Oriental Adventures - Spells
This work is ongoing and will be updated as I convert more spells. I've used the guidelines in the D&D Conversion Manual written by Skip
Williams. OA refers to the book Oriental Adventures authored by Gary
Gygax. All asterisked spells are converted below.
- "exempt"
Hallelujah! WoTC has announced the release of 3e OA for October,
2001! While that will hopefully make all the stuff on this page obsolete,
I still want to continue my homebrew OA campaign, and for that end, will
continue converting spells as I need them.
Shukenja
Orisons
First
Level Shukenja Spells
Second
Level Shukenja Spells
Third
Level Shukenja Spells
First
Level Sohei Spells
Second
Level Sohei Spells
Third
Level Sohei Spells
Fourth
Level Sohei Spells
Wu
Jen Cantrips
First
Level Wu Jen Spells
Second
Level Wu Jen Spells
Third
Level Wu Jen Spells
Fourth
Level Wu Jen Spells New
OA contained no orisons. DM's are suggested to allow shukenja access to all
clerical orisons and the following spell which was originally first level.
Detect Disease* Allows shukenja to detect presence and possibly diagnose type
of disease.
Animal Friendship Was animal companion.
Attraction* Lowers target's AC by 2.
Augury
Bane
Beneficence* Augments social relations with friendly creatures.
Bless
Cure Light Wounds
Detect Chaos
Detect Evil
Detect Good
Detect Harmony* Detects balance between good/evil and law/chaos.
Detect Law
Divining Rod* Similar to locate object.
Endure Elements Was resist.
Inflict Light Wounds
Know History* Relates history of an area, item, or person.
Omen* Foretells woe or weal in next 24 hours.
Remove Fear Was calm.
Shield of Faith Was deflection.
Snake Charm* Holds snakes at bay unless attacked.
Trance* Detects spirits, haunting, and curses in an area.
Weapon Bless* Grants one-time +5 attack/damage bonus vs. specific
creature.
[Note: 3rd edition contains no provision for the spell chant, so
it has been omitted.] Also, DM's might also consider allowing shukenjas to cast cure
and inflict moderate wounds, as the cure/inflict series of spells
has expanded with 3e. Lesser restoration is also a spell
recommended for this list.
Aid
Animal Messenger Was messenger.
Commune with Lesser Spirit* Allows caster to ask questions of a natural
spirit.
Conceal Motivation* Disguises basic motivation (greed, hunger, anger,
revenge, etc.).
Cure Moderate Wounds (Suggested addition to spell list; not in OA)
Delay Poison Was slow poison.
Deathwatch Was detect life.
Detect Charm* Caster can detect presence of any enchantment school spell.
Dream Sight* Caster's spirit becomes incorporeal and may wander anywhere
within range.
Dry Spring* Destroys any natural spring or one made by create spring.
Enthrall
Hold Person
Holy Symbol* Caster can create a holy symbol of his faith.
Inflict Moderate Wounds (Suggested addition to spell list; not in
OA)
Know Motivation* Detects basic drives of a creature such as hunger, fear,
revenge, love. etc.
Obscure Charm* Prevents detection of enchantment school spells.
Obscuring Mist Was obscurement.
Protection from Spirits* Prevents minor spirits and hinders greater
spirits from attacking recipient.
Request* Demands a natural spirit perform any action within its
power if it fails a Will save.
Snake Summoning* Summons and calms snakes and snake-like creatures within
area of effect.
Speak with Animals
Sweet Water Was create spring. This spell is described in Defenders
of the Faith.
Warning* Increases recipient's Spot and Listen checks, prevents
close-range sneak attacks.
Withdraw* Time slows for caster allowing him to cast healing, divination,
and protection spells.
Note: The official conversion document states that the spell know alignment
should not be carried into 3rd edition. It is thus dropped from the shukenja
spell list. DM's might also consider allowing shukenjas to cast cure and inflict
serious wounds, as the cure/inflict series of spells has expanded
with 3e.
Bestow Curse
Castigate As per castigate in Defenders of the Faith.
Cause Blindness/Deafness
Cure Serious Wounds (Suggested addition to spell list; not in OA)
Death's Door* Stabilizes dying creature and raises its hp to 0.
Detect Curse* Detects curse and perhaps its general nature.
Dispel Magic
Divination* Allows remote reconnaissance of forces, treasure, and
supernatural presences of an area. This spell differs is different from the
western divine spell of the same name.
Dream Was dream vision.
Flame Walk* Increases saving throw against fire by
+4.
Inflict Serious Wounds (Suggested addition to spell list; not in
OA)
Invisibility to Spirits* Makes recipient invisible to spirits.
Levitate
Magical Vestment* When on own holy ground, caster's garments receive
armor bonus. This spell differs from the western divine spell magic vestment.
Nightmare
Oath* Trades promises between the caster and a target, who must abide by
the oath or suffer. Broken if caster breaks his oath.
Paralysis
Possess Animal* Caster's spirit enters body of animal and dominates its
actions.
Prayer
Remove Blindness/Deafness Was cure blindness.
Remove Curse
Remove Disease Was cure disease.
Remove Paralysis
Speak with Dead
Substitution* Allows statuette of shukenja's deity to absorb up to 20 hp
damage caster would normally suffer.
Unbind* Removes a creature affected by the oath spell.
Attraction* Increases effective range of missile weapons.
Bane
Bless
Shield of Faith
Resist
Weapon Bless* Grants one-time +5 attack/damage bonus vs. specific
creature.
Animal Messenger
Delay Poison
Warning* Increases recipient's Spot and Listen checks, prevents
close-range sneak attacks.
Castigate As per
castigate in Defenders of the Faith.
Dispel Magic
Flame Walk* Increases saving throw against fire by
+4.
Prayer
Endurance*
Fatigue*
Penetrate Disguise*
Spell Immunity*
Sustain*
Some wu jen spells are categorized according to the Asian elements
they affect. These elements are different form the "elements"
specified in western protection spells and the like. They include wind, earth,
fire, water, and wood/nature. The element(s) to which a spell belongs are listed
in square brackets [ ].
OA contained no cantrips. DM's are suggested to allow wu jen access to
all sorcerer/wizard cantrips except disrupt undead, which might be
replaced by disrupt spirits, a spell with the same effect as disrupt
undead, except that it only affects spirits. Additionally, some
1st-level spells have been "downgraded" to cantrips (e.g., read
magic). These do not appear in the 1st-level spell list, below.
Accuracy* Increases range of missile weapons.
Animate Wood* [Nature] Animate wooden object
to assist you.
Chameleon* Recipient's coloration changes to match background,
adding +10 to Hide skill checks.
Cloud Ladder* [Wind] Shape weightless ladder from
smoke.
Comprehend Languages
Drowsy Insects* [Nature] Insects swarm an
opponents, biting them and causing them to sleep.
Elemental Burst* [All] Object bursts in
area causing damage (stone, earth, fire), stunning them (air), or knocking them
down (water).
Fiery Eyes* [Fire] Your stare lights fires and
makes foes
hesitate. Increases effectiveness of some enchantment spells.
Ghost Light* A light resembling that of spirits
frightens creatures with 1 HD or less.
Hail of Stone* [Earth] A rain of stones to pound any place
outside.
Hold Portal
Hypnotism
Inaccuracy* Makes recipient harder to hit with ranged weapons.
Magic Missile
Melt* [Fire] Melt snow and ice and cause damage to cold-based creatures.
Message
Obscuring Mist [Wind] Was wall of fog.
Secret Signs* Secretly transmits a message with an
innocuous word, gesture, or movement of an item.
Shield
Sinking* [Water] Imposes
a -30 penalty on Swim checks.
Spider Climb
Still Water* [Water] Calms waters allowing safer passage by creatures
and ships, and pacifies water-based creatures.
Swim* [Water] Allows land-based creatures to swim
normally without Swim checks; doubles speed of aquatic creatures.
Turbulence* [Water] Causes waters to increase choppiness, possibly
capsizing small boats and even larger ships. Enrages water-based creatures.
Unseen Servant
Warp Wood* [Wood] Bends 15" of 1"-diameter wood/level.
Water Protection* [Water] Recipient can breathe and vocalize
underwater.
The spell vocalize has been omitted since it can be emulated with the metamagic feat Silent Spell.
Animal Friendship Was animal companion.
Animate Rope Was bind.
Animate Water* [Water] Causes water to move about at the caster's command,
extinguish fires, knock down opponents, etc.
Arcane Lock Was wizard lock.
Bull's Strength Was strength.
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Thoughts Was ESP.
Enchanted Blade* Creates a blade in recipient's hand that can strike
for 1d6 damage per caster level in melee or ranged combat.
Fire Shuriken* [Fire] Hurl fiery shuriken
inflict 1d4 slashing, 1d4 fire damage per missile.
Fog Cloud* [Wind] A mass of fog that can move away from the
caster at 10' per round.
Gaseous Form [Wind] Was smoky form.
Hypnotic Pattern
Ice Knife* [Water] Hurl an icy knife inflicting 1d4 cold damage
and slows all within 5' who fail a Reflex save.
Invisibility
Knock
Locate Object
Misdirection
Omen* Foretells woe or weal for a character in the next 24 hours.
Protection from Enchantment* Was protection from charm.
Pyrotechnics [Fire]
Rope Trick
See Invisibility Was detect invisibility.
Silent Image Was phantasmal force.
Smoke Shape* [Wind] Caster molds smoke, haze, or mist into any shape
which can be used to fool observers at a distance.
Stinking Cloud [Wind]
Whip* Creates a magical whip that can strike opponents, disarm or trip
them, and keep animals at bay.
Whispering Wind [Wind]
Wind Breath* [Wind] Caster expels wind with velocity of 5 miles per hour
per level. Can extinguish torches, knock creatures down, capsize boats, etc.
Animate
Fire* [Fire] Enhances, diminishes, and/or moves flame up to 1' away from
its source per level.
Change Self Was disguise.
Cloudburst* [Water/Wind] Precipitates moisture in
area, sputtering or extinguishing all flames.
Commune with Lesser Spirit* Allows caster to ask questions of a natural
spirit.
