Clerical spells | Druidic spells | - | - | - |
1st Edition AD&D | - | Dragon #129 | - | Dragon magazine |
Among the many new features of the
Oriental Adventures supplement are two
new spell-casting classes, the shukenja and
wu jen. These two new classes each have
their own complete spell lists, which include
many spells borrowed from the
spell-casters of traditional AD&D® games.
Clerical, druidic, magic-user, and illusionist
spells from the Players Handbook and
Unearthed Arcana have been adapted for
use by shukenja and wu jen. The Oriental
Adventures spell lists also include many
new and original spells. While many of
these spells are specially tailored for use in
an Oriental campaign, other spells in the
book are fairly broad in nature and could
see use in many situations and cultures.
Just as various spells have been adapted
from West to East, many of the spells
known to Oriental characters would work
quite well with the spell-casters of Occidental
AD&D games. Presented herein are
four lists of Oriental spells adapted to the
four major spell-casting classes of Western
AD&D game settings.
In choosing which ones to adapt, I
looked for ones that were not dependent
on the unique qualities and characteristics
of an Oriental campaign world. Spells that
too greatly overlapped or duplicated the
effects of spells given in the Players Handbook
or Unearthed Arcana are not included
in the spell lists below. A few new
spells are added for Western spell-casters
by translating the effects of an Oriental
spell into a similar spell that would be
proper in an Occidental campaign.
The specifics of these general guidelines
are discussed below in the commentaries
on the four groups of new spells. Any
changes or differences in the details of
these adapted spells are noted and explained.
The material components, spell
levels, casting times, or specific effects of
spells are often altered in applying these
spells to Western spell-casters. Full descriptions
of the few completely new
spells are also given in these notes. In
these commentaries, one asterisk indicates
a spell with a slightly altered title, while
two asterisks denotes a totally new spell in
the game. Simple abbreviations indicate
the source of a spell; ?WJ? stands for a wu
jen spell, ?Sh? for a shukenja spell. The
number following the two letters shows
the spell?s level.
The many spells presented here need
not be introduced into an Occidental campaign
all at once. Spells should be introduced
a little at a time, appearing on
scrolls or in hard-to-find spell books. Cleric
and druid spells may be granted by deities
as the characters prove their worth. Most
fun of all, player characters might find
themselves the targets of spells never
before seen. A fighter hit by a magnetism
spell or a thief made lawful good by a
compel spell make for interesting encounters
in the campaign.
Of course, the spell lists can be altered
as the Dungeon Master sees fit. Some
spells may be considered inappropriate for
the campaign, while additional spells from
Oriental Adventures might be introduced.
Clerical spells
All of the new clerical spells are adapted
from the list of shukenja spells. The Occidental
cleric differs from the shukenja
class in several important ways, which
must be taken into account when shukenja
spells are chosen. To begin with, the supernatural
beings of the Orient are very
different from those of the West. The
spirit beings of the East have no Occidental
counterparts, so the many shukenja
spells used to influence kami of all types
cannot be adapted for use by Western
clerics.
The shape-changers of the East are not
known in the West, so the two spells used
to detect or forcibly change these beings
are inappropriate for clerics. These two
spells, however, may inspire new spells
that affect those creatures of the West
vaguely similar to shape-changers ? lycanthropes.
Detect lycanthrope and force
werechange are two completely new spells
that may be known by clerics.
The metaphysics of the Orient is different
from that of the West. Humans of the
East commonly experience reincarnation
of the spirit and may have many past lives.
As humans and most demi-humans in the
West are rarely reincarnated, the second
use of the remember spell is largely unknown
to clerics.
Shukenja differ from clerics in their
range of possible alignment positions.
While shukenja are good-aligned holy
persons who revere a great many kami,
clerics are worshipers of a specific deity
and can hold any one of the nine different
alignments. Those spells used by shukenja
to coerce a wicked person into following a
more enlightened way of life must be
modified ? or even abandoned ? to suit
the full range of alignments available to
clerics. Remorse is a spell quite unsuitable
for neutral or evil clerics, and so should be
prohibited from use by the cleric class.
Other spells such as oath and compel must
be broadened in scope to permit a cleric of
any alignment to coerce another into
behaving in a way closer to the cleric?s
alignment and beliefs.
Shukenja are highly adept at casting
divination spells. Clerics who do not have
such great interest in the future or fortune
telling should gain spells such as
omen or fate at a higher spell level.
