Chapter 8: Wu Jen Spells


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Oriental Adventures

Spells are the main  of the wu jen.

With these, he is able to defend, attack, investigate, and research.

Unlike the shukenja, the wu jen's spells are frequently more dangerous and potent in combat, both personal and
mass. However, his ability to render aid to the injured, ill, and unfortunate is severely restricted to a few spells
and what natural skills the character may possess. His spells do not have the limitations of mercy or
benevolence, but neither do they enjoy the benefits these qualities can provide.

Indeed, the wu jen is often a terrifying figure to the common peasant. He is a man of unknown
mysteries, one who has sacrificed comfort and companionship to learn secret lore. The knowledge the wu jen
possesses is hardly common. It is learned only from those already versed in it. These masters do not bandy
about their skills, taking in just any pupil. Pupils are chosen carefully for their dedication, cleverness, and
natural aptitude. Once such a pupil is found, the master's skills are slowly revealed. Great secrecy surrounds this
training. Each master jealously guards his knowledge, fearful of rivals and abuse of the great powers he imparts.
Accepted early in their youth, students spend many years in solitude, learning the most basic principles
of their art. At first the student is little more than a servant, seeing to his master's wishes while practicing
austerities of meditation, fasting, and physical labor. In the morning the student rises early, fetches water, and
prepares his master's meal. He then spends several hours fetching obscure items and cleaning. Midday he eats
his bowl of rice and then meditates for many hours. Should he twitch or wiggle, his master is quick to strike a
sharp blow with his cane. His daily meditation practice done, the student then studies languages long forgotten
and the secret meanings hidden in everyday words. After this he practices with brush and ink, perfecting the
forms and styles of calligraphy so important to magical work. With evening, he prepares his master's dinner and
then takes up the study of ancient classics. Finally, well after dark, he retires to catch a few hours of sleep
before beginning the routine again. Gradually, as time passes and the student proves himself, the master
teaches him more and more of the hidden secrets needed to cast spells.

Unlike the M-U of occidental AD&D campaigns, the wu jen does not have a spell book carefully
recording each spell he knows. Instead, he has a collection of scrolls and books, classic treatises of lore. Each
scroll is a commentary on the art and discipline needed to cast a particular spell, expounding philosophy and
metaphysics. These scrolls must be studied carefully before any spell is memorized, since the descriptions,
mental exercises, and arguments recorded are complex and exacting. To memorize a spell, the wu jen must have
at least six hours of restful meditation and study with his scrolls. When this is complete, the wu jen has clarified
and honed his mind to channel the particular supernatural powers of the spells he has memorized. Once the spell
is cast, it is forgotten until rememorized, the release of mystical energies disrupting the wu jen's delicate psychic
balance.

At the beginning of the game, the wu jen character is assumed to have left his master to begin his own
career. With him he takes a few nonmagical scrolls that he has patiently copied from his master's collection.
These scrolls record the first-level spells the wu jen knows at the beginning of the campaign. To determine the
number known by the character, roll 3d6. If this number is less than the minimum the character can have
because of his intelligence, the character automatically has the minimum number of spells for his intelligence. If
the number is greater than the maximum allowed, the character automatically has the maximum. Consulting the
spell list, the player is allowed to choose which spells his character knows. Since these were learned under the
study of his master, no percentile roll is required to see if the character knows these spells. His years of
apprenticeship have trained him in these particular spells. Henceforth, each time the character discovers a new
treatise on a spell he does not know, the percentile roll is made to see if the character can master the spell. The
character can never have less than his minimum or more than his max. allowed spells.
 

1st Level
1 Accuracy
2 Animate Wood (Nature)
3 Chameleon
4 Cloud Ladder (Air)
5 Comprehend Languages
6 Detect Magic
7 Drowsy Insects (Nature)
8 Elemental Burst (All)
9 Fiery Eyes (Fire)
10 Ghost Light
11 Hail of Stone (Earth)
12 Hold Portal
13 Hypnotism
14 Know History
15 Magic Missile
16 Melt (Fire)
17 Message
18 Prestidigitation
19 Read Magic
20 Secret Signs
21 Shield
22 Spider Climb
23 Still Water (Water)
24 Swim (Water)
25 Unseen Servant
26 Ventriloquism
27 Wall of Fog (Air)
28 Warp Wood (Wood)
29 Water Protection (Water)
30 Wizard Mark

2nd Level
1 Animal Companion
2 Apparition
3 Animate Water (Water)
4 Bind
5 Detect Evil
6 Detect Invisibility
7 ESP
8 Enchanted Blade
9 Fire Shuriken (Fire)
10 Fog Cloud (Air)
11 Hypnotic Pattern
12 Ice Knife (Water)
13 Invisibility
14 Knock
15 Locate Object
16 Misdirection
17 Omen
18 Phantasmal Force
19 Protection from Charm
20 Pyrotechnics (Fire)
21 Rope Trick
22 Smoke Shape (Air)
23 Smoky Form (Air)
24 Stinking Cloud (Air)
25 Strength
26 Vocalize
27 Wind Breath (Air)
28 Whip
29 Whispering Wind (Air)
30 Wizard Lock