Detect Shapechanger* Detect
shapechangers and see their most commonly assumed form.
Dispel Magic
Fabricate
Face* Seemingly elevates social status and adds +10 to Diplomacy checks when acting
"in character."
Feign Death
Fire Rain* [Fire] Fire falls from the open sky striking
all for 1d8 hp/2 levels or half if save.
Fire Wings* [Fire] Sprout wings of fire useful for
battering opponents or flying.
Haste
Hold Person
Illusionary Script
Lose Face* Reduces social level of target,
causing them to suffer -10 to Diplomacy checks when interacting with persons of
higher rank.
Magnetism* [Stone] Pluck ferrous items from others'
grasps or cause all ferrous objects in 30' to converge on a target.
Memory* Implant a false memory or ease a valid one
from a target's mind.
Minor Image Was improved phantasmal force.
Protection from Arrows Was protection from normal missiles.
Steam Breath* [Wind] Expel damaging steam in a cone causing 1d6 damage
per level.
Scry [All]
Statue* [Stone] Recipient can turn to stone or revert to flesh at will.
Suggestion
Tongues
Wood Shape* [Wood/Nature]Alter cubic 1'/level of wood into
any conceivable shape.
Fourth
Level Wu
Jen Spells
Note: As per the Conversion document released by WoTC, know alignment was
dropped from the spell list.
Bargain*
Compel a lesser or greater spirit to perform an action for you.
Bestow Curse
Confusion
Dancing
Blade* Non-magical sword animates and fights for designated creature.
Dimension Door [Earth]
Dispel
Illusion* Dispels any illusion as if dispel magic were cast with
a +5 bonus.
Dream Was dream vision.
Elemental
Turning* [All] Elementals of a specified type must make Will save or
flee.
Emotion
Fire
Enchantment* [Fire] Deliver a suggestion
to all looking at a fire.
Improved Invisibility
Melt Metal* [Fire] Make metal
"flow," opening locks, liquefying bars, etc.
Minor Creation
Plant Growth [Wood/Nature]
Polymorph Other
Polymorph Self
Quell* Forces victim to surrender if
Will save failed; you may demand service if target fails a new Will save.
Remove Curse
Reverse
Flow* Reverses flow of water.
Shout
Major Image Was spectral
force.
Transfix* Hold targets in a specified
place until a certain condition occurs or they pass a Will save (every hour).
Vengeance*
Your spirit remains to carry out a one-round action after you are slain.
Wall of
Bones* Wall 10' long and 1/2
foot thick per level rises from earth.
Wall of Fire [Fire]
Accuracy
Transmutation
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: 10'
Target or area: 1 missile/level
Duration: 1 round/level
Saving throw: None
Spell resistance: No
The spell allows missiles to be fired twice their normal range and double
their normal range increments. For example, an arrow fired from a hankyu could
now travel 120' before being out of the first range increment. This effect is
considered an enchantment bonus.
Normal and magical missiles can be affected. Missiles that
can be affected include all items that can be thrown or discharged by a normal
Medium size creature or smaller without using a "machine" larger than
a heavy crossbow or daikyu. Thus, arrows, bolts, spears, shuriken, and the like
could receive this enchantment but ballistae bolts or catapult shots could not.
Missile that are not destroyed and located by the targets could possibly be
returned with the same benefits if the duration of the spell has not ceased.
Note that this enchantment can be placed on melee weapons
that are to be throw, although the bonus gained applies only when they are used
as missile weapons. This spell does not allow the 30' range increment for
point-blank shots (as per the feat), extra damage inflicted by weapon
specialization, sneak attacks made by ninja and the like to be surpassed, as the
attacker must still be able to discern detail on the target to strike
effectively.
This spell counterspells inaccuracy.
Material components: A calligraphy brush and ink. A mystical
character is written on each missile enchanted.
Animate Fire
Conjuration [Fire]
Level: Wu jen 3
Components: V, S, M
Casting time: 1 round
Range: Short
Target or area: 1' cube/level
Duration: Concentration, up to 1 round/level (D)
Saving throw: None
Spell resistance: No
This spell animates fire, allowing it to travel up to 1' away from its source
per caster level at a rate of 10' / round. It can be caused to burn up to twice
as fiercely, consume twice the fuel, and cause twice the damage. Flames
can also be quenched but not totally extinguished.
Material components: Charcoal, sulphur, soda ash.
Animate Water
Conjuration [Water]
Level: Wu jen 2
Components: V, S, M
Casting time: 1 round
Range: Medium (100' + 10'/level)
Target or area: 5' cube/level
Duration: Until concentration ends, up to 1 round/level
Saving throw: None
Spell resistance: No
With this spell the caster animates a volume of water up to a 5' cube per
level. He cannot shape the water but command it flow in any direction. The water
has a movement rate of 15' (double that for the double-move option), but is
still susceptible to consequences of natural laws like evaporation and gravity.
Thus, water moving over sand is absorbed, and water moving over earth is also
absorbed but makes the ground muddy (and thus makes for unsure footing). Large
amounts of heat can also evaporate the water at a rate of one 5' cube per 5 hp
of heat damage; water evaporated in this manner creates a 5' steam cloud for
every 5' cube evaporated, persists 1d3 rounds, and has all the effects of dense
fog (granting concealment). Strong winds dissipate such clouds in one round.
The water can ascend gentle grades of less that 45 degrees,
but walls, stairs, and the like are insurmountable obstacles (unless they are
small enough to be washed over - typically less that 3' high). Water ordered to
attack deals 1d2 bludgeoning damage per 5' cube, smacking opponents in a
crashing wave.
Material components: Vial of spring water mixed with cinnabar ore.
Animate Wood
Transmutation [Wood]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: Special
Duration: 10 minutes
Saving throw: None
Spell resistance: No
Animate wood allows a wu jen to cause living or dead wooden items to twist
and bend. The spell does not change the form of the items but allows them to
strike and move if such is possible for the kind of object being animated (e.g.,
a rooted tree could not romp around but a chair could scuttle across the floor).
Wood with this spell act has the same statistics as Animated Objects described
in the MM. They do damage however, according to their form. Thus a tree would
inflict bludgeoning damage while an arrow slithering around like a snake would
cause piercing damage.
A single plant of living wood 5' or less in stature (Medium
size) can be animated for every level of the caster. For non-living wood, a
piece approximately the size of two arrows (each one size Tiny) can be animated
for every caster level.
Magical items get a Fortitude saving throw to resist the
effect, each plus of enchantment adding to their roll. "Intelligent"
wood (e.g., a treant) is not affected by this spell.
Note that this spell is an effective counter-measure against
wooden weapons, although attended items are allowed a saving throw as if the
bearer were making the save.
Material components: Powdered cinnabar, ground peach pit.
Attraction
Evocation
Level: Shukenja 1, Sohei 1
Components: V, S
Casting time: 1 action
Range: Touch
Target or area: 1 creature
Duration: 2 rounds/level
Saving throw: Will negates
Spell resistance: Yes
This spell causes attacks to veer toward the victim, making her suffer a -2
penalty to her AC.
Bargain
Enchantment
Level: Wu jen 4
Components: V, S, M
Casting time: 1 round
Range: Short (25'+5'/level)
Target or area: 1 spirit
Duration: Instantaneous
Saving throw: Will negates
Spell resistance: Yes
Bargain can be cast on any lesser or greater spirit in order to obtain
its services. The caster must have already contacted the spirit (e.g., via
commune with lesser spirit or
commune with greater spirit). If the spirit succeeds its saving throw,
it is under no special obligation toward the caster, but if it fails, it owes
the caster a specific item or service within its power stated by the
caster. The spirit can demand payment of no more than half value of the
item or service required of it. The spirit must immediately engage on the
endeavor unless otherwise allowed not to by the caster, but the caster can delay
payment until the spirit performs the deed. If the caster refuses to
fulfill his portion of the bargain, the spirit petitions the Celestial Bureaucracy,
and the caster suffers a -2 penalty to all saving throws and attack rolls until
he executes his half of the deal. If the spirit succeeds in its saving
throw, it may still strike a (nonmagical) bargain with the caster though the
terms are never as good (from the caster's perspective) as they are under this
spell. A spirit can never be under more than one bargain at one
time, and a spirit succeeding in its saving throw against this spell is immune
to this spell by the same caster for the next three days.
[Note that monster
conversions available at this site classify spirits into lesser and
greater spirits, each of which is a sub-type of Fey.]
Material components: A bowl of incense worth 20 gp or
more (120 tael).
Beneficence
Enchantment
Level: Shukenja 1
Components: V
Casting time: 1 action
Range: 0'
Target or area: 10' radius/level
Duration: 20 minutes/level (D)
Saving throw: None
Spell resistance: No
All who encounter the shukenja recognize him as a holy man, and may be
predisposed to treat him kindly or at least with respect. The shukenja gains a
+4 enhancement bonus to his Diplomacy, Bluff, and Gather Information skills.
This spell only works on nonhostile creatures and those that cannot understand
the shukenja's roll. For example, a pride of lions or bandits waiting in ambush
would not be affected.
Chameleon
Illusion
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: One creature
Duration: 2 rounds/level
Saving throw: None
Spell resistance: Yes (Harmless)
Chameleon alters the coloration of the target to match the current
environment. This camouflage changes automatically when the recipient moves into
a new environment with different terrain features. The effect is to add a +10 circumstantial
bonus to Hide skill checks.
Material components: Shed skin of a small lizard.
Cloudburst
Alteration [Water]
Level: Wu jen 3
Components: V, S, M
Casting time: 1 action
Range: Short
Target or area: 30' diameter cylinder up to 60' high
Duration: 1 round
Saving throw: None
Spell resistance: No
This spell condenses all moisture in the air and causes it to fall to the
ground, typically dumping 1" of "rain" on the area. It
quenches all mundane fires in its area of effect, and magical fires sputter out
for 1d2 rounds. Fires as large as the area of effect or greater release a
steam cloud four times the size of the original cloudburst's area of
effect lasting 1d4+1 rounds and causing 1d3 heat damage per round.
