Chapter 8: Wu Jen Spells
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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.
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 |
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 |
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) |
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) |
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) |
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) |
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 |
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) |
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.