The School of Monism 
by Stephen Scholz
Posted on 15-Feb-2005

The School of Monism

One of the more aggressive philosophical schools in Utos is the school of Monism, founded by the Verrik Magister Imsuna. Imsuna believed that the so-called elements were in fact one element or arche in different configurations. The philosophers appeal to the principle of parsimony (the most simple answer is the best) to justify their claims, and to the effectiveness of their training in developing unusual powers. The Monists are not a school of people in perfect accord however, for within the Monist camp there are five different sub-schools. One school for each of those who believe in the primacy of a particular element: earth, water, fire, air; and those that believe the fundamental material of the universe is a fifth thing, sometimes called a 'hyle' (used to mean wood, the green, and/or a ?generic substance? depending on who you ask).  Although there is vigorous debate among the Monists as to which substance is the fundamental material, they all agree that there is but one. Their internal disagreements tend to dissolve when they encounter pluralists who reject the Monistic conception of the universe. Monists are natural philosophers in the truest sense, they practice dialectic and theoretical debate; they conduct experiments in the world and in their dark smoky labs; and they practice alchemy, both to demonstrate their theories, and help finance their efforts. Monists are fairly public and open about their beliefs and tend to be dismissive of other natural philosophers. They are frequently engaged in forceful debates with philosophers and practitioners from other camps, and have a reputation for being both aggressive and intractable in their beliefs. As an emblem of their association the Monists either tattoo, paint or special jewelry in the form of a perfect circle. Some adherents use the color or material to demonstrate their particular affiliation within a sub-school.

The Monists do not rely solely on verbal arguments to defend their positions. The masters of the school have demonstrable knowledge, and spell casters in the school have access to special feat that seem to support their philosophical beliefs. Monist spell casters are able to manipulate spells of a variety of elements, producing unusual and surprising effects.

To join the Monists at the base level requires merely an interest in the subject matter. They are happy to add to their ranks of disciples. Advancement in the school requires a deeper commitment. First, the disciple must show adequate competence in the requisite fields: 3 ranks in Knowledge Nature, 3 ranks in Knowledge Science, 3 ranks in Alchemy. Second, the scholar must support the school financially, either by attracting paying students, or by generating income through alchemy or other means equal to 100gold a month. Third, the master must take an oath to defend the views of Monism, even if this means the person's death (although it is difficult to imagine a circumstance where being a Monist might lead to death).

Feats:

Monist Mage
Pre-requisites: Elemental Mage, Alchemy 5 ranks, Membership in the School of Monism
Effect: Caster gains access to spells as if she had all four Elemental Mage feats, the spells however take on the descriptor of whichever Element the Monist decides is fundamental, and lose whichever elemental descriptor they already have unless it is the same. This may also add certain special effects, but no other changes are made to the spell however odd this may seem (so an obscuring mist with the Earth Descriptor would appear to be a fine cloud of dust.) Gaze of the Basilisk with the Fire Descriptor might turn the person into a statue of living flame, or perhaps solid ash, but would be otherwise equivalent to stone for purposes of hardness, etc.
The Monist Mage loses all access to the descriptors of the elements other than her chosen one.
The Monist Mage feat does not grant the other abilities of the Elemental Mage feat (added damage, range, hardness, slow etc.) to a spell (but they can still access the Elemental Mage feat for those effects.
Normal: Casters without the Monist Mage feat need to take the four Elemental Mage feats (or Exotic spell) to gain access to all spells with elemental descriptors, doing so does not give them the ability to use a spell with one elemental descriptor with another element.