Material components: Small kite, rock salt
Cloud Ladder
Transmutation [Wind]
Level: Wu jen 1
Components: V, S, F
Casting time: 1 round
Range: 0'
Target or area: See text
Duration: 1d4 minutes + 1 minute/level (D)
Saving throw: None
Spell resistance: No
A wu jen casting this spell reaches into an area of smoke and shapes it into
a ladder. The ladder can be 10' long for every level of the caster and can be
transported once shaped. Cloud ladders can be used by the caster and one more
creature per level designated by the wu jen. Additional creatures attempting to
take hold of the ladder find their hands simply full of smoke. The ladder is
always rigid stays where put, although at least one end must be touching a
surface that could normally bear the weight of the creatures supported on the
ladder; the ladder need not be leaned against a surface to stand it on end, and
it could be used to bridge a chasm with only one end touching an edge.
The wu jen can choose to re-cast cloud ladder upon the smoke
of a cloud ladder already created in order to lengthen the duration of the
spell.
Focus: A large bonfire (5' x 5') of green wood. The fire is
not extinguished by this spell.
Commune with Lesser Spirit
Divination
Level: Shukenja 2
Components: V, S, M
Casting time: 10 minutes
Range: 0'
Target or area: Special
Duration: Special
Saving throw: None
Spell resistance: No
With this spell, a caster is able to contact any of the many local lesser spirits living within rocks, trees, hills, streams, and the like. A spirit that
inhabits a structure can also be contacted. This spell cannot contact spirits of
greater areas such as a river or mountain. The caster must know the identity of
the spirit (obtainable via a trance spell) and be within 10' of the area where
the spirit resides.
When the spirit is contacted, he can ask it one question for
every level he has. Questions must be specific but are not limited to yes-no
answers. The spirit answers literally but truthfully if the answer is known.
They do not volunteer information, but good spirits attempt to be helpful,
neutral ones indirect, and evil spirits malevolent, attempt to distort the
answer if possible.
The spirit can only answer questions of which it would have
knowledge - e.g., the spirit of a small copse could say what kind of creatures
passed through it recently (though not specific identity, class, etc.).
Questions to which the spirit does not know the answer are wasted.
This spell can be used a maximum of once per week for any
particular spirit.
[Note that monster
conversions available at this site classify spirits into lesser and
greater spirits, each of which is a sub-type of Fey.]
Material components: Incense and an offering appropriate to
the spirit.
Conceal Motivation
Abjuration
Level: Shukenja 2
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: 1 creature
Duration: 1 round/level
Saving throw: None
Spell resistance: Yes (Harmless)
This spell masks the detection of the basic drives and needs of the target
(e.g., anger, hunger, revenge, love, fear, etc.). It causes all Detect Motive skill checks used against the recipient to suffer a -6 penalty. Note
that it does not prescribe the target from making these needs known either
through speech or otherwise. It can counter know motivation.
Material component: A prayer written on a cloth tied about
the caster's head.
Dancing Blade
Evocation
Level: Wu jen 4
Components: V, S, M
Casting time: 1 round
Range: 10'
Target or area: 1 creature
Duration: 1 round/level
Saving throw: None
Spell resistance: No
This spell animates a sword, which hovers and fights for a designated target
within range. The sword can be neither magical (though it can be
masterwork) nor in the possession of another being. The sword's location
can be controlled by the designated creature as a free action, and it can travel
at the same base movement rate as the target (the target can leave the range of
the spell and have the sword follow it). Nevertheless, it cannot wander
more than 5' away from the target, or it will drop to the ground and the spell
will end. The sword requires no act of concentration to use, and it
strikes with the base attack bonus (including multiple attacks, if any) as the
designated target, though it does normal damage (with no modifiers for Strength,
specialization, etc.). It cannot be "disarmed" unless an
opponent attempts to grab it, in which case the disarm attempt is made as normal
(again, without the defender's Strength bonus, etc.). A creature that
successfully "disarms" the sword in this way must keep hold of it with
at least one hand or it will re-animate if he lets go (unless the target is more
than 5' away).
Material component: Tiny stick puppet.
Death's Door
Necromancy
Level: Shukenja 3
Components: V, S, F
Casting time: 1 action
Range: Touch
Target or area: One creature
Duration: 1 hour/level
Saving throw: None
Spell resistance: Yes (Harmless)
With this spell the caster brings a creature that is unconscious due to hp
loss (-1 to -9 hp) to 0 and stabilizes them. Consciousness can be restored by
other means, including magic and mundane. This spell does not work on creatures
without a Constitution score (e.g., undead).
Focus: Holy symbol, scrap of white silk, unguent.
Detect Charm
Divination
Level: Shukenja 2
Components: V, S
Casting time: 1 round
Range: Close (25' + 5'/2 levels)
Target or area: One creature
Duration: Instantaneous
Saving throw: Special
Spell resistance: Yes (See below)
This spell determines if a target creature is under the influence of spells
or spell-like effects from the Enchantment school. If the target is charmed by
an unfriendly creature within the immediate vicinity (i.e., one that could see
or hear detect charm being cast), then he can thwart the spell with a successful
Will save since such detection would be inimical to his interests.
Detect Curse
Divination
Level: Shukenja 3
Components: V, S, M
Casting time: 1 round
Range: 0'
Target or area: 10' ´ 30' path
Duration: 1 round/level
Saving throw: None
Spell resistance: No
This spell allows the caster a 5% cumulative chance per level to detect a
curse placed upon a creature, item, or place. One creature, one object, or one
square yard of area can be examined per round. If a curse is detected, the
caster can concentrate another round to determine the general nature of the
curse; the success rate for this is also 5% per level, cumulative. The
information conveyed is only general in nature. For example, a caster could
learn that a particular yuan-ti altar will place a curse upon anyone who touches
it, but not that it polymorphs them into a snake. This spell only works once
every time the caster gains a level for any particular creature, item, or place.
For example, the shukenja Myori casts this spell upon a companion who has been
battling evil spirits. She detects nothing. Myori may cast the spell and examine
the same companion only after she has gained another experience level.
Material components: A gem worth at least 2 ch'ien given as
an offering to the caster's deity or higher power, fresh spray of cherry or
plum.
Detect Harmony
Divination
Level: Shukenja 1
Components: V, S, F
Casting time: 10 minutes
Range: 0'
Target or area: 10' cube/level
Duration: Instantaneous
Saving throw: None
Spell resistance: No
This spell informs the shukenja of the general balance among the
lawful-chaotic and good-evil axes in a given area. It does not reveal the exact
alignment - only the general proportions of each. Answers are always vague; for
example, "Good prevails here," or "Chaos and law are in
balance." Cast on buildings or other areas, the spell might reveal a
preponderance of evil in, for example, a haunted cave.
When cast on a creature, the spell takes into account the
target's alignment, recent actions, and intentions.
Focus: A scroll of sutras worth at least 5 ch'ien for paper
and ink.
Detect Disease
Divination
Level: Shukenja 0
Components: V, S
Casting time: 1 action
Range: Close (25' + 5'/2 levels)
Target or area: One creature, object, or 5'-cube
Duration: Instantaneous
Saving throw: None
Spell resistance: No
The caster can detect the presence of magical or mundane disease. There is a
10% chance per caster level that the exact nature of the disease (e.g., mummy
rot) is known.
Detect Shapechanger
Divination
Level: Shukenja 4, Wu jen 3
Components: V, S, M
Casting time: 1 round
Range: Medium
Target or area: 1 creature/level
Duration: 3 rounds/level (D)
Saving throw: None
Spell resistance: Yes
The caster can see the true form (most commonly assumed form) of any
shapechanger examined. If the shapechanger is already in that form, the
spell simply reveals that the creature is a shapechanger. One creature can
be examined per round.
Material components: Honey, lotus flower.
Dispel Illusion
Abjuration
Level: Wu jen 4
Except as stated above, this spell functions exactly as dispel magic,
except that the caster obtains a +5 bonus to the dispel check, and it is only
effective against spells from the Illusion school.
Divination
Divination
Level: Shukenja 3
Components: V, S, M, DF
Casting time: 10 minutes
Range: Personal
Target or area: Special
Duration: Special
Saving throw: None
Spell resistance: No
This spell allows the caster to gain specific information about an area whose
location is known. It provides the caster with the following information:
relative strength of creatures, amount and value of treasure, and whether the
area is being specifically watched by a supernatural being. The chance of
receiving correct information is 60% plus 1% per caster level, although this may
be modified by the DM. If the divination is incorrect, it provides inaccurate
information. Further spells regarding the same area provide the same
information, even if incorrect.
Material components: Handful of coins, incense. For powerful
divinations (and increased chance of success), the caster may offer jewelry or
magic items. In this case the chance of success may increase 1% per 100 ch'ien
value of the item offered, but there should always be a 5% chance of receiving
inaccurate information.
Note: This spell differs from the western divine spell of the
same name.
Diving Rod
Components: V, S, F
Except as noted, this spell is the same as locate object.
Focus: Stick cut from a ginkgo tree.
Dream Sight
Transmutation
Level: Shukenja 2
Components: S, M
Casting time: 1 minute
Range: Special
Target or area: Personal
Duration: 1 minute/level (D)
Saving throw: None
Spell resistance: No
Upon casting this spell, the shukenja enters a sleep and dreams of her
vicinity. His spirit becomes incorporeal and can pass through solid objects but
not enter areas protected by any protection spell, desecrate, or consecrate.
Noises in such areas also cannot be heard. What the caster does see is what is
happening while she is dreaming, not the past or future. She can move her spirit
up to 90' per minute and then observe the scene in the next minute. The spirit
automatically returns to the body when the duration expires or the shukenja
wills the spell to end.
If the body of the caster is disturbed while she is in dream sight, she must
make a Will save with a DC of 15. Failure indicates the spirit is lost and
cannot return to the body, which lies in a catatonic state. Another caster using
dream sight can locate the original spirit and guide it back.
During dream sight the caster's spirit is considered to be a
lesser spirit (a type of fey) and thus subject to spells like commune with lesser
spirit,
invisibility to spirits, and smite. If affected by the last, the spirit is
destroyed and the body remains in a cataleptic state. She can only be restored
by means normally used to raise the dead or a restoration spell. Restore
spirit will also revive the caster.
