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Classes | - | - | - | Oriental Adventures |
Table 31: Wu Jen
300,000 experience points
are required for each level beyond 11th.
Wu jen gain 1 hp per
level beyond 9th.
Wu jen are sorcerors, men of mysterious
powers. They command the elements, spirit forces, and the
very powers of nature. They are seldom
found living with the rest of human society. Instead, they live as
hermits and anchorites. Living in the
wilderness they purify their bodies and minds and contact the various
natural and supernatural powers of the
world. From these they learn their spells-magical means to control the
invisible forces of the world.
The prime requisite of wu jen is Intelligence.
Wu jen characters must have a score of at least 13 in
Intelligence. A wu jen with Intelligence
15 or greater gains a 10% bonus on earned experience points. Wu jen
cannot be lawful. Human, korobokuru, and
hengeyokai can be wu jen characters.
All wu jen use 4-sided dice to determine
their hit points, gaining one die per level. They have an
automatic + 1 hit point bonus per die
for a total of 2-5 hit points per level. They use the magic-user combat
and
saving throw tables. Wu jen are only allowed
to use certain weapons as listed on Table 13. At the beginning of
play, the player can select one weapon
as a favored weapon for his wu jen character. Thereafter, they have a +
1
bonus to hit using that weapon. Wu jen
cannot wear armor or use shields. They begin the game with six
proficiency slots.
Each wu jen character must use Table 32
to determine how many spells of each level he can learn.
Check only those spells of a level that
can be learned. Check each new level as the character gains the ability
to
cast spells of that level.
Table 32: WU JEN INTELLIGENCE ADJUSTMENTS
Ability
Score |
Chance to
Know Each Listed Spell |
Minimum
Number of Spells/Level |
Maximum
Number of Spells/Level |
9 | 35% | 4 | 6 |
10-12 | 45% | 5 | 7 |
13-14 | 55% | 6 | 9 |
15-16 | 65% | 7 | 11 |
17 | 75% | 8 | 14 |
18 | 85% | 9 | 18 |
19 | 95% | 10 | All |
Chance to Know Spell is the percentage
chance that the character can learn a specific spell. When
creating a wu jen character, check each
spell individually, in any order desired. Roll percentile dice once for
each spell; if the result equals or is
less than the character's chance to know spell, the character understands
that
spell and can learn it and cast it. This
doesn't mean the character knows that spell immediately. He still must
find a written copy of it, learn it from
someone who knows it, or research it himself.
As the character gains experience levels,
he gains the ability to cast higher-level spells (see Table 33:
Wu Jen Spells Usable by Level). When a
wu jen becomes eligible to cast spells of the next level, check each
spell of the new level to determine whether
the character understands it.
The player decides the order in which
the spells are checked. This lets him check first for the spells he really
wants, ignoring the less appealing spells
unless the dice don't allow him to learn those he prefers.
Q: Can the explanation
of the wu jen?s
chance to know a spell on
page 25
be used in non-Oriental
campaigns?
A: The method described
on page 25 is the
same as the method described
in the 1st
Edition Players Handbook,
so there is no
harm in using the Oriental
Adventures
explanation in non-Oriental
campaigns
based on the 1st Edition
books. However,
the 2nd Edition Players
Handbook does
not allow a chance-to-learn
check for a
spell until it is found
(see page 16 of that
volume).
(151.8)
Minimum Number of Spells/Level states
the lowest number of spells of each level that a wu jen can
learn. If, after one complete pass through
the spell list, the wu jen understands fewer than the minimum number
of spells, the character can go back through
the list, checking again for any spells that he couldn't understand the
first time. This process continues until
the character understands the minimum number of spells.
Maximum Number of Spells/Level is
the upper limit on the number of spells of each level that a wu
jen can understand. As soon as this limit
is reached, the character may not check to understand any more spells
of that level.
