Chapter 7: Shukenja Spells
|
|
|
|
|
|
|
|
|
The casting of spells is a critical function
for shukenja (and wu jen and a somewhat lesser
power of
sohei). Spells greatly affect play. Each
spell is a particular power, triggered by verbal, somatic, and/or material
components. Verbal components are the
utterings of the character. When the character cannot speak, such spells
cannot be used. Somatic components are
the gestures and movements of the character, particularly the hands.
The character must have his hands and
arms free through the entire casting to use such spells. Material
components are the items that must be
written on, burned, shaken, tossed into the air, etc., to trigger the spell's
power. While most components are common,
some spells require elaborate preparation for their use. Without
these items, the spell cannot possibly
be CAST.
Spells are the armor and sword of the holy
man, given to him as signs from his deity. They are a symbol
of the power of his faith and the power
of his religion. The shukenja should not hesitate to use them for fear
of
pride.
Each spell serves as a living lesson of
the shukenja's call. Therefore, the shukenja player will find many
of his spells serve to aid, comfort, and
guide others. By performing these services, the shukenja teaches the
noblest and most positive values about
life. A shukenja should never refuse his services to the needy or
unfortunate, nor should he seek personal
gain through their use. Rather he should use them to advantage of his
religion. Ultimately the shukenja's goal
is to provide aid and succor to the weak and helpless, acting as a living
example of his faith. This role is reflected
in the experience points the player character earns.
A second major role of the shukenja is
to advise and guide others. To this end, he has a number of spells
to help him determine the best course
of action. Some are only effective for immediate events, helping the
shukenja through times of crisis and danger.
Others are broader in scope, providing insights into the probable
outcomes of the future. In the adventuring
party, the shukenja is a wise man whose words should be heeded. He
often sees the paths that will be taken
before the rest. His role is that of a guide, teacher, and sage to his
fellows.
Although his advice is not always perfect,
characters would do well to heed him.
Unfortunately, the world is not a perfect
place, so some shukenja spells provide protection for the
shukenja. The majority of these are defensive,
in keeping with the shukenja's beliefs. It is not his desire to smite
the foe and crush him under his heel.
Yet, sometimes even this is necessary. He has, therefore, a limited number
of offensive spells at his command. These
are generally not severely harmful. The shukenja has no desire to
cause death and anguish, and his spells
reflect this fact.
Certain spells can be cast for an effect
opposite to their normal use. This is noted in the description.
However, use of certain reversed spells
may put the shukenja's own faith into question. Such spells should be
used with care. Ignoring the consequences
of misuse leads to disfavor with the shukenja's deity, resulting in loss
of levels or experience. Flagrant disregard
of these dangers leads to a change of alignment for the shukenja. The
DM will determine the final consequences
of such an event.
A shukenja gains spells through mediation
that cleanses his mind and prepares him as a vessel for his
deity's purpose. He must spend at least
six hours meditating. At the end of this meditation, he selects the spells
that he will use. This is part of his
own training and development, for how cart one help others without the
foresight to see one's own needs? Once
a spell is cast, it is forgotten until time is spent composing the mind
again. The spiritual power channeled through
the shukenja disturbs the orderly harmony of his psyche.
The number of spells a shukenja (or wu
jen or sohei) character can use depends on his class and level as
explained in the description of the character
class. High ability scores and magic items may increase the number
of spells a character can cast.
The spells are listed by level, alphabetically
within each level. Each spell is detailed according to general
type, level, duration, area of effect,
components (noted V, S, and M), casting time, and type of saving throw.
Below this is a general description of
the spell and its effects.
Spells that have appeared in the PH
|| UA are included here in condensed form to relieve the players
and DM of the need
to page through several different books.
Range is shown in inches (indicating
feet or yards) or as "touch;" which indicates the caster must
physically touch the recipient of the
spell for it to have effect. In the case of unwilling victims, the caster
must
make an unmodified to hit roll for the
spell to be effective. Should the attempt fail, the spell still goes off
although its effect is wasted.
