Red Flags, Not Verdicts
A palace can hold a lucky door, a strong star and a helpful deity, and still fail to deliver. Before any symbol gets to speak, classical Qimen runs a damage check: is the palace suffering from one of four conditions that suppress, trap or hollow out whatever sits inside it? The tradition calls them the Four Harms (四害): door pressure, punishment clash, entombment and void. They don't rewrite a palace's story; they tell you how much of that story will actually happen.
Each harm damages in a different way, and that difference is the whole point. One means you're forcing a matter against its terrain. One means the matter carries the seed of self-inflicted trouble. One means the energy is locked in a box, present but unable to act. One means the palace is hollow; promises made there don't land. Learn to tell them apart, and a "bad" chart stops being scary and starts being specific.
Door Pressure: Forcing It
Every door has an element, and so does every palace. When the door's element controls the palace's element — wood door on an earth palace, fire door on a metal palace — the door is said to "press" the palace: Door Pressure. Picture a guest who walks into a house and starts rearranging the furniture. Whatever the door promises, it now promises it by force, against the grain of the terrain it landed on. Classical shorthand puts it in six characters: doors are the human factor (人和), palaces are the terrain (地利) — door pressure is the human factor attacking its own terrain.
The classical rule is compact: a pressed lucky door can't deliver its luck; a pressed unlucky door doubles its harm (吉门迫则吉不成,凶门迫则凶更甚). In real life, door pressure feels like pushing a deal that keeps meeting friction, rushing a launch the market isn't ready for, forcing a conversation the other side doesn't want. The matter isn't doomed; it's coerced, and coerced things break or backfire. The practical advice: slow down, or change the angle of approach so you're no longer working against the terrain.
Which doors press which palaces is fully determined by the elements, so the whole system fits on one chart. Here is the complete pressure map, every palace with the doors that press it when they land there:
惊开三四休临九,伤杜还归二八宫,生死排来居第一,景门六七总相同. "Jing & Kai press palaces three and four, Xiu presses nine; Shang & Du belong to two and eight; Sheng & Si sit at one; the Scenery Door treats six and seven the same." One rhyme holds the whole map.
Two footnotes keep this precise. Practitioners commonly estimate that a pressed palace keeps only about half its energy. And the mirror case, the palace's element controlling the door's (宫克门), is a different, milder condition called 门制: the door isn't forcing anything; it's merely being held in check. Pressure and control are two of the four door-palace relations — the full set is in when a door meets its palace.
Punishment Clash: the Self-Inflicted Wound
The second harm is sharper and more specific. Qimen's six ceremonial stems (戊, 己, 庚, 辛, 壬, 癸), each concealing one of the six 甲 commanders, carry a hidden earthly branch. Certain palaces contain the branch that punishes (刑) that hidden branch. When a ceremonial stem rotates into exactly that palace, the result is Punishment Clash, "the punishment strike"; because only the six ceremonial stems can trigger it, the full classical name is Six-Instrument Punishment Clash. Note what this means: the three treasures 乙, 丙, 丁 can never be struck; punishment is an affliction of the six 仪 alone.
Six stems, five trigger palaces (two strikes share 巽4). Here is the complete map and table:
| Ceremonial stem | Strikes in | Branch clash | Type of punishment |
|---|---|---|---|
| 甲子戊 | 震 3 | 子刑卯 | Disrespect 无礼之刑 |
| 甲戌己 | 坤 2 | 戌刑未 | Abused power 持势之刑 |
| 甲申庚 | 艮 8 | 申刑寅 | Ingratitude 无恩之刑 |
| 甲午辛 | 离 9 | 午午自刑 | Self-punishment 自刑 |
| 甲辰壬 | 巽 4 | 辰辰自刑 | Self-punishment 自刑 |
| 甲寅癸 | 巽 4 | 寅刑巳 | Ingratitude 无恩之刑 |
The punishment types come from the twelve-branch punishment system, and they name the texture of the trouble. Disrespect (无礼之刑): order breaks down, juniors defy seniors, courtesy collapses. Ingratitude (无恩之刑): kindness repaid with betrayal; the partner you promoted turns on you. Abused power (持势之刑): the strong crushing the weak, and the backlash that follows. Self-punishment (自刑): no outside enemy at all; the matter grinds itself down from inside.
Where door pressure means friction from outside, punishment means the wound comes from within the matter itself: the contract with the clause that later sues you, the shortcut that becomes the scandal, the alliance that turns on its own members. The classics treat Punishment Clash as the harshest of the four: conflict, injury, legal trouble. They are explicit that good symbols don't neutralize it: even a lucky door with a treasure stem stays dangerous in a struck palace. A struck palace keeps roughly half its energy, and the classical advice is blunt: don't use that palace, don't pick that hour. Of the Four Harms, this is the one where "wait for another chart" is most often the right answer.
"How fierce is the punishment of the Six Instruments —
Jiazi with the Chief Star dreads the east.
Xu is punished at Wei, Shen punishes the Tiger;
Yin at Si, Chen against Chen, Wu against Wu."