Table 32: WU JEN SPELLS USABLE BY LEVEL
Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 1 | - | - | - | - | - | - | - | - |
2 | 2 | - | - | - | - | - | - | - | - |
3 | 2 | 1 | - | - | - | - | - | - | - |
4 | 3 | 2 | - | - | - | - | - | - | - |
5 | 3 | 2 | 1 | - | - | - | - | - | - |
6 | 4 | 2 | 2 | - | - | - | - | - | - |
7 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 5 | 3 | 3 | 2 | 1 | - | - | - | - |
10 | 5 | 4 | 3 | 2 | 2 | - | - | - | - |
11 | 5 | 4 | 4 | 2 | 2 | 1 | - | - | - |
12 | 5 | 5 | 4 | 2 | 2 | 2 | - | - | - |
13 | 5 | 5 | 4 | 4 | 2 | 2 | 1 | - | - |
14 | 6 | 5 | 4 | 4 | 2 | 2 | 2 | - | - |
15 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
16 | 6 | 6 | 5 | 4 | 4 | 3 | 2 | - | - |
17 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | 1 | - |
18 | 6 | 6 | 5 | 5 | 4 | 4 | 2 | 2 | - |
19 | 6 | 6 | 6 | 5 | 5 | 4 | 2 | 2 | - |
20 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 3 | - |
21 | 7 | 6 | 6 | 6 | 5 | 4 | 3 | 3 | 1 |
22 | 7 | 7 | 6 | 6 | 5 | 5 | 3 | 3 | 1 |
23 | 7 | 7 | 7 | 6 | 6 | 5 | 3 | 3 | 2 |
24 | 7 | 7 | 7 | 6 | 6 | 5 | 4 | 4 | 2 |
25 | 8 | 7 | 7 | 6 | 6 | 6 | 4 | 4 | 2 |
26 | 8 | 8 | 7 | 7 | 6 | 6 | 5 | 4 | 3 |
27 | 8 | 8 | 8 | 7 | 7 | 6 | 5 | 4 | 3 |
28 | 9 | 8 | 8 | 7 | 7 | 7 | 5 | 5 | 3 |
29 | 9 | 9 | 8 | 8 | 7 | 7 | 6 | 5 | 4 |
Understanding spells, knowing spells, and
remembering spells are three different things. The fact that a
wu jen understands a spell means only
that when it is first described to him, either verbally or in writing,
he can
comprehend how it works. Once someone
explains the spell to him and he understands it, he knows that spell
and can record it in hit, spell book.
Even understanding and knowing a spell is not enough to let him cast it,
however. Only by studying the spells in
his spell book can the wu jen memorize their magical intricacies and
cast them from memory.
For example, consider Hideyori, a 1st-level
wu jen with Intelligence 16. He has a 65% chance to
understand any spell he encounters, and
can know a minimum of seven and a maximum of 11 spells of each
level. Looking at the spell list, the
player chooses the spell he most wants Hideyori to have-cloud/adder-and
rolls percentile dice. The result is 32,
so Hideyori understands that spell. He won't be able to cast cloud ladder
until someone teaches it to him. The player
repeats this until either Hideyori understands 11 spells (his
maximum) or he has checked every spell
in the list once.
After one pass through the list, Hideyori
understands 10 spells. This is more than his minimum, so he
isn't allowed to check any spells twice.
He is allowed to understand 11 1st-level spells, however, so if he
encounters another spell somewhere in
his journeys (in a lost scroll or borrowed spell book, for example), he
can check again to see whether he understands
it.
If a wu jen's Intelligence is reduced during
the game and the change is more than temporary, the player
must check his character's spells to see
which he retains and which he no longer understands. Roll percentile
dice for each understood spell, in any
order; a result higher than the character's chance to know that spell means
he no longer understands it. Continue
checking until the character has forgotten enough spells to comply with
his new maximum.
If a wu jen's Intelligence increases during
the game so that his maximum number of spells/level
increases, he can try to understand new
spells as he finds them.
New spells can be learned from a teacher,
from another wu jen's magic books (though few wu jen will
willingly loan such a precious belonging),
or from a magical scroll. A scroll is destroyed in the process of
learning its spell.
To learn his spells, a wu jen puts himself
through a strict regimen of mental training. He learns to
meditate like a shukenja. He develops
his ki powers to gain several abilities. By focusing his ki, he can burst
into sudden action once per day. This
gives him a + 3 bonus on the initiative dice roll for one round, making
the
wu jen a potent opponent in a critical
fight.
At 4th level a wu jen gains his second
ki power-the ability to summon massive magical energies. This
allows him to cast any one spell that
is three or more levels lower than the wu jen's level, at maximum effect.
The spell automatically has maximum range
(if desired), duration, and effect. Thus a 4th-level character can
cast a 1st-level spell at maximum effect.
Both powers can be used but once per day.
The spells of a wu jen are divided into
five elemental groups-earth/ metal, water, fire, wind, and
wood/nature. When a wu jen learns all
the spells of a single element up to the highest level of spell he can
cast,
he is considered a master of that element.
Thereafter all spells of that element cast by the wu jen have a -1
saving throw modifier and + 1 bonus to
all damage done. The wu jen himself gets a + 1 bonus on all saving
throws versus spells of that element.
Note that when the wu jen becomes able to cast a higher-level spell he
is
no longer a master of the element until
he learns all the spells of that element at the new spell level.
When a wu jen reaches 10th level, he attracts
1d4 pupils to his service. All are 1st-level wu jen. These
pupils serve the character faithfully
until they reach a level equal to one-half of their master's level. At
this point
they leave to continue on their own. However,
each pupil who leaves is replaced by another 1st-level wu jen
seeking to study under the master.
Although the wu jen does not attract bodies
of fighting men, he can hire them and establish his own
stronghold. Since he is not a warrior,
however, the wu jen must also employ a lieutenant to supervise and
command the warriors.
The powerful spells that make the wu jen feared and respected are listed and explained later in this book.
Wu jen speak the language of tengu
&&
oni. In fact, their contact and commerce
with these creatures
give the wu jen a + 20% modifier on the
reaction dice roll when he encounters any of these creatures.
