a critical hit become stunned for 1 round on a failed Wisdom save.
The Pathfinder conversion is faithful, although the 3rd level feature separates the special kick attacks by level (3rd, 7th, 10th), the 7th level kick can trip a creature, the disadvantage is a mere -2 penalty, the reaction-based attack is an attack of opportunity, and a ki point can be spent to make an additional unarmed strike as a swift action with flurry of blows. Wisdom is added to initiative instead of proficiency bonus, the way cry is a multi-target Intimidation demoralize, and the bonus die for the tornado kick is 1d4-3d4 bonus damage. As for what the archetype gives up, they trade in their 6th, 12th, and 16th level ki powers.
Just like the Bard, the OSR document has a whole new class. The Monk/Sunim is the default, with Sunmudo and Taekwondo as one of two chosen traditions. Overall the class is a bit of a glass cannon: their Prime Requisite is Wisdom, they have a d6 Hit Die, and their only weapons beyond unarmed strikes are the quarterstaff, club, dart, and flail. They cannot use any form of armor or shield, and Attack as a Fighter and Save as a Cleric. They gain a base Unarmed Damage Die and inherent bonus to their base AC, both of which improve as they level (1d4 to 1d12+5 for the former, +3 to +11 for the latter). As they level up they can treat their unarmed attacks as having the silver and magical properties at 3rd and 5th level, and at 9th level they deal 1d6 bonus damage to creatures related to an element that they learned* as a Bangsaek Gift. Furthermore, they don’t suffer negative effects from touching/striking creatures with an innate defense such as poisonous skin or a damaging aura. Like the Bard they have a versatile set of choices in Bangsaek Gifts and Monastic Tradition Disciplines. Bangsaek Gifts correspond to the 5 elements and there are a total of 10, mostly either static perks (bonus to saves, movement speeds, communicate in all languages, etc) or activated abilities, a few of which are once per day (move up and intercept an attack meant for an ally, end a personal physical affliction, deflect and catch missile weapons, etc). A Monk cannot use every Gift available to them, and must prepare which ones they have access to per day like a spellcaster.
*DM’s discretion, but the OSR document basically says that everything has an affinity for various elements to greater and lesser extents. Aquatic creatures with water, birds with air, etc.
The two Monastic Traditions teach Disciplines based on rank and also give +1 to an ability score (Wisdom for Sunmudo, Dexterity for Taekwondo). Both traditions are more or less faithful conversions of the 5e/PF subclasses, substituting proper effects: morale checks for the frightened condition, can use Bangsaek Gifts an additional time per day instead of restoring ki points, etc. Finally at 20th level the Monk can choose one of their Bangsaek Gifts to be ‘permanently’ known and thus automatically have it when choosing which ones they have access to per day.
Existing Class Comparisons: The 5e Taekwondo subclass is a great option for those who want to maximize their damage potential, although it’s rather lacking in the utility department in favor of pure offense and combat prowess. The bonus to initiative is pretty nice, too. The PF version feels a bit less impressive, if only due to the fact that the minor bonuses and penalties by themselves are meant to stack with a multitude of other features in the system as is the case for most character-building. Wisdom bonus to initiative is very good, however, and the mere d4 bonus dice is mitigated by the fact that Pathfinder contains many, many ways to gain bonus attacks in a round, particularly for Monks.
For the OSR class, most retroclones are rather monk-phobic save for Swords & Wizardry,
so we’re going to use that RPG’s class as a comparison point. In contrasting the two, Koryo’s monk class is more tightly focused. The player has more freedom to choose what abilities to learn, but they correspond more closely to elements and fighting styles rather than being a hodgepodge assortment of spell-like abilities and features that have little synergy with each other. Koryo’s weaponless damage has a lower cap and its AC bonus has a better initial bonus at lower levels, but the AC progression becomes equivalent at higher levels. The XP chart for Koryo’s monk is much faster than S&W’s monk, topping out at 1.5 million XP at 20th level vs the latter’s 4.2 million, so overall Koryo’s has a much more noticeable feeling of progression over the course of a campaign. And also quite importantly, Koryo’s monk won’t be screwed when fighting an enemy which has immunity to non-magical weapon attacks, which can become quite common at the higher levels.
Equipment & Magic Items is relatively short, covering a short list of common goods and services along with new culture-specific adventuring kits: a Hanisa/acupuncture kit for medicine, a Shaman’s Pack for the Mudang, and a Tea Master’s Kit. Duri’s Amazing Items is the name of a local shop at the Koryo Hall of Adventures. It has a list of gimmicky magic items and their gold piece prices, providing short descriptions or referring to the new Magic Items section for more complicated abilities. At the lower end you have a belt that conjures a set of illusory pants and a dagger that heals 1d4+Wisdom modifier in damage of creatures it stabs,* while at the more expensive end you have a tiger skull helmet that adds double proficiency in Survival when tracking animals and masks which add either +1 to Intimidation or Performance checks depending on whether they are meant to evoke entertainment or fear.
*the stabbing still deals damage so using it is a gamble.