The material components of a number
of spells must be changed to reflect religious
or cultural differences between East
and West. Other changes in spell descriptions
are made for various reasons of
magic specialty, a deity?s sphere of influence,
or clarity of description.
1st level
Calm: (Sh1) This spell may be used
by a
cleric to soothe most forms of mental
distress, except for magical fear, which
can only be cancelled by a remove fear
spell. This spell is identical to the shukenja
spell in all other ways but requires no
material component.
Detect disease: (Sh1) The
clerical version
of this spell uses no material component
2nd level
Detect harmony: (Sh1) The
material
component for this spell is the cleric?s holy
symbol.
Omen: (Sh1) This spell is considered
to
be second level for most clerics, although
a deity whose sphere of influence includes
divination and fortune telling may bestow
omen as a first-level spell.
Weapon bless: (Sh1) The material
components
for the cleric?s spell are a quill made
from the feather of an eagle and ink made
from dragon?s blood. The identity of the
foe and several prayers of the cleric?s
religion are written on the weapon using
the quill and ink, just as described under
the shukenja spell.
3rd level
Castigate: (Sh3) As per the Oriental
Adventures
spell.
Detect curse: (Sh3) The material
components
for this spell are a small gem worth
at least 10 gp and a few fresh rose petals.
Snake summoning: (Sh2) This
spell will
only affect ordinary, nonmagical snakes;
no serpent or serpentlike creatures are
summoned by the clerical version of this
spell. The material components for this
spell are the cleric?s holy symbol and a
miniature silver flute that disappears
when the spell is cast.
Substitution: (Sh3) Deities
with little
regard for healing or protective magic,
notably war gods, barbarian deities, or
death gods, will not grant this spell to
their clerical worshipers. The prepared
statue must be made from materials costing
at least 25 gp.
Warning: (Sh2) To more clearly separate
this spell from the find traps spell, this
spell is treated as a third-level improved
version of the find traps spell, rather than
a second-level spell that partly duplicates
the powers of the existing clerical spell.
The chance to detect any mechanical or
magical trap within the 10' radius of detection
of the warning spell rises to 100%.
The chance of detecting any other type of
danger, including invisible opponents, rises
to 50%. The casting time of this spell is 6
segments. This spell is identical to the
shukenja?s warning spell in all other ways.
4th level
Detect lycanthrope: (*
*) This spell is
similar to the fourth-level shukenja spell
detect shapechanger, except it can detect
any form of lycanthrope. When cast upon
a lycanthrope in human form, the spell
reveals the person to be a lycanthrope, but
does not identify which type of lycanthrope
the person is. If cast upon a lycanthrope
in animal form, the spell reveals
the creature is a lycanthrope, but does not
divulge the creature?s human identity. The
material component for this spell is a balm
of honey, dried carrot, moonwort, and
belladonna, which is rubbed onto the
caster?s eyelids. This spell is otherwise
identical to detect shapechanger in range,
duration, area of effect, and casting time.
Endurance: (Sh4) The material
component
for the reversed version, fatigue, is a
small quantity of cumin seeds or poison
nut.
Oath: (Sh3) Unlike shukenja with their
alignment limitation, clerics of all alignments
may cast this spell upon opponents
of any alignment in order to force them
into a desired behavior. A chaotic cleric
will be less likely to abide by the conditions
of the oath than a lawful or neutral
cleric.
Pacify: (Sh4) As per the Oriental Adventures
spell.
Reanimation: (Sh4) The material
components
for this spell are the cleric?s holy
symbol, burning incense, and the cleric?s
prayer vestment.
Sustain: (Sh4) The material components
for this spell are a few drops of wine and
a small piece of bread.
5th level
Advice: (Sh5) As per the Oriental
Adventures
spell.
Fare: (Sh4) Many deities with little
interest
in fate, destiny, or divination will not
bestow this spell on their clerics. For a
deity with a special interest in divination
or astrology, this spell may be granted as a
fourth-level spell instead of a fifth level.
The material components for this spell
may vary depending on the particular
method of divination prescribed by the
cleric?s religion, as determined by the DM.
Immunity to weapons: (Sh6)
This spell is
treated exactly as described in Oriental
Adventures, but is handled as a fifth-level
spell to accomodate the existing spell
description. Treating this spell as a sixthlevel
spell poses a problem; although the
spell description states that shukenja of
11th level or below can provide immunity
to normal weapons with this spell, a shukenja
must be at least 14th level to cast
immunity to weapons as a sixth-level spell.
