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Request
(Abjuration)
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Effect: By means of this spell, the shukenja is able to ask for some service or deed from a spirit.
The shukenja must know the identity of
the spirit before casting the spell and must be in the area the spirit
occupies. The
request must be within the powers
of the spirit. The lesser nature spirit of a stream could be asked to change
its
course slightly or bring fish within it
to a certain AREA, while the Lord of the Sea could be asked to summon a
great storm, return some item from the
depths, or ensure the smooth sailing of a vessel. In all cases, the spirit
is
allowed a save vs. Spells. A successful
save indicates the spirit need not heed the request. Likewise,
if the request is outside the powers
of the spirit, the spell fails. The DM can, under special circumstances,
rule
that the request is automatically
followed, especially in cases where refusal would result in great harm
to the
spirit. The request must be carefully
worded, for the spirit follows the literal wording, not the intent, of
the
statement. Asking for a great storm without
specifying where and when will not give the desired results, for
example. Furthermore, the spirit will
attempt to cause harm to the caster (or place him under some obligation),
usually by twisting the intent of the
request, because the shukenja is bothering the spirit.
Casting this spell is extremely taxing
on the shukenja. When the spell is finished, the shukenja is
mentally and physically drained. All spells
currently memorized are forgotten and cannot be regained until the
shukenja has had a complete week of rest.
During this time the character can still travel but cannot take part in
combat except to use magical items that
do not require concentration or physical exertion. Furthermore, the
shukenja's HP are reduced to 1. Lost HP
can be regained by cure spells (cast by someone else) or
magical items.
MC: The material component of this
spell is an offering of appropriate value to the spirit, anywhere from
5 to
100 ch'ien in value. In addition, the
offering must have some meaning to the spirit--usually a piece of art or
an
item of fine craftsmanship. Simple cash
is seldom a sufficient offering. The DM must decide the nature and
value of the offering required.
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