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Reward
(Conjuration)


L^: sh4
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R#: 0
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D^: P
C^: v.m
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CT: 1t
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S^: None
A^: One creature
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Effect: This spell is extremely limited in its use and can only be cast when the DM judges the appropriate conditions have been met.

The spell allows the shukenja to give an appropriate gift to those who have been
exceptionally faithful or have performed some great service for the shukenja's ethical cause. When the DM
determines that these factors apply, the spell can be cast. The shukenja can never cast the spell to reward
himself and rewarding player characters should only be done for truly exceptional deeds.
When cast, this spell causes a gift from the shukenja's deity to appear, one that is appropriate to the
service done and the station and needs of the character rewarded. The reward must be given to the character. If
kept by the shukenja or stolen by another, the reward vanishes and the offending character suffers the effects of
an ancient curse.

The exact type of reward must be determined by the DM. Typical services and rewards are:

    • An artisan creating an exceptional work of art for the shukenja's temple might receive magical tools that
        increase his proficiency by 1 or more when used.
    • A peasant who consistently presents offerings of food greater than he can afford might receive a magical
        rice pot that never goes empty.
    • A warrior who fights valiantly for the religion's cause might receive a weapon of quality or the one-time
        use of one shukenja spell.
    • A lord who supports the ethos and protects its property might receive good fortune in his endeavors or success in some great battle.

Those who perform such services with a greedy heart, i.e. only looking to the reward they will receive, get
that which they deserve-exposure of their greed, humiliation, or misfortune.

MC: The material component for this spell is a temple of the shukenja's religion, where the spell must be cast.
 
 






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