Material component: Incense worth at least 1 ch'ien.
Drowsy Insects
Conjuration [Nature]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Medium (100' + 10'/level)
Target or area: 5' square/level
Duration: Instantaneous
Saving throw: Fortitude negates
Spell resistance: Yes
This spell summons a cloud of biting and stinging insects. All within the
area of effect must make succeed in a Fortitude saving throw against poison or
fall asleep for 2d6 rounds. Sleeping creatures are considered helpless, but can
be woken when suffering any damage or with a full round action devoted to
shaking them. Loud noises such as combat have a 50% chance per round of waking
them, and shouting in their ears will also cause them to awaken.
Targets protected by smoke, large fires (i.e., not simply a
torch), or cold are avoided by the insects.
Material component: Live honeybee or stinging insect.
Dry Spring
Transmutation
Level: Shukenja 2
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: Special
Duration: Instantaneous
Saving throw: None
Spell resistance: No
This spell destroys any natural spring or one created by create spring. It
can counter create spring.
Material component: Bamboo cane.
Elemental Burst
Conjuration [Wind, Earth, Fire, Water, Wood]
Level: Wu jen 1
Components: V, S
Casting time: 1 action
Range: Medium (100' + 10'/level)
Target or area: 5' radius burst
Duration: Instantaneous
Saving throw: See text
Spell resistance: Yes
Elemental burst causes any object composed of one of the five elements - air,
earth, fire, stone, or water - to suddenly lash out against all in the area of
effect. Wood and stone objects release a spray of sharp splinters, inflicting
1d8 damage with a Reflex save indicating half damage.
Fire releases sparks causing 1d4 hp of damage; a successful
Reflex save indicates damage was avoided. Sparks have a 5% chance of igniting
flammables within the area of effect. Elemental burst is also considered a
fire-based spell if cast on fire.
Water roars into a small wave, knocking all down all within
the area of effect unless a Reflex save is successful. For every size smaller
than Medium, creatures suffer a -4 penalty to the Reflex save to avoid the wave.
Large creatures enjoy a +4 bonus, as does any creature with four legs or more
(cumulative with size), and creatures larger than Large are unaffected. The wave
will douse torches and the like.
An air burst causes a sonic wave stunning victims for 1d2
rounds unless they make a successful Reflex save.
The object creating the burst is in no way physically damaged
by the spell.
Elemental Turning
Abjuration [Earth, Wind, Fire, Water, Wood/Nature]
Level: Wu jen 4
Components: V, S, M
Casting time: 1 action
Range: Caster
Target or area: 60' emanation
Duration: 4 +1d4 rounds
Saving throw: Will negates
Spell resistance: Yes
Elemental turning requires all elements of a specified element (Earth,
Air, Fire, or Water), stated at the casting of this spell, to make a Will save
or flee in panic until the spell ends. Elementals that enter the area of
effect while the spell is in operation must also make a Will save or flee the
area. Those that cannot flee (because they are forced against the area of
effect) are banished to their native plane. The emanation moves with the
caster. Elemental turning for a specific element cannot be cast on
that elemental plane (e.g., a turning directed against fire elementals cannot be
cast on the Plane of Fire).
Material components: A pinch of the element inimical
to the type of element being driven away (fire for water elementals, earth for
air, a puff of breath for earth, and water for fire elementals).
Enchanted Blade
Evocation
Level: Wu jen 2
Components: V, S, M, F
Casting time: 1 round
Range: Touch
Target or area: One creature
Duration: 10 minutes or until discharged
Saving throw: Reflex half
Spell resistance: Yes
Upon casting this spell, the wu jen conjures a magical sword of electrical
energy in the recipient's hands. The weapon is the same size of a longsword but
weightless and does not impose a nonproficiency penalty when used. The blade can
be used in two ways - either as a normal melee weapon or to discharge a bolt of
energy with a range of 30'. If used as a melee weapon, the wielder must make a
touch attack with the blade; if used as a missile weapon, a ranged touch attack
is required.
In both cases, the sword can do up to 1d6 hp of electrical
damage for every two caster levels before disappearing (maximum 6d6). The wielder can use all the damage at once or divide
them up between uses. When making an attack, the wielder chooses how many dice
of damage she will inflict if successful. She then makes the attack, and if
successful, that many dice of damage are subtracted from the sword's potential.
Targets are allowed a Reflex saving throw to avoid half of the damage. Strength
and other appropriate modifiers are added to melee damage, but critical hits
only double these modifiers, not the electrical damage dealt by the sword.
The blade disappears when all the damage die it can deal have
been consumed, or when it leaves the hands (or what passes as hands) of the
recipient of the spell.
The enchanted blade can strike creatures with damage
reduction without penalty. The amount of damage reduction the blade can surpass
is equivalent to +1 for every four caster levels, rounded down. Thus, an
enchanted blade created by a fourth level caster can bypass damage reduction of
+1, +2 at eighth level, +3 at twelfth, +4 at sixteenth, and +5 at twentieth.
Material components: Small wooden sword.
Focus: Silver rod (1 ch'ien).
Face
Enchantment
Level: Wu jen 3
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or area: Creature touched
Duration: 20 minutes/level
Saving throw: Will negates (Harmless)
Spell resistance: Yes (Harmless)
This spell causes the recipient to appear as if he were of a higher social
class. It adds +10 to his Diplomacy skill checks, as long he is acting
"in character" for a person of that station.
Material component: Honey.
Fiery Eyes
Transmutation [Fire]
Level: Wu jen 1
Components: V, S
Casting time: 1 action
Range: 0'
Target or area: Self
Duration: 3 rounds/level (D)
Saving throw: None
Spell resistance: No
Fiery eyes imbues the wu jen's eyes with a red, hot glow. They project light
to 3', clearly illuminating that area. The caster can fix his sight on one
location within this range for three rounds to cause combustible objects to
catch fire (1d4 fire damage unless the fire spreads). This gaze attack cannot be
made against mobile creatures, as any movement will cause the wu jen's sight to
veer. Finally, any creature looking at the wu jen must make a Will save or
hesitate, and can only perform a partial action during their next turn.
If cast with hypnosis, hypnotic pattern, or a mass suggestion
spell, the wu jen imposes a -1 circumstantial penalty on the targets' saving
throws if they are looking at the caster.
The wu jen can control the color springing form his eyes,
ranging from red to yellow.
Fire Enchantment
Enchantment (Mind-Affecting, Coercion)
Level: Wu jen 4
Components: V, S, M
Casting time: 1 round
Range: Long (400'+40'/level)
Target or area: 10' radius emanation
Duration: Instantaneous
Saving throw: Will negates
Spell resistance: Yes
Cast upon a fire, this spell delivers a suggestion to all viewing
it. The actual suggestion seems to emanate from the blaze.
All within the area must make a Will save or fall victim to its effect.
Material components: Mirror, lighted candle.
Fire Rain
Evocation [Fire]
Level: Wu jen 3
Components: V, S, M, F
Casting time: 1 action
Range: Long
Target or area: 20' diameter area
Duration: Instantaneous
Saving throw: Reflex halves
Spell resistance: Yes
This spell bade fire stream down from the open sky. All within the area
of effect suffer 1d8 damage per two caster levels, or half that if they
successfully make a Reflex save. Combustibles in the area catch fire 50%
of the time. The spell only works outdoors, although it could burn away
the roof of a building under which potential targets reside.
Focus: A miniature blowpipe.
Material component: Lamp oil blown through the
blowpipe.
Fire Shuriken
Evocation [Fire]
Level: Wu jen 2
Components: V, S, M
Casting time: 1 action
Range: Medium (100' + 10'/level)
Target or area: One creature or target
Duration: Instantaneous
Saving throw: None
Spell resistance: Yes
With a flick of her wrist, the wu jen can hurl fiery shuriken at one target
with this spell. They have no range increment, but the caster must make a ranged
touch attack to hit. The shuriken spin out toward the target, leaving fiery
trails, and if they hit, inflict 1d4 of slashing damage and 1d4 of fire damage
per missile. Upon striking the target, whether a creature or solid object, the
shuriken burst into a cloud of multicolored smoke. The smoke is thick, lasts one
round, and fills the 5' square where they struck. Any creatures in the square
are considered blinded for that round unless they move out of the square. They
also benefit from nine-tenths concealment but suffer the same penalty when
making melee or missile attacks.
All shuriken created by one casting of this spell must be
cast at the same target. If more than one is created, subsequent shuriken suffer
no attack penalty. One shuriken can be created for every four caster levels,
rounded up: one up to third level, two between fourth and seventh levels, three
between eighth and eleventh levels, and four (maximum) at twelfth level and
beyond.
Material components: Tiny shuriken coated with pine sap and
sulfur.
Fire Wings
Evocation [Fire]
Level: Wu jen 3
Components: V, S, M
Casting time: 1 round
Range: 0'
Target or area: Self
Duration: 10 minutes (D)
Fiery wings sprout from the caster's arms. Items cannot be held, but
rings and gloves and the like are transformed with the wings (but still effective);
likewise, spells with somatic components cannot be cast. The caster can
fly at 60' per round with an Average maneuverability. The wings illuminate
all within 60'. While the caster is immune to the fiery effects of her
wings, they inflict 1d3 heat damage per round on all within 5'. They can
also be used to batter opponents and inflict 2d6 of fire damage per hit. The caster can strike with both wings but suffers the normal penalties for fighting with two weapons.
Focus: Golden amulet shaped like a phoenix (approx. 25
tael or 4 gp in value).
Material component: Bird feather.
Flame Walk
Alteration
Level: Shukenja 3, Sohei 3
Components: V, S, F, DF
Casting time: 1 action
Range: Touch
Target or area: 1 creature/5 levels
Duration: 10 minutes + 10 minutes/level
Saving throw: None
Spell resistance: Yes (Harmless)
Recipients of this spell are hardened against magical and mundane fire. He
enjoys a +4 resistance bonus to all saving throws against fire.