六仪击刑何太凶,甲子直符愁向东。戌刑在未申刑虎,寅巳辰辰午刑午。
Entombment: Energy in a Locked Box
In five-element theory, every element has a "tomb," a storage point in its life cycle where its energy is warehoused rather than active. On the Qimen chart, those four storage branches (辰, 戌, 丑, 未) live in the four corner palaces. When a stem lands in the corner palace that stores its own element, it has "entered the tomb": Entombment. The stem is still on the chart, still visible, but boxed. Present, not operative.
Entombment reads as capability without traction: the talented person stuck in a role that uses none of their talent, the funding approved but frozen in process, the message sent but never truly heard. Nothing is attacking the matter; it simply can't get out of the box. Two things matter in practice. First, entombment is about timing: tombs open. A stem walks out of the tomb when the hours shift the chart, so the classical advice is patience, not abandonment. Second, check what else sits in the palace; a strong palace can crack the lid faster.
Entombment cuts deepest of the four: an entombed stem is half-disabled: its energy is sealed away, and it takes a clash on the tomb branch to release it. One refinement separates beginners from readers: whether the stem is merely stored (入库) or truly entombed (Entombment) depends on its seasonal strength. A stem in season is money locked in a vault, inconvenient but safe and recoverable. A stem out of season is sealed in the grave, and the matter genuinely cannot move until the chart changes. The tomb is one station on a longer cycle, and the full set — where each stem is born, peaks and is buried — is laid out in the twelve life stages.
Void: the Promise That Doesn't Land
The last harm comes from the calendar itself. Qimen time runs on cycles of ten (旬), pairing ten stems with twelve branches, which means every cycle leaves two branches without a stem. For the hour your chart is cast, those two orphaned branches are "void" (Void), and the palaces holding them read as hollow ground. Whatever occupies a void palace (door, star, stem, even your question's key symbol) is written on air: it looks real on the chart, but there's nothing underneath it yet.
Which palaces are void follows mechanically from which ten-hour cycle (旬) your chart falls in. Six cycles, six pairs of empty branches:
| Cycle | Void branches | Void palaces |
|---|---|---|
| 甲子旬 | 戌 亥 | 乾 6 |
| 甲戌旬 | 申 酉 | 坤 2 · 兑 7 |
| 甲申旬 | 午 未 | 离 9 · 坤 2 |
| 甲午旬 | 辰 巳 | 巽 4 |
| 甲辰旬 | 寅 卯 | 艮 8 · 震 3 |
| 甲寅旬 | 子 丑 | 坎 1 · 艮 8 |
甲子旬中戌亥空,甲戌旬中申酉空,甲申旬中午未空;甲午旬中辰巳空,甲辰旬中寅卯空,甲寅旬中子丑空. The void-finding rhyme every student of the sixty-cycle calendar memorizes first.
Void is the subtlest harm, because it cuts both ways. A lucky palace in void means the good news won't cash out yet: the offer that stalls, the yes that never turns into a signature. But an unlucky palace in void means the threat is hollow too: 凶事逢空, the blow doesn't land. And void has an expiry date: when time reaches the void branches, the void "fills" (出空), and matters frozen in air touch ground. Skilled readers use exactly this to predict when a stalled matter will finally move.
Two refinements sharpen the call. Void comes in degrees: a symbol that is strong in season is only half-void (假空), delayed, not denied, while a weak, out-of-season symbol in void is true void (真空), and the matter genuinely evaporates. And a void palace doesn't fall silent: practitioners estimate only about twenty percent of its energy stays in place, with the rest displaced, so readers trace the missing story to the opposite palace (空亡转宫), or simply note the date the void fills and check back then.
Void is the only harm that regularly helps: it postpones good outcomes but also defuses bad ones, and its built-in expiry date turns a red flag into a timing tool.
When You See One: a Field Guide
Three rules keep the Four Harms in proportion. First, location decides relevance: a harm only matters in the palaces your question actually lives in: the Chief Star and your hour stem, and the palace of your question's key symbol. A punishment strike in an irrelevant corner is trivia. Second, harms modify, they don't veto: they scale a palace's promise down (or, for void on a threat, defuse it); read them together with seasonal strength and the stem combinations before concluding anything. Third, each harm has its own remedy: pressed: stop forcing, change the approach; punished: step back, pick another hour; entombed: wait for the box to open; void: don't count on it yet, and note when the void fills. Fitting a flagged harm into the full verdict — strength, the other side, timing — is the subject of how to judge a chart.
| Harm | Energy left | One-line meaning |
|---|---|---|
| 门迫 | ≈ 50% | Your own action attacks your own terrain; stop forcing |
| 击刑 | ≈ 50% | Punishment from inside the matter: friction, injury, legal trouble |
| 入墓 | ≈ 50% | Energy warehoused, present but locked |
| 空亡 | ≈ 20% (rest displaced) | Not real yet; recheck when the void fills |
QimenIt checks every chart for all four harms automatically. Door pressure, punishment, entombment and void are flagged on the palaces that matter for your question. Cast a free chart and see whether your palaces are clean.
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