3rd Level
1 Animate Fire (Fire)
2 Cloudburst (Water/Air)
3 Commune with Lesser Spirit
4 Detect Shapechanger
5 Disguise
6 Dispel Magic
7 Fabricate
8 Face
9 Feign Death
10 Fire Rain (Fire)
11 Fire Wings (Fire)
12 Haste
13 Hold Person
14 Illusionary Script
15 Improved Phantasmal Force
16 Magnetism (Earth)
17 Memory
18 Protection from Normal Missiles
19 Steam Breath (Air)
20 Scry (All)
21 Statue (Earth)
22 Suggestion
23 Tongues
24 Wood Shape (Nature)

 

4th Level
1 Bargain
2 Confusion
3 Dancing Blade
4 Dimension Door (Earth)
5 Dispel Illusion
6 Dream Vision
7 Elemental Turning (All)
8 Emotion
9 Fire Enchantment (Fire)
10 Improved Invisibility
11 Melt Metal (Fire)
12 Minor Creation
13 Plant Growth (Nature)
14 Polymorph Other (Nature)
15 Polymorph Self
16 Quell
17 Remove Curse
18 Reverse Flow
19 Shout
20 Spectral Force
21 Transfix
22 Vengeance
23 Wall of Bones
24 Wall of Fire (Fire)

 

5th Level
1 Aiming at the Target
2 Animal Growth
3 Animate Dead
4 Cone of Cold (Water)
5 Conjure Elemental (All)
6 Creeping Darkness (Air)
7 Dismissal
8 Fire Breath (Fire)
9 Ironwood (Nature)
10 Major Creation
11 Mass (Earth)
12 Metal Skin (Earth)
13 Passwall (Earth)
14 Servant Horde
15 Shadow Door
16 Spirit Self
17 Stone Shape (Earth)
18 Sword of Deception
19 Telekinesis
20 Wall of Force
21 Wall of Iron (Earth)
22 Wall of Stone (Earth)
23 Water to Poison (Nature/Water)
24 Wood Rot (Nature)

 
 

6th Level
1 Aura
2 Control Weather
3 Disintegrate
4 Enchant an Item
5 Gambler's Luck
6 Geas
7 Glassee (Earth)
8 Lower Water (Water)
9 Mass Suggestion
10 Metal to Rust (Earth)
11 Move Earth (Earth)
12 Pain
13 Part Water (Water)
14 Permanent Illusion
15 Programmed Illusion
16 Repulsion
17 Speak with Dead
18 Spiritwrack
19 Stone to Flesh (Earth)
20 Sword of Darkness
21 True Sight
22 Veil
23 Vessel
24 Warp Stone (Earth)

 

7th Level
1 Body Outside Body
2 Commune with Greater Spirit
3 Duo-Dimension
4 Elemental Servant
5 Ice Blight (Water)
6 Limited Wish
7 Obedience
8 Power Word, Stun
9 Reanimation
10 Tool
11 Vanish
12 Withering Palm

8th Level
1 Antipathy/Sympathy
2 Call
3 Cloud Trapeze (Air)
4 Finding the Center
5 Giant Size
6 Incendiary Cloud (Fire)
7 Mind Blank
8 Permanency
9 Polymorph any Object
10 Power Word, Blind
11 Summoning Wind (Air)
12 Surelife
13 Symbol
14 Whirlwind (Air)

 

9th Level
1 Astral Spell
2 Crystalbrittle (Earth)
3 Gate
4 Imprisonment
5 Instant Regeneration
6 Internal Fire (Fire)
7 Planar Call
8 Power Word, Kill
9 Shape Change
10 Summon Spirit
11 Time Stop
12 Tsunami (Water)
13 Wish

When the character advances to a new spell level, the DM has two choices for increasing the character's
spell repertoire.

* If the DM desires, the character can return to his old master, provided the two are still friendly.
There he again immerses himself in the study and copying of his master's scrolls. At the end of one month, the
character gains spells just as he did when at first level. However, the DM can restrict the choice of spells,
stating that the master does not have certain spells in his collection of scrolls. The DM should note that this
method works best if he creates the master as an NPC, determining the level and spells of the master.

* However, the DM may not wish to bother with the master and student arrangement. In this case, the character gains new
spells by finding them, either in the scrolls of other wu jen or long-forgotten on the musty shelves of libraries in
various temples and academies. This means that the character may gain none or only a few spells of the new
level when he advances, depending on his perseverance and luck. Each time the character gains a new spell
level, the DM must secretly determine which spells the character can learn (based on his INT) within the
min. && max. restrictions. Players should ask their DM which method of spell acquisition will be
used.