Focus: Powdered ruby.
Fog Cloud
Conjuration
Level: Wu jen 2
Range: Short (25' + 5'/2 levels)
This spell is exactly the same as obscuring mist (PHB, p. 233), except
that it does not have to be centered on the caster and the clouds can be
commanded to move away from the initial location of the caster at a rate of 10'
per round. Once the clouds start moving, the caster cannot stop them or change
their direction.
Ghost Light
Conjuration
Level: Wu jen 1
Components: V, S, M
Casting time: 1 action
Range: Long (400' + 40'/level)
Target or area: 10' cube
Duration: Concentration
Saving throw: None
Spell resistance: No
Ghost light summons a preternatural, green glow. The light can be used for
illumination or shaped into a form that fits into the area of effect. For
example, it could be shaped into the form of an oni and then commanded to walk
or fly. Fine detail is not possible, but spirits supposedly posses an illumination
that resembles ghost light, according to common superstition. Thus, any creature
with 1 HD or less must make a Will save upon viewing the light. Failure
indicates the creatures run away in panic for one round. If fleeing is
impossible, they cower.
Material component: Phosphorus.
Hail of Stone
Conjuration [Earth]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Long (400' + 40/level)
Target or area: 5' square/level
Duration: Instantaneous
Saving throw: None
Spell resistance: No
Wu jen can summon a rain of actual stones from the sky, potentially damaging
any within the area of effect. The caster must succeed in a in a ranged touch
attack for every creature. Success indicates the creature suffers 1d3 hp of
damage per caster level. This spell only works outside.
Material component: Jade worth at least 1 ch'ien that is
thrown at the target.
Holy Symbol
Conjuration
Level: Shukenja 2
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or area: One object
Duration: Instantaneous
Saving throw: None
Spell resistance: No
With this spell the shukenja creates a holy symbol with an object particular
to his faith. He may only make a symbol for his deity or chosen power, and can
carry up to two at a time. The symbol radiates good, evil, or neutrality, and
law or chaos according to the deity's alignment.
Material component: The object to become a holy symbol.
Ice Knife
Evocation [Water]
Level: Wu jen 2
Components: V, S, M, F
Casting time: 1 round
Range: Long (400' + 40'/level)
Target or area: One or more creatures within 5' of each other
Duration: Instantaneous
Saving throw: Reflex negates
Spell resistance: Yes
Ice knife creates a small blade of preternatural coldness which the caster
hurls at a target. The caster must make a ranged touch attack to hit a target,
though there are no range penalties up to the maximum range of this spell. Upon
impact with a creature or solid object, the knife shatters with a loud snap and
releases a wave of cold. All within 5' of the point of impact must make a Reflex
save or incur 1d4 cold damage and be numbed 1d3 rounds. Numbed creatures suffer
as if they were under the influence of a slow spell: they can only take partial
actions each round; suffer -2 penalties to AC, melee attacks and damage, and
Reflex saves; and can jump half the normal distance.
Large fires or other bodies of heat can add a +2
circumstantial bonus to the Reflex save to avoid damage and the numbing effects,
at the DM's discretion. The slowing effects (but not the damage) can be
countered with a haste spell.
Material component: Drop of melted snow water.
Focus: Minute silver dagger.
Inaccuracy
Abjuration
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: 10'
Target or area: One creature
Duration: 1 round/level
Saving throw: Will negates (Harmless)
Spell resistance: Yes
This spell causes the recipient to become amore difficult target for missile
weapons. All missiles launched at that target act as if they were shot or thrown
from one range increment greater that they actually were. Thus, all missiles
launched from their first range increment and flying toward the benefactor of
this spell suffer a -2 enchantment penalty as if they were launched from farther
away. This also means that recipients within the last range increment of a
weapon cannot be hit at all. The recipient is also immune to extra damage caused
by point-blank shots (as per the feat), weapon specialization, and sneak attacks
which require the target to be within 30' for augmented damage.
Material component: A piece of thick glass.
Invisibility to Spirits
Illusion
Level: Shukenja 3
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or area: One creature
Duration: 10 minutes/level
Saving throw: None
Spell resistance: Yes (Harmless)
This spell grants invisibility to all types of spirits. Although visible to
any other sort of creature, the recipient can move freely among spirits and not
be seen. If he attacks a spirit while invisible, only the defending spirits will
be able to see him. Items picked up after the spell is cast and magical effects
are perfectly visible to spirits.
[Note that monster
conversions available at this site classify spirits into lesser and
greater spirits, each of which is a sub-type of Fey.]
Material components: Writing brush, red ink. The caster must
write sutras on every part of the creature being warded. The sutras disappear at
the end of the spell.
Know History
Divination
Level: Shukenja 1
Components: V, S, F
Casting time: 1 round
Range: Short (25' + 5'/level)
Target or area: One creature, object, or 10' cube/level)
Duration: Instantaneous
Saving throw: Special
Spell resistance: Special
Know history reveals the common name, background, family, and significant
events associated with an item or experienced by a creature. It does not
indicate secret identities or magical properties. When cast on a creature, an
unwilling target is allowed a Will saving throw. If successful, the spell would
indicate the target's family and personal name, place of birth, and perhaps any
significant (and well-known) events that the creature took part in. If cast on
an object, it would reveal the object's name (if any), it's creator, and any
significant events it was used in. When cast on an area, it reveals the builder
(if any) and events of import that occurred there.
Focus: Carved bones.
Know Motivation
Divination
Level: Shukenja 2
Components: V, S, M
Casting time: 1 round
Range: 0'
Target or area: 10' ´ 30' path
Duration: 1 round/level (D)
Saving throw: None
Spell resistance: No
Know motivation allows the caster to sense the basic needs and drives of any
creature not warded against scrying. It detects feelings like hunger, thirst,
fear, greed, revenge, honor, anger, love, etc. It does not affect creatures
without Intelligence (e.g., lesser undead, oozes). It can counter conceal
motivation.
Material component: A prayer written on a cloth tied about
the caster's head.
Lose Face
Enchantment
Level: Shukenja 3
Components: V, S, M
Casting time: 1 action
Range: Touch
Target or area: One creature
Duration: 20 minutes/level
Saving throw: Will negates
Spell resistance: Yes
This spell reduces the social standing of the recipient in the eyes of all
who see her. They no longer act as if she were of her true social station,
and she suffers -10 to all Diplomacy checks when interacting with those of rank
higher than she is when under the spell. The caster can choose the social
rank to which she will be demoted.
Magical Vestment
Conjuration
Level: Shukenja 3
Components: V, S, F
Casting time: 1 round
Range: Touch
Target or area: Personal
Duration: 6 rounds/level (D)
Spell resistance: Yes (Harmless)
This spell is effective only within the temple of the shukenja or on grounds
recognized as holy by the shukenja's faith. The shukenja's garments gain a +5
divine AC bonus. If no armor or other protective devices are worn (e.g.,
shields, ring of protection, bracers of armor, etc.), the garments also grant a
+1 enchantment bonus to AC for every four caster levels (maximum +5). Note that
divine bonuses and enchantment bonuses do stack. The effects are lost if the
shukenja leaves the area or loses consciousness (but not paralyzed or magically
held).
Focus: Garments of any sort worn by the caster. No streaking
shukenjas, please.
Note: This spell differs from the western divine spell
magic vestment.
Magnetism
Alteration [Fire]
Level: Wu jen 3
Components: V, S, M
Casting time: 1 action
Range: Medium
Target or area: 30' radius emanation
Duration: 3 rounds/level (D)
Saving throw: See text
Spell resistance: Yes (see text)
This spell has two variations:
Self-magnetism: With this effect, the caster draws
ferrous items to his hand. If the item has a weight greater than the
caster, the caster is instead drawn to it. Objects held by creatures are
treated as if the caster were performing a disarm attack, though he need only
make a ranged touch attack without drawing an attack of opportunity. The
caster's "weapon size" for purposes of disarming is considered Small,
but increases by one size class for every 6 caster levels. If owner of the
target loses the contest, the item flies to the caster's hand. The caster
can also use this as a ready action to change the flight of arrows (drawing them
toward him!).
Other-magnetism: This variation draws all ferrous
objects within 30' of the recipient toward and stick to him. The recipient
is allowed a Fortitude save to negate the effect. Items in creatures'
grasps fly away if the owners fail a Reflex saving throw. Weapons striking
the target inflict no damage, since they are not wielded effectively. If a
ferrous item in the vicinity is larger than the victim, he will be drawn to
it. To move away from such an item, he must make a full-round Strength
check with a DC of 22 to move his base movement rate. Items sticking to a character
increase his encumbrance, perhaps even rendering him immobile.
Material component: Piece of a lodestone (magnet).
Melt
Alteration [Fire]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 action
Range: Close (25' + 5'/2 levels)
Target or area: 1 cubic yard of ice or 2 cubic yards of snow/level
Duration: 1 round/level (D)
Saving throw: Special
Spell resistance: Yes
Melt raises temperatures in a specified area, causing snow and ice to melt at
the rate of 1 cubic yard of ice or 2 of snow per round. Cold-based creatures
suffer 2 hp of damage per round if they fail a Fortitude save; they suffer half
that damage otherwise.
Material components: Crystals of rock salt, soot.
Melt Metal
Transmutation
Level: Wu jen 4
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: 1 cubic inch/level
Duration: Concentration up to 1 round/level
Saving throw: Fortitude negates
Spell resistance: Yes
With this spell, the caster liquefies metal. While the object does not
actually become hot, it flows and bends as if it were molten. Thus, locks
and bars can be easily removed, and the middle of a sword will bend to and fro,
making it useless as a weapon. This spell will deliver 1 hp of subdual
damage to a metallic creature (even if it is normally immune to subdual damage),
but the damage disappears as soon as the spell duration ends.
Material components: Gem worth at least 20 ch'ien (200
gp).