For new non-gimmicky magic items we have 10 new entries and more generic Mudang Charms. For the former we have an assortment of options, such as a Flute of Invisibility that turns the performer invisible but they must still audibly play it to remain in such a state, a Chalice of Dragonfire that grants 3 charges of the fire breath weapon,* a Four Corners Gem where each section can be broken off to perform a certain effect (produce a small amount of gold coins, rations, let a dying creature stabilize, or kill a dying creature), a Fan of Folly which can confuse a creature the user waves the fan at, and Saljaebi Flowers made of old scroll papers of good luck which if smashed against a target (as bonus or immediate action) grant +2 AC for 1 round. Perhaps most interesting is the Orb of Time Reset, which records all phenomena within a 30 foot radius at a certain point in time and can reverse everything to that point when the orb is broken. The orb has some nasty side effects: creatures who aren’t present within the specific AoE when activated die as they are torn from the timeline, with no possibility of resurrection.
*In 5th Edition the item doesn’t specify if it’s like a dragon’s breath weapon and what age category, but Pathfinder specifies it has the effects of the Fire Breath spell. In the OSR it is a 30 foot range 6d8 damaging attack, but every 10 HP inflicted has a 1% chance of granting the user a draconic feature like fangs, tail, and scales. Some of which can grant new features like natural weapons.
We also have a list of Jesa and prices divided into elements and rarity for said elements. For example, Būl spirits prefer the burning of various plants, crops, and herbs, while Gongi prefer seasonal flowers which either smell nice or who scatter their spores via the wind like dandelions.
Mudang Charms are magic items corresponding to the new class. Shamanic Charms are consumable parchments which turn to ash after activation and grant a +1 or +2 to skill checks related to an ability score for 1 hour. Bujeoks are amulets representative of an animal renowned for a certain physical or mental prowess and grant +1 to an appropriate ability score when worn. Finally there are five Mudang Rare Magic Items which correspond to a certain element, granting +1 bonus to spell attack rolls and saving throw DCs of that particular affinity. They also grant a bonus special ability while attuned: for example, the +1 Folding Fan can let the wielder once per short rest float 6 inches off the ground and can Dash, Dodge, or Disengage as a bonus action for 1 round, while the +1 Incense Burner once per short rest blinds creatures within 10 feet of the wielder on a failed Constitution save. The Charms and Bujeoks have costs in gold pieces, although the Rare Magic Items do not.
The bonuses for Pathfinder are more or less carried over, but the OSR version has a lot of specific new material. Not only are there rules for PCs crafting said charms themselves, the Bujeoks can even have randomly-determined variable effects rolled on a 2d6 table ranging from the positive to the negative. The Bear (Strength) charm for example can force a penalty on enemy Morale due to the wearer’s frightful bear-roars. But another effect makes them ravenously hungry after the effect expires, forcing them to eat a days’ worth of food or starve.
Spells include not just the spells included in the default book (of which there are few), but also magic
from the Homebrew Spells Lists which are available as Pay What You Want PDFs on Drive-Thru RPG. The OSRified spells are already included in the default paid-for conversion document, so while the 5e/PF versions are free the scattered nature makes it a bit inconvenient for cross-referencing.
We have 18 new spells, 4 of which are Evil spells developed by Yun Sepyeong. Being caught using the latter spells makes the caster a killable target for Koryo Hall’s adventurers, not to mention any number of governmental bodies. Their use also marks the caster as an enemy of all spirit-kind, meaning that no spirits will aid the caster voluntarily.
Let’s cover the non-evil spells first. The Calculate cantrip suspends an object in a floating cube of water, imparting mathematical dimensions and economic value to the caster. Flame Spear is a fire damage cantrip that can lodge itself in the target, dealing initial damage and 1d8 further when it ignites if the target attacks the caster. Heavy Gong is a cantrip that creates a shell of earth that deals bludgeoning damage in melee, while Muck Bang is a ranged cantrip that hurls damaging mud that also creates an area of difficult terrain for 1 round. Campfire creates a magical fire that in addition to dealing damage has minor healing properties of those who take a short rest by it. Slippery Space imposes disadvantage on Sleight of Hand and Stealth in its long-lasting AoE, while Fissure creates a long line in the earth that can deal damage to those who fall in via a failed Dexterity save. Sinking Sand is similar in damage-dealing to those caught within the AoE, but is a radius rather than a line and reduces the speed of those within to 0 until they free themselves with a Strength check. Heighten Emotion is an enchantment that imposes disadvantage on future charmed and frightened conditions, while Unleash is a buff that instills fighting spirit in a target (even an unconscious one) by gifting them temporary hit points, an immediate Action to use after the spell’s casting, and deals +1d8 fire damage on melee weapon attacks. Promare can ignite the flames of life in a target, allowing the spellcaster to spend their own Hit Dice to restore the target’s points; it can even be used on a deceased target provided that they were dead for up to 1 hour or less. Targets healed in such a way shed blue light and have resistance to
all damage for 1 minute. Raise Platoon and Raise Army summon swarms of Spectral Soldiers who have their own stat block. Raise Army is the higher-level version, which summons 3 Swarms instead of 1 and has a longer duration and range (8 hours and 120 feet vs 1 hour and 60 feet). A Spectral Soldier Swarm is a CR 4 Gargantuan undead creature, which can attack 1-2 targets in the swarm’s space, is incorporeal, treats all of its attacks as magical, and has a host of damage resistances and condition immunities.