Like the shukenja, the wu jen has dedicated
his life to a single goal requiring great mental discipline. To
reach it the wu jen must sacrifice his
ties to family and his concern for honor. Thus, wu jen characters need
not
roll on the Table 38: Character Birth
to determine their family. They never gain the bonuses or suffer the
penalties that family and clan bring.
They are also little concerned with honor.
While wu jen have integrity, they are unconcerned with the
codes of honor that preoccupy samurai
and other characters. Bonuses and penalties of honor are much smaller
for wu jen.
Since wu jen draw their power from supernatural
sources, they must operate under special taboos that do
not affect other characters. Indeed, these
taboos may seem silly or insignificant to other characters. However,
they are vitally important to the wu jen
since violating them results in the loss of spells, illness, or other evil
events. At 1st level a wu jen character
must have one taboo. Thereafter an additional taboo must be selected
upon gaining every five levels. Some possible
taboos are suggested below. The DM may create additional
taboos, so long as they are similarly
restricting.
Cannot eat meat.
Cannot have more
treasure than the character can carry.
Must make a daily
offering (of food, flowers, incense, etc.) to one or many spirit powers.
Cannot bathe.
Cannot cut one's
hair.
Cannot touch a dead
body.
Cannot drink alcoholic
beverages.
Cannot wear a certain
color of cloth.
Cannot light a fire.
Cannot sit facing
to the E. (or N., S., etc.)
The player picks the taboo for his character.
If he suggests a suitable new taboo, the DM should allow it.
Q: The rules say that
a wu jen must
have six hours of restful
meditation
and study with his scrolls
in order
to memorize a spell. Does
this mean
that it takes six hours
to memorize
each spell?
A: No. The wu jen
needs only six hours
total to memorize all of
his spells, no matter
how many spells are learned.
(121.22)
Q: Does the wu jen's
second ki power
give the character an extra
spell, or
does it only apply to spells
already
memorized?
A: The wu jen must
have a spell of the
proper level memorized in
order to use
the second ki power.
(121.22)
Q: At what level can
a wu jen research
new spells? What about manufacturing
scrolls or other items?
A: Spells can be
researched at any level, so
long as such spells are
appropriate to the
researcher?s level; see
the 1st Edition DMG
(pages 115-116) or 2nd Edition
DMG (pages
43-44) for more information.
The required
level for making magical
items varies; see
the 1st Edition DMG (pages
116-118) or the
2nd Edition DMG (pages 84-88).
Wu jen
levels equal magic-user
levels for this
purpose.
(151.9)
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = roll on Birth
Rank table not required
3. ABILITY SCORE MINIMUMS
STRENGTH = 3 <>
INTELLIGENCE = 13:15
WISDOM = 6
DEXTERITY = 6
CONSTITUTION = 6
CHARISMA = 6
COMELINESS = 3
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= korobokuru (7), hengeyokai (9), human (U)
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE = d4
7. MAXIMUM NUMBER OF HIT DICE = 9
8. SPELL ABILITY = yes
9. ARMOR PERMITTED = none
10. SHIELD PERMITTED = none
11. WEAPONS PERMITTED = Bo stick, boku-toh,
blowpipe, bow (short) (Proficiency in or use of ninja preferred weapons
will lead to a loss of honor for the character.), chain, dagger, dart,
gunsen, jitte, jo stick, kiseru, metsubishi, sai, shaken, shuriken (any),
siangkam, sling, short (short), tui-fa, uchi-ne.
12. OIL PERMITTED = yes
13. POISON PERMITTED = DM's option
14. ALIGNMENT = any non-L
15. STARTING MONEY = 1-3 ch'ien + 2-20
tael (ch'ao) (5-15 gp + 20-200
sp)
16. WEAPON PROFICIENCIES = see 25.
17. NON-PROFICIENCY PENALTY = -5
18. NON-WEAPON PROFICIENCIES = see 25.
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
23. FAMILY = not required
24. HONOR = 15 + lowest ability score
(if no family)
Making a magic item:
+2
25. SKILLS = 6@L1, 7@L2, 8@L4, 9@L6, 10@L8,
11@L10
STARTING SPELLS
All 1st level wu jen begin with read
magic in their repetoire.
To this is added one spell from each of
the categories below.
Elemental spells are marked asterisks.
Offensive Spells
1. | Accuracy |
2. | Drowsy Insects* |
3. | Elemental Burst* |
4. | Hail of Stone* |
5. | Hypnotism |
6. | Magic Missile |
Defensive Spells
1. | Fiery Eyes* |
2. | Ghost Light |
3. | Hold Portal |
4. | Shield |
5. | Spider Climb |
6. | Water Protection* |
Miscellaneous Spells
1. | Chameleon |
2. | Comprehend Languages |
3. | Detect Magic |
4. | Know History |
5. | Unseen Servant |
6. | Wall of Fog* |