Memory
Enchantment
Level: Wu jen 3
Components: V, S, M
Casting time: 1 action
Range: Close (25' + 5'/2 levels)
Target or area: 1 creature
Duration: Permanent
Saving throw: Will negates
Spell resistance: Yes
The caster can implant a false memory or delete a real one in a target's
mind. The memory implanted or erased can be up to 1 round's duration per 4
caster levels, and the event, real or not, must have occurred within the last
week. This does not allow the caster to read the subject's mind, which can
make implanting a false memory tricky, and deleting a real one requires your
knowledge of that event. False memories are inserted in the recipient's
mind, not "written" over old ones.
False memories that are inconsistent with the recipient's
experiences in the last week grant a +1 to +4 on the saving throw. Preposterous
memories require no saving throw at all to be resisted (e.g., a memory that the
recipient was flying when she has no such ability).
The spell cannot erase other spells held in the caster's
mind, but they can erase the memory that the caster prepared them. One
spell can be "forgotten" in this manner for every 5 rounds of memory
the spell can erase.
Material components: Sheet of white paper, brush, ink.
Oath
Abjuration
Level: Shukenja 3
Components: V, S, DF
Casting time: 1 round
Range: 10'
Target or area: One creature
Duration: Permanent
Saving throw: Will negates
Spell resistance: Yes
This is a powerful spell that allows the caster to exchange a service
provided by an unwilling creature for one granted by the caster (such as sparing
its life). The caster must be able to speak with the target and the target
understand the caster.
The oath must be limited to activities the creature can
accomplish and cause harm neither to it nor another. For example, the caster
could exact an oath from an evil kensai never harm the defenseless again, that a
daimyo never treat his serfs harshly again, or that an angry spirit never enter
a specific village again. She could not swear an oath that a bushi commit
suicide or attack the shukenja's enemies.
The victim can resist the oath with a successful Will save,
but suffers a -2 morale penalty if it has been subdued in combat.
The caster must swear to his part of the bargain, which must
be meaningful to the target. Thus, the caster could make a promise to spare the
target's life, not inform the authorities of the evildoings of a (now reformed)
highwayman, or such.
Both sides of the bargain have free will to act on it.
Breaking the oath causes a loss of honor for the offending party and frees the
other participant from their part of the oath. If the caster (or her companions)
break the oath, the recipient is free to act as he chooses. If the recipient
breaks the oath, he suffers extreme pains, inflicting one hp of damage per round
until he relents or dies.
Oaths can be removed nothing short of a wish or miracle,
although the reverse of this spell, unbind, or atonement will also do the trick.
This spell counterspells unbind.
Obscure Charm
Abjuration
Level: Shukenja 2
Components: V, S
Casting time: 1 round
Range: Close (25' + 5'/2 levels)
Target or area: One creature
Duration: 10 minutes
Saving throw: None
Spell resistance: Yes (Harmless)
This spell protects any magical or mundane detection of Enchantment magic
cast upon the creature. Only limited wish, wish, or miracle will reveal the
truth.
Omen
Divination
Level: Shukenja 1, Wu jen 2
Components: V
Casting time: 10 minutes
Range: 0'
Target or area: Special
Duration: Special
Saving throw: None
Spell resistance: No
This spell is used to foretell the general direction of the short-term future
(usually the next 24 hours). Upon consulting his deity, a caster can tell
whether the fortune of a creature in question is good, bad, neutral, or
ambiguous. The DM may adjudicate any answer he likes or refer to the following
table. Note that there are some questions even the gods cannot answer.
d10 |
Omen |
1-2 |
Ill omen -
The character will suffer a -1 divine (or profane) penalty on all attacks
and saving throws this day, and a -2 penalty to all Diplomacy, Gather
Information, and Bluff skill checks. |
3-4 |
Great
danger - The character's enemies enjoy a +1 divine bonus to all attack
rolls against the character, and a -2 penalty to all Diplomacy, Gather
Information, and Bluff skill checks. |
5-7 |
Neutral -
No special modifiers. |
8-9 |
Favorable
- Opponents suffer a -1 divine penalty to hit the character, and if the
character is traveling he (and his party) will be able to cover up to half
again his normal rate. |
10 |
Auspicious
omen - In addition to the effects of a favorable omen, the character gains
a +1 divine bonus to all saving throws made in the next 24 hours. |
Note that it is possible, given time, to wait for a good omen before
embarking on an adventure - that's what this spell is for - to allow actions to
be taken on auspicious days. The world however, donsn't always wait for
lucky days...
Possess Animal
Enchantment
Level: Shukenja 3
Components: V, S, M
Casting time: 1 round
Range: 10'
Target or area: One animal
Duration: 1 round/level (D)
Saving throw: Will neg.
Spell resistance: Yes
With this spell the caster projects her spirit into an animal in an attempt
to control it. The target must be have the type Animal (which includes dire
animals), have fewer HD than the caster does levels, and fail a Will save. If
these conditions are met the caster can cause the animal to do anything within
its capabilities, even to the point of causing its own death. For every two hp
of damage suffered by the animal however, the caster suffers one hp of damage.
Additionally, if the animal dies while possessed, the caster must make a
Fortitude save with a DC of 15. If the caster fails, he also dies.
The caster's body is in a catatonic state, and thus helpless,
while the animal is controlled. If the body is disturbed by taking damage or any
other effect that would normally require a Concentration check to maintain a
spell, then the spirit is lost until returned to the body via a limited wish,
wish, miracle, or restore spirit (cf.) spell.
Material components: Bowl of incense, food appealing to the
animal.
Protection from
Enchantment
Abjuration
Level: Wu jen 2
Components: V, S, M
Casting time: 1 action
Range: Touch
Target or area: Creature touched
Duration: 1 round/level
Saving throw: Will negates (Harmless)
Spell resistance: Yes (Harmless)
Protection from enchantment adds a +1 resistance bonus for every three caster
levels to saving throws against spells from the Enchantment school. It
does not ward against effects that allow no saving throws or nonmagical
"charms" such as use of the Bluff skill.
Material components: Piece of a creature that can
naturally cast an enchantment spell or hair of a character with a Charisma of 17
or higher.
Protection from Spirits
Abjuration
Level: Shukenja 2
Components: V, S, F
Casting time: 1 round
Range: Touch
Target or area: 10' emanation
Duration: 3 rounds/level (D)
Saving throw: Will negates (Harmless)
Spell resistance: Yes (Harmless)
This spell creates a transparent barrier around the target protecting her
from most spirits. Lesser spirits cannot physically touch the being so
protected, though they can fire missiles and spells at the creature. Missile
attacks from lesser spirits suffer a -2 attack penalty, and the target gains a
+2 enchantment bonus to saving throws against spells and spell-like effects cast
be lesser spirits.
Greater spirits can physically affect the target if they make
a successful Will save the first time they try to strike the protected creature.
If failed, the spirit cannot physically affect the target for the duration of
the spell. One save is allowed for each creature. Greater spirits incur a -1
attack penalty when using missile weapons against the protected creature (even
if they succeed the Will save), and the target gains a +1 bonus to saves against
spells and spell-like effects used by greater spirits. Greater spirits that do
penetrate the ward suffer a -1 penalty to all saves for the duration of the
spell.
[Note that monster
conversions available at this site classify spirits into lesser and
greater spirits, each of which is a sub-type of Fey.]
Focus: A ginkgo wand with attached prayer
strips.
Quell
Enchantment
Level: Wu jen 4
Components: V, S
Casting time: 1 action
Range: Short (25'+5'/level)
Target or area: One creature
Duration: Permanent
Saving throw: Will negates
Spell resistance: Yes
Pointing at the target and whispering arcane words, a caster can cause a foe
to surrender with this spell. The target is allowed a Will save and is
unaffected if it has a CR greater than the caster's level. The target must
be intelligent; however, it need not understand the language of the caster.
If the creature can communicate with the caster, it can be
coerced to perform a service for her, although she is allowed a second saving
throw; success indicates the effects of the entire spell dissipate. The
service must be within the capabilities of the creature and not overtly harmful
to it, and must be able to be completed within a short time (e.g., one day or
less). The creature will accomplish the task in the easiest, most effective
manner possible, and will make preparations and plans within its ability. Quell
ends when the service is completed. If the service has no set end point
(e.g., "walk west"), the creature is allowed a new saving throw each
day thereafter, with a +2 bonus if the caster and her party seem especially
weakened.
Request
Conjuration
Level: Shukenja 0
Components: V, S, M
Casting time: 30 minutes
Range: 0'
Target or area: Special
Duration: Special
Saving throw: Will neg.
Spell resistance: Yes
With this spell, a shukenja can request a service from a spirit. The shukenja
must know the spirit's identity (usually found via trance) and be within the
area the spirit resides. The caster can ask for any favor or action within the
spirit's power. A small stream could be asked to change course or encourage fish
to a certain area. The Lord of the Sea could be asked to deliver an unattended
item within the ocean's depths, ensure the safety of a vessel, or produce a
powerful storm. The request must be specifically worded; the Lord of the Sea
might locate a lost relic but not necessarily deliver it to where the caster is.
Requests that cannot be fulfilled are ignored.
The spirit is allowed a Will save to ignore the effects, but often comply if
ignoring the caster would place the spirit within grave danger. Spirits will
also usually attempt to cause the caster harm by either bending the spirit if
the request while following the exact letter.
Upon casting this spell, the shukenja becomes immediately
drained. He loses all spell-casting abilities for the following week, is reduced
to 1 hp (though normal rest and magic can restore him before the week is up),
and cannot engage in combat, travel, or any activity requiring physical movement
or concentration.
[Note that monster
conversions available at this site classify spirits into lesser and
greater spirits, each of which is a sub-type of Fey.]
Material component: An offering to the spirit worth from 5 to 100 ch'ien in value or even more. The offering must be meaningful to the spirit; simple money
won't do. Valuable art or magic are usually appropriate sacrifices. The spirit
can refuse service (even if it fails its Will save) if the offering is not
deemed worthy (DM's call).
Reverse Flow
Transmutation
Level: Wu jen 4
Components: V, S
Casting time: 10 minutes
Range: Medium (100'+10'/level)
Target or area: 1/4 square mile/level
Duration: 1 hour/level
Saving throw: None
Spell resistance: Yes
Reverse flow can literally make water flow uphill. All running
bodies of water in the area of effect reverse their flow for the spell's
duration, although the change enacts no ill effects on the actual body of water
itself. It has no effect on animated water of water-based beings.