Monist Mastery
Pre-Requisite: Monist Mage, Spellcraft 10 ranks, Membership in the School of Monism
Effect: The Monist can add one or more of the other effects of the Elemental Mage feat (range, damage, hardness, etc..) to any spell. This gives that spell the descriptor of the Monist's chosen element. It always uses the material component of the Monist's chosen element whatever the effect desired is. The material costs are equal to those of the various Elemental Mage feats. If more than one elemental effect is added to a single spell, the cost doubles the cost for each template applied (double the most costly material). So for two templates the costs equal twice the most costly material, for three effects the costs equal four times the cost of the most costly, for all four the effects cost eight times the most costly.
Normal: The character must possess each Elemental Mage feat to access those abilities. The Elemental Mage feats can be stacked if the person pays the costs for each template added with no additional cost, but each template requires its own material.

Hylistic Mage
Pre-Requisite: Monist Mastery, Blessed Mage, Alchemy 15 ranks, Knowledge Science 15 ranks, Master of the School of Monism
Effect: The Hylist gains access to the secrets of the Hyle, the generic substance. All of the spells that have any elemental descriptor gain the Hylistic Template and lose their elemental descriptor. The caster gains also access to all spells with the positive energy descriptor, although these take on the Hylistic template as well.
Normal: N/A

Hylistic Template:
Spells with the Hylistic Template are generic elemental spells, however they bypass any energy protection that does not cover all elements. In addition, they are difficult to discern granting a +5 to any spellcraft DC, and are difficult to counter and dispel (treat as spells two levels higher or caster two levels higher, whichever is more appropriate). Hylistic spells grant whatever is the most advantageous bonus if used against elemental creatures (so if an elemental takes double damage from water attacks, the hylistic attack does double damage). Positive energy spells have their normal beneficial effects (healing, restoration etc..) but have no special effect on negative energy beings (like undead).

Use in the Campaign:
Monists can be either allies or enemies of the player characters. Many players may wish to join the School of Monism to gain access to their unusual feats. The School of Monism may be in conflict with certain philosophical groups, especially if they focus on natural philosophy (science), or unaffiliated alchemists that reject monism. Monists may also be specialists brought in to study and understand new materials. The Hylistic School of Monism is often sponsoring missions and sending out parties to seek out the legendary ?Hyles.? These Hyles, are bits of undifferentiated matter (neither fire, nor earth, nor water, nor air). Such materials have magic properties which allow them to be forged into just about anything including weapons and magic items.

Plot Devices:
A group of Monists of the Flame have been experimenting with a form of liquid fire. Their alchemical experiments were a partial success, they succeeded in producing an alcohol-like substance that when lit, will burn as normal fire, but it is unquenchable with water. In fact, water causes it to spread more rapidly. Some excited practitioners are demonstrating this substance in a market square, when it began to rain, their tent catches fire and this quickly spreads throughout the market. The fires can be put out by smothering them, or otherwise removing the air from an area. The party might be witnessing the demonstration when it goes awry, or be shopping elsewhere in the market. If the party does nothing, or is ineffectual in putting out the fire, the fire will destroy the market, but be contained there.

A monistic alchemist,  the human Exomenes, claims to have produced a kind of dirt that quenches the thirst as well as water. Since it weighs more than water, is difficult to manufacture, and is expensive (10 gold per person day of drinking), it seems more of a curiosity than anything else. Enterprising players may be able to find uses for the substance that most people do not. They can purchase it from Exomenes or maybe fund his laboratory themselves. Perhaps they find a large cache of it naturally existing somewhere.

The Monist School sponsors a sort of elemental Olympics. Elemental Mages both from the school of Monism, and from outside are invited to compete in a variety of tasks and combats. The competition is basically a publicity event meant to encourage interest in the elements, and grant Monists the opportunity to find potential recruits. The party may have a spell caster who wants to participate, or be spectators who are proselytized by the monists.

Zallis, a giant magister, and master of the Hylistic School, is found murdered. His wounds are Hylistic, but all of the Hylistic Masters appear innocent in his death. They are deep in mourning and will submit themselves to magical investigation to determine their innocence. The party may be called in as independent investigators of the crime. They might have seen a creature, a Hylistic Meta-Elemental which may be responsible for the Magister?s death, or they may know a former member of the Hylistic school who is now the number one suspect (and perhaps she is guilty).


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