Duration is the number of turns
or rounds the spell remains in effect. Permanent indicates the spell lasts
until it is removed by some other agency,
if this is possible. "Instantaneous" indicates the spell is nothing more
than a brief flash, virtually impossible
to avoid.
Area of Effect shows how large an
area or the number of creatures the spell affects.
Components are the verbal (u), somatic
(S), and material (M) elements required to cast the spell.
Casting Time is the number of melee rounds
or segments required to cast the spell. There are 10
segments to the round and 10 rounds to
the turn.
Saving Throw tells whether a saving
throw is allowed and, if so, whether a successful saving throw
halves the effect (1/2) or negates it
totally (neg.).
|
|
|
|
|
|
|
|
|
1 | Animal Companion * |
2 | Augury |
3 | Beneficience |
4 | Bless * |
5 | Calm |
6 | Cure Light Wounds * |
7 | Deflection * |
8 | Detect Disease |
9 | Detect Evil |
10 | Detect Harmony |
11 | Detect Magic |
12 | Detect Poison |
13 | Divining Rod |
14 | Know History |
15 | Omen |
16 | Purify Food and Drink |
17 | Resist * |
18 | Snake Charm |
19 | Trance |
20 | Weapon Bless * |
1 | Aid |
2 | Chant * |
3 | Commune with Lesser Spirit |
4 | Create Spring |
5 | Detect Charm |
6 | Detect Life |
7 | Dream Sight |
8 | Enthrall |
9 | Hold Person |
10 | Holy Symbol |
11 | Know Motivation |
12 | Messenger * |
13 | Obscurement |
14 | Protection from Spirits |
15 | Request |
16 | Slow Poison * |
17 | Snake Summoning |
18 | Speak with Animals |
19 | Warning * |
20 | Withdraw |
1 | Castigate * |
2 | Cure Blindness |
3 | Cure Disease |
4 | Death's Door |
5 | Detect Curse |
6 | Dispel Magic * |
7 | Divination |
8 | Dream Vision |
9 | Feng Shui |
10 | Flame Walk * |
11 | Invisibility to Spirits |
12 | Know Alignment |
13 | Levitate |
14 | Magical Vestment |
15 | Oath |
16 | Possess Animal |
17 | Prayer * |
18 | Remove Curse |
19 | Remove Paralysis |
20 | Speak with Dead |
21 | Substitution |
1 | Abjure |
2 | Cure Serious Wounds |
3 | Detect Lie |
4 | Detect Shapechanger |
5 | Endurance * |
6 | Exorcise |
7 | Fate |
8 | Neutralize Poison |
9 | Pacify |
10 | Penetrate Disguise |
11 | Polymorph Self |
12 | Protection from Evil, 10' |
13 | Reanimation |
14 | Remorse |
15 | Reward |
16 | Snake Barrier |
17 | Speak with Plants |
18 | Spell Immunity * |
19 | Sustain * |
20 | Tongues |
1 | Advice |
2 | Air Walk |
3 | Atonement |
4 | Commune with Greater Spirit |
5 | Cure Critical Wounds |
6 | Dispel Evil * |
7 | Mental Strength * |
8 | Possess |
9 | Raise Dead * |
10 | Remember * |
11 | Strength * |
12 | True Seeing * |
1 | Find the Path * |
2 | Force Shapechange |
3 | Heal |
4 | Immunity to Weapons * |
5 | Inanimate Servant |
6 | Instruct |
7 | Invisibility to Enemies |
8 | Longevity |
9 | Plane Shift |
10 | Quickgrowth |
11 | Smite * |
12 | Speak with Monsters * |
1 | Ancient Curse * |
2 | Astral Spell |
3 | Compel |
4 | Divine Wind |
5 | Exaction |
6 | Gate |
7 | Holy (Unholy) Word |
8 | Quest |
9 | Restore Spirit |
10 | Reincarnate |
11 | Ressurrection |
12 | Wind Walk |