Secret Signs
Alteration
Level: Wu jen 1
Components: Special
Casting time: 1 action
Range: 0'
Target or area: Caster and one other creature
Duration: 1 round
Saving throw: None
Spell resistance: No
Secret signs allows the caster to communicate secretly between himself and
one other designated creature, which must intelligent and within seeing and
hearing distance of the caster. Via a nondescript signal, the caster can
communicate one message of 25 words or less with a single gesture, word, or
movement of an object. The designated creature understands the message even if
it does not speak the caster's language, although misinterpretation is possible
as with any type of communication. For example, the wu jen could tweak his
moustache and thus transmit the message, "I think your companion is not to
be trusted." Or, he could lay a cup on a table and have the designated
creature understand, "Seek me out tonight when everyone else is
asleep." This spell cannot be used to cast spells or spell-like effects.
Components: The components of this spell depend on how the wu
jen sends the message. If he uses only a word, then the component is Verbal; if
a gesture, Somatic; and if by positioning an object, Focal. This spell
must have at least one component.
Sinking
Transmutation
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Long (400' + 40'/level)
Target or area: One creature
Duration: 3 rounds/level
Saving throw: Will negates
Spell resistance: Yes
This spell causes the ability of the target at swimming. Aquatic creatures
act as if they were under the effects of a slow spell, and land-based creatures
suffer a -30 penalty on Swim checks. This penalty is cumulative with the -1
penalty for every 5 lb. of gear carried. This spell does not negate the ability
to breathe underwater if the creature can do this.
Sinking can counterspell swim.
Material component: Scale of a goldfish.
Smoke Shape
Transmutation [Wind]
Level: Wu jen 2
Components: V, S
Casting time: 1 round
Range: Touch
Target or area: 5' cube/3 levels
Duration: 1 yard/level (D)
Saving throw: None
Spell resistance: No
With this spell the caster can mold smoke, mist, or fog into any shape she
desires. She could for example, make the form of an imposing warrior or a solid
wall. The form still has the properties of a gas but retains its shape for the
duration of the spell, though strong winds or spells that emulate these will
dissipate it in one round. When finished casting the spell, the wu jen can give
the form a gentle push, which can propel the form forward with a movement rate
of 15' (double that per round since the form takes double-movement actions). The
spell cannot create fine detail, but it would be sufficient to fool onlookers at
a distance. To detect the true nature of a smoke form, onlookers have to make a
Spot check with a DC equal 15, with a -2 penalty for every 50' span between them
and the smoke form. Penalties for low-light conditions also apply. It can be
seen for what it really is (without a Spot check) at a range of 30'.
The spell requires smoke, fog, or mist to be available -
early morning haze or smoke from a fire will also do.
Snake Charm
Enchantment
Level: Shukenja 1
Components: V, S
Casting time: 1 action
Range: 0'
Target or area: 30' radius centered on caster
Duration: Special (D)
Saving throw: None
Spell resistance: None
While bobbing and chanting, the caster can cause snakes within the area of
effect to stop and listen, themselves swaying and watching the caster. If the
snakes were not attacking before the spell's start, they will remain transfixed
for 10 to 30 minutes or until the caster leaves the area. If the snakes were
angry or attacking, they stop all actions for 4+1d4 rounds. A shukenja can charm
a number of snakes whose total hit points don't exceed his own. It only affects
snakes with a type of Animal (e.g., not yuan-ti) with an Intelligence of 1 or
less.
Snake Summoning
Conjuration
Level: Shukenja 2
Components: V, S, F
Casting time: 1 round
Range: 0'
Target or area: 120' radius emanation
Duration: 10 min/level or end of concentration (D)
Saving throw: Special
Spell resistance: Yes
With this spell the shukenja summons all snakes and snake-like creatures
within 120' of him. They will come to the shukenja and follow him about,
attacking neither their summoner nor anyone else unless attacked themselves.
They will continue following the caster for the duration of the spell or as long
as the shukenja maintains concentration. If the snakes are attacked, the spell
ends. When the spell is finished, the snakes revert to their natural behavior.
Snakes or snake-like beings that have an Intelligence of 2 or
above can make a Will save to resist the summons. Likewise, snakes with more HD
than the caster has levels are entitled to a Will save.
Focus: A small silver flute played throughout the duration of
the spell (note that this precludes conversation and the like).
Statue
Alteration
Level: Wu jen 3
Components: V, S, M
Casting time: 1 action
Range: Touch
Target or area: One creature
Duration: 1 hour/level
Saving throw: Fortitude negates (Harmless)
Spell resistance: Yes (Harmless)
The recipient of this spell can turn to stone or revert to normal form as a
free action once per round. While stone, the creature cannot move but can
see, hear, smell, and think (and thus manifest psionic powers). He has a
hardness of 10, a break DC of 35, but the same hp he had when in
"flesh" form. Spells that affect stone affect him while he is in
stone form, and stone to flesh negates the spell.
Material components: Mortar, sand, lime, and water
stirred with a bar of iron.
Steam Breath
Alteration [Water]
Level: Wu jen 3
Components: V, S, M
Casting time: 1 round
Range: 0'
Target or area: 30' cone
Duration: Instantaneous
Saving throw: Reflex half
Spell resistance: Yes
A super-heated cone of steam expels from the caster's mouth with this
spell. The steam inflicts 1d6 heat damage per caster level, half on a
successful save. Normal fires are extinguished in the area of effect, and
magical ones are doused 50% of the time, though those that are permanent in
nature rekindle themselves.
Material component: Hot charcoal doused with water.
Still Water
Alteration [Water]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Medium (100' + 10'/level)
Target or area: 10' square/level
Duration: 5 rounds/level (D)
Saving throw: Special
Spell resistance: Yes
With this spell the caster calms the most turbulent waters up to but not
including those with the force of a tsunami. Rivers flow gently within the area
of effect, waterfalls still "fall" but less violently and loudly, and
wave-tossed seas become flat. The force of water flowing through an area is
altered, not the amount or direction. Thus, fording a raging river could be
facilitated with this spell, but any boats sailing up or down the river would
move at the same rate.
If cast upon a water-based creature (e.g. a water elemental),
the creature must make a Will save or be physically unable to engage in
strenuous activities like combat, though it can still defend itself and use
special abilities not based on physical force. If a calmed water-based creature
is attacked, the spell is instantly negated.
This spell also counterspells turbulence.
Material component: Small flask of whale oil. (Artificial,
non-whale substitutes like dolphin-free tuna will also do.)
Substitution
Alteration
Level: Shukenja 3
Components: V, S, M
Casting time: 30 minutes
Range: 0'
Target or area: Special
Duration: Special
Saving throw: None
Spell resistance: No
With this spell the shukenja imbues a statuette of her deity with divine
essence that actually absorbs damage taken by the shukenja. Each time the spell
is cast, the statuette absorbs 1d4 hp of damage, cumulative, to a maximum of 20
hp. Whenever the shukenja next takes damage, the wounds appear on the statue
instead. Once the statuette has taken damage however, it cannot receive further
substitution spells, and it is destroyed when it reaches 0 hp. A shukenja may
have only one substitution in effect at one time, and if she is in at all any
disagreement with her deity, the spell is not granted. The statuette need not be
with the caster when to absorb damage; it even works when it and the shukenja
are on different planes.
Material component: A statuette of the shukenja's deity.
Swim
Transmutation [Water]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Long (400' + 40'/level)
Target or area: One creature
Duration: 3 rounds/level
Saving throw: Will negates (Harmless)
Spell resistance: Yes (Harmless)
With this incantation, the recipient is able to move through water without
making Swim skill checks. She also gains a +8 enchantment bonus to Swim
checks to perform special achievements or escape dangers. The recipient
can always "take 10" on the skill check, regardless of
circumstances. She can also "run" (move at triple or quadruple
normal speed, depending on encumbrance and armor allowances) if she moves in a
straight line. Cast on creatures that naturally swim (e.g., dolphins, merrow, etc.),
this spells doubles the movement rate of the targets. Note that Swim checks
still suffer a -1 penalty for every 5 lb. of gear carried.
Swim can counterspell sinking.
Material components: Scale of a goldfish.
Trance
Divination
Level: Shukenja 1
Components: V, S
Casting time: 1 round
Range: 0'
Target or area: 30' radius emanation
Duration: 1 round/level (D)
Saving throw: None
Spell resistance: No
Upon casting this spell the caster enters a deep trance during which he is
considered helpless. While in a trance the character discovers any supernatural
or magical forces at work within an area. For each round in the trance, the
character senses the presence of one lesser spirit, greater spirit, curse,
permanent magical effect, or haunting. She will know the general type of the
presence (e.g., evil haunting, natural spirit, etc.), but nothing more specific.
This is a good way to "scout" an area the party intends to rest in or
divine the identity of a local, lesser spirit to contact with the commune with
lesser spirit spell.
[Note that monster
conversions available at this site classify spirits into lesser and
greater spirits, each of which is a sub-type of Fey.]
Transfix
Enchantment
Level: Wu jen 4
Components: V, S, M
Casting time: 1 round
Range: Long (400'+40'/level)
Target or area: 10' radius area
Duration: See text
Saving throw: Will negates
Spell resistance: Yes
Transfix is a powerful version of hold person. With it,
the caster can hold creatures in the area of effect until a condition he
specifies occurs (e.g., "until dawn"). The condition can be
implausible (e.g., "for all eternity"), but in either case, the
targets receive a new saving throw each hour. If any new creatures enter
the are of effect after the spell is cast, they, too, must make a saving throw
(with a +4 bonus) or be held. The spell is considered in effect as long as
one creature is held.
Material components: A barnacle crushed under the foot
or a drop of pine resin.
Turbulence
Alteration [Water]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Medium (100' + 10'/level)
Target or area: 10' square/level
Duration: 5 rounds/level (D)
Saving throw: Special
Spell resistance: Yes
Turbulence enhances the force of water moving through the target area. Calm
waters become choppy with whitecaps, white capped waves become breakers capable
of capsizing canoes and small boats. In the latter case sailors must make a
Profession (Sailor) check with a DC of 11 plus the caster's level or be
capsized. Larger ships are unaffected, unless the water was initially stormy, in
which case sailors must make the same check or capsize.