For the major OSR and Pathfinder differences, the cantrips become 1st level spells in the OSR, while in Pathfinder the cantrips don’t increase in damage by level as cantrips do by default in 5e. The resistance/advantage/etc spells give more minor bonuses and minuses in other systems, and Pomare has a mere Damage Reduction 5/- in Pathfinder. Pathfinder’s Fissure is a lot less damaging (only 2d6 from falling), and the OSR’s Mukbang can immobilize a target on a failed save or halve their movement on a successful one. Promare in Pathfinder and OSR (called Spark of Life in the latter) forces the target to give up their own Hit Points to heal the target, which makes it a much less appealing option to use.
Now let’s cover the
EVIL Spells! Why are they evil? Well they all involve the destruction and/or enslavement of spirits, which is a danger to the connection between the mortal and spirit realms and screws around with the natural order and the flow of magic into the world. They are uniformly very high level, with Spiritual Cage 8th and Consume Spirit 9th level, with Ender of the Gods 10th level in 5e or 9th level in PF. Oddly, the OSR document has no conversion of such spells.
Spiritual Cage takes over a spirit’s mind, forcing it to do anything the caster commands of it. It has a 1 hour duration, but if cast continuously over the course of 8 hours* then the duration jumps to permanent. A diamond is needed to hold the spirit’s material form, and its destruction frees the spirit from the caster’s control. Consume Spirit has the caster swallow the diamond, literally eating the spirit and gaining their powers in the form of one of the spirit’s Kutt spells* and can be cast via the expenditure of an appropriate spell slot. This isn’t permanent, as spell slots gained in such a way are not restored after a long rest. And in case you’re wondering, any diamonds eaten pass through the caster’s digestive tract, allowing them to be reused for enslaving other spirits.
*I presume that this is an 8 hour casting time, as this would otherwise involve the expenditure of 480 spell slots.
Finally, Ender of the Gods is a totally ridiculous spell. First off it requires 1,000 spell slots of 6th level and higher accumulated via the Consume Spirit spell to be cast. Once that is met as well as the 10 minute casting time, the caster transforms into a golden spear of light that has a 10,000 foot range and 60 feet width. All those within the AoE take 40d20 force damage or half on a successful save, while divine creatures (including all spirits) take double damage. After the casting, the caster’s body is paralyzed until a Greater Restoration is cast upon them.
*pseudo-cleric domain style spells associated with particular spirits.
Pathfinder has a 9th level Greater Spiritual Cage spell, which allows the caster to affect any spirit regardless of rank. In 5e, the base Spiritual Cage can do the same via casting it with a 9th-level slot. Pathfinder’s Ender of the Gods has a more down to earth damage value of 20 force damage per caster level.
Thoughts So Far: The rules-centric section for player-facing material is all over the place. There’s quite a bit of usable material, but said options vary in usability and quality. Interestingly the OSR gets the most, with two new classes that can emulate bards and monks beyond the Jeosung-centric specialties. The Pathfinder version has some new material that isn’t present in the others for some reason, such as the dragonborn subraces and 2 backgrounds. Ironically the Pathfinder versions feel lacking in comparison to 5e. In the OSR modifiers are few and far between, while in 5e Bounded Accuracy, advantage/disadvantage, and resistance/vulnerability options make the various modifiers a lot more meaningful. Compare this to the minor bonuses handed out in Pathfinder, which on their own aren’t so hot but need to be stacked with a bunch of other spells/feats/etc to be significant.
I do appreciate that a lot of the new magic items have listed gold piece prices in reflection of Jeosung’s higher-magic nature, and I did enjoy the new monk subclasses. The magical items were flavorful as well.
Overall, the spells are a good mixture of nifty abilities, although they vary in balance. Two of the damaging cantrips have some nice debuffs, while the water-calculation one is good for ascertaining the value of recovered treasure. Promare in 5e is very powerful in the granting of damage resistance, although it consumes a 300 gp diamond in all versions, which prevents it from becoming too OP in 5e but makes it a bit too gimmicky to be a sure option in Pathfinder/OSR.
The Evil Spells are too high-level and situational to be of use in most campaigns. They’re the kind of thing you’d give to a bad guy NPC spellcaster, and the downsides of PCs using it outweigh the good. Their most practical use is to gain the service and spells of spirits, the latter of which is a temporary casting vs the permanent destruction of an enslaved spirit. Ender of the Gods will not be cast in any real campaign unless the GM handwaves months of downtime for the PC caster. “Okay, no need to roll initiative hundreds of times, let’s say that you enslave 400 spell slots worth of spirits.” And on top of that, it has way too long of a casting time to be usable in combat, its intended primary purpose.
Join us next time as we learn the secrets of shamanism with the new Mudang Class and Spirit List!