Cast on water-based creatures, this spell makes them hostile
and unable to calm themselves if they fail a Will save.
Material component: A small ornamental fan.
Unbind
Abjuration
Level: Shukenja 3
Components: V, S, DF
Casting time: 1 round
Range: 10'
Target or area: One creature
Duration: Instantaneous
Saving throw: Will negates (Harmless)
Spell resistance: Yes (Harmless)
This spell is used specifically to counter oath, although the recipient
cannot be the caster. It also counterspells oath.
Vengeance
Necromancy
Level: Wu jen 4
Components: V
Casting time: 1 minute
Range: 0'
Target or area: Caster
Duration: 1 round/level
Vengeance is often cast in dire situations when the caster expects to
die but desires to "have the last laugh." Upon the casting, if
he dies (is reduced to -10 hp) within the duration of the spell, his spirit
remains one more round to carry out a final act. If the body is present,
it will be animated; otherwise, a ghostly essence (resistant to turning, damage,
etc.) performs the final act of the wu jen. The spirit can carry out any
act the wu jen would normally be allowed to perform in one round (e.g., cast a
spell, strike with a weapon, etc.), although he must have had the capability to
do the action immediately before he died (e.g., he could not cast a spell he
hadn't a slot for). The spirit carries out the action regardless of what
the player desires, even if it harms allies. Furthermore, the spirit is
not guaranteed success in performing the act, just the opportunity for the act
itself.
Wall of Bones
Necromancy
Level: Wu jen 4
Components: V, S, M
Casting time: 1 round
Range: Medium (100'+10'/level)
Target or area: Wall 10' long and 1/2' wide per level
Duration: 10 minutes
Saving throw: Reflex half
Spell resistance: No
Wall of bones summons from the earth the reconstructed bones of all
the creatures that have ever died in that place, and then some. The
structure must be based on a solid support or it will collapse. It is not
solid however, and missiles can be fired through it, although it provides 10%
cover per 1' thickness (round down). Creatures of Small size or less can
wriggle through the openings at 10' per round, but suffer 1d8 piercing damage
for every 10' traversed. Cast under the feet of a creature, the wall
appears everywhere but where the creature is standing, but it suffers 2d8
piercing damage (Reflex halves). The wall has a harness of 5, AC of 12,
and 10 hp per 5' by 1/2' section. The break DC is 14 and Escape Artist DC
18, but if the creature uses natural weapons (e.g., fists, hooves, etc.) to
break through or struggle out of the mess, it suffers 2d8 piercing damage per
10' traversed (no Reflex save). Bones from the wall cannot be animated or
raised.
Material components: Branch of a withered peach tree
taken from a cemetery.
Warning
Abjuration
Level: Shukenja 2, Sohei 1
Components: V, S, M
Casting time: 1 action
Range: Touch
Target or area: 10' radius emanation
Duration: 10 min/level (D)
Saving throw: Will neg. (Harmless)
Spell resistance: Yes (Harmless)
This spell makes the recipient hyper-aware of his environment. He gains a +2
enchantment bonus to his Spot and Listen skill checks when using these skills on
objects or creatures within the spell's area of effect. He can also use his Spot
skill to detect traps within the area (like a rogue uses search), though this
may be performed only once per trap (i.e., the character can't take 10 or 20).
He also cannot be flanked, and thus is also not susceptible to sneak attacks.
The warnings the recipient receives are only known to him;
others traveling with the recipient of the spell won't be aware unless he
informs them.
Material component: Small metal figurine sprinkled with the
dust of a small pearl.
Warp Wood
Alteration [Wood]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Short (25' + 5'/level)
Target or area: 15" of 1" diameter wood/level
Duration: Instantaneous
Saving throw: None
Spell resistance: No
This spell causes wood to bend and curl. A caster can affect a 15"
length of 1" diameter wood per level, equivalent to one hand or throwing
axe handle or four crossbow bolts. The bends and twists caused by this spell can
be up to 90 degrees, though the caster has no control over severity or direction
of the bends. If used against wooden weapons that are attended by a creature,
the items receive a Fortitude saving throw as if the creature were making the
save. Missiles like arrows and bolts so affected are rendered useless, and
weapons made of wood or with significant parts like handles made of woods impose
a -4 attack penalty when used because of their awkward shape (essentially the
weapon is so deformed the character no longer has proficiency with it). Bows and
crossbows are ruined with this spell.
This spell can warp a board in a ship, causing a leak. It can
also damage items like wooden doors and chests. In this case, the item suffers 1
hp of damage per caster level, and hardness does not protect the item. If the
item is magical in nature or has been enchanted (e.g., with a hold portal
spell), the spell succeeds if the wu jen has a higher level than the caster who
made the object or created the enchantment and then has only a 20% chance of
success per level of difference. This spell does not destroy the magical
properties of wands (though subsequently wielders will have to hold them at
awkward angles). Spells that can be cast from staves are also unaffected, but
using the staff as a weapon still incurs the -4 attack penalty.
Material component: Green twig bent during casting.
Water Protection
Abjuration [Water]
Level: Wu jen 1
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: One creature
Duration: 1d3 x 10 minutes + 10 minutes/level
Saving throw: Will negates (Harmless)
Spell resistance: Yes (Harmless)
Water protection prevents a creature from drowning and her equipment from
water damage. The recipient can breathe underwater for the spell's duration, and
her equipment remains dry. Torches and lanterns will remain lit underwater and
words can be spoken normally (and thus spells with verbal components cast,
though creatures trying to understand words spoken by the recipient will hear
them as they would any sound underwater, which is most likely
"blurred").
Water protection does not grant any bonus to Swim skill
checks; recipients can still sink. It also does not reduce water resistance, and
so activities like underwater combat still impose penalties. The spell does not
affect the ability to breathe air.
Material component: A small golden statuette of a fish (worth
5 tael or more) held by the recipient during casting.
Weapon Bless
Transmutation
Level: Shukenja 1, Sohei 1
Components: V, S, M
Casting time: 10 minutes
Range: Touch
Target or area: 1 weapon
Duration: Special
Saving throw: None
Spell resistance: No
With this spell, the caster is able to make a weapon particularly effective
against a specific foe. The exact name of the enemy need not be known, but it
must be identified specifically. For example, a weapon blessed to work against
"an oni" will not receive the enchantment, but one blessed to strike
"the oni we saw yesterday raiding the town" would. The weapon thus
gains a +5 enchantment bonus to the first attack and damage roll against that
opponent. This bonus does not stack with any other enchantment bonus, and is
discharged without effect if used to strike another creature.
Material component: Writing brush, ink made from dragon's
blood.
Whip
Evocation
Level: Wu jen 2
Components: V, S, F
Casting time: 1 action
Range: 10'
Target or area: Special
Duration: 1 round/level (D)
Saving throw: Special
Spell resistance: Yes
This spell conjures a whip of numinous force that can be used to attack
opponents within 10'. Simply cracking the whip (a standard action) keeps
creatures with the type Animal at bay unless they make a Will saving throw with
a penalty of -2. If they fail, they move away from the caster at their normal
movement rate; if they cannot leave, they cower but attack and defend without
penalty if they themselves are attacked.
The whip can also be used in melee combat. The caster does
not suffer a nonproficiency penalty for using the weapon if she hasn't skill
with a normal whip. The weapon inflicts 1d2 of normal damage (not subdual
damage) upon a successful hit and can harm armored opponents. The caster can
also use the whip to inflict subdual damage with no penalty. The whip can also
be used to disarm or trip opponents as normal, but if the attempt fails and the
caster chooses to release the weapon instead of being tripped (or disarmed)
herself, the whip disappears. Likewise, if it leaves the caster's hands the
spell ends.
Focus: A small silken whip.
Wind Breath
Evocation [Wind]
Level: Wu jen 2
Components: V, S, F
Casting time: 1 round
Range: 0'
Target or area: 60' cone
Duration: Instantaneous
Saving throw: See text
Spell resistance: No
Wind breath allows the caster to expel a mighty breath of air from her lungs.
The wind thus generated has a velocity of about 5 miles per hour per level.
Pages 87 to 88 of the DMG have details on the exact effect of
winds of various speeds. In summary, strong winds may blow out flames (or spread
them), knock creatures down, capsize boats and stir waters, uproot trees, knock
down buildings, and disrupt flying creatures. Since the duration of the spell is
instantaneous, missile attacks are not affected, nor are the casting of spells
unless their casting time spans that of the wind breath.
Outside the area of effect the winds are not felt, though
object can be blown from the spell's area.
Focus: Fan with an artistic value of 5 ch'ien or more.
Withdraw
Alteration
Level: Shukenja 2
Components: V, S, F
Casting time: 1 action
Range: Personal
Target or area: Self
Duration: Special (D)
Saving throw: None
Spell resistance: No
Withdraw allows the caster to alter the local flow of time and perform
several actions while the rest of the world experiences a brief moment. The
duration of the spell as seen from the outside is 2 seconds plus 1 second per
caster level. During this brief period, the caster can take actions that would
normally require 2 rounds plus 1 round per level. Allowable actions are limited
however: the caster can defense herself, read, think, meditate, or cast
divination spells. She can also cast cure spells, but only upon herself. She can
also use items that activities these abilities (a potion of cure light wounds,
for example). Other actions like walking, attacking, becoming invisible, or
curing others end the spell immediately.
Focus: A small piece of rice paper.
Wood Shape
Alteration [Wood]
Level: Wu jen 3
Components: V, S, M
Casting time: 1 round
Range: Touch
Target or area: 1 cubic yard of wood/level
Duration: Permanent
Saving throw: None
Spell resistance: No
This spell can be used to rework wood in to a desired shape. A tree
could be made into a ladder, a pile of planks in to a chest. The form is
crude, at best. It cannot affect "intelligent" wood, like
treants.
Material components: Miniature carpenter's adze.
The
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