For the existing spell description to make
sense, it would be better to treat this spell
as fifth level for shukenja and clerics. The
casting time of the clerical spell version is
8 segments.
Remember: (Sh5) For most clerics,
this
spell can only restore lost memories. This
spell won?t usually confer any knowledge
of past lives, because most character races
of Western AD&D game campaigns do not
experience reincarnation. Only elven
clerics might be able to peer into the past
lives of other elves with this spell. Reincarnated
PCs will have a much clearer memory
of their previous life with this spell,
possibly allowing the use of certain skills
and abilities in the new form, as determined
by the DM.
6th level
Force werechange: ( * *
) This spell is
somewhat similar to the sixth-level shukenja
spell force shapechange. This spell
can be used to force a lycanthrope to
return back to his or her human form, or
to cause a lycanthrope to go from human
to wereform against its will. This spell
does not inflict the wracking pain of force
shapechange, but might cause injury if
the
lycanthrope assumes wereform
while
constricted by armor (see
page 23 of the
Dungeon Masters Guide). A lycanthrope is
entitled to a save vs. spells to avoid having
his form changed by this spell. If the save
is successful, the lycanthrope does not
change form, and does not take any damage
in trying to resist this spell. The material
component of this spell is a moonstone
crushed into dust when the spell is cast.
This spell is otherwise identical to force
shapechange in range, duration, area of
effect, and casting time.
Instruct: (Sh6) The clerical version
of
this spell is greatly altered because clerics
of all alignments may cast this spell. A
listener whose alignment is very different
from that of the caster will not be so easily
swayed. Listeners with a difference of one
alignment component (either lawful, neutral,
chaotic, good, or evil) gain a + 1 bonus
to the saving throw. Listeners with
both alignment components different from
that of the caster gain a + 3 bonus. A
character may still fail the save and become
strongly devoted to the new religion
by rolling a 1 for the save vs. death magic.
Clerics, druids, paladins, and rangers all
gain an additional +2 to the save for their
strong faith in and dedication to their
alignment and religion. These characters
may still develop a mild interest in the
new religion by rolling a 1 for the saving
throw, but are immune from becoming
strongly devoted to the spell-caster?s
religion.
A character who becomes mildly interested
in the caster?s religion may commit
some minor transgressions against his or
her original alignment, and may be penalized
accordingly. A paladin might lose
some of his important powers, or a cleric
may lose touch with her deity and be
denied higher-level spells. The effects of
mild interest may be cancelled by an
atonement spell.
A character developing a strong interest
in the new religion is considered to have
suffered an involuntary alignment change.
The character may be brought back to his
original alignment and faith by receiving
an atonement spell.
When the cleric casting this spell addresses
a crowd, the saving throw is handled
as described in Oriental Adventures,
but a bonus of + 1 to + 3 may be applied
to the group?s saving throw, depending on
the general alignment make-up of the
people listening.
Smite: (Sh6) As per the Oriental
Adventures
spell.
7th level
Ancient curse: (Sh7) This
curse may be
called upon by a cleric of any alignment to
bring the wrath of the cleric?s deity upon a
foe of both cleric and deity. The DM must
decide whether the deity feels the curse is
warranted, judging by the intended target
?s obstruction or opposition to the cleric
?s religion and cause. An evil cleric may
call this curse upon a good and noble foe
of the cleric?s religion as readily as a good
cleric may call this curse down upon a
wicked person, In fact, undoing an ancient
curse cast by an evil cleric may be the goal
of a campaign adventure.
Compel: (Sh7) This spell may be used
by
a cleric of any alignment to bring a foe
into line with the cleric?s alignment. If the
compelled character is changed to an
alignment outside the character?s class,
then all special abilities and powers of the
class are lost. A paladin changed to the
neutral-evil alignment becomes an ordinary
fighter. This spell may be reversed by
a wish or atonement spell.
Longevity: (Sh6) The material components
for this spell are a piece of giant
tortoise shell and an offering to the cleric?s
deity worth at least 1,000 gp.
Druidic spells
The list of new druidic spells contains a
mix of wu jen and shukenja
spells. The
trick of choosing new druidic spells is to
pick spells that would suit the druid class
without robbing the Oriental classes of all
of their interesting nature spells.
Spells that too closely duplicate existing
druidic spells should e avoided, and so
should spells that would overload the
druid with too many spells that are variations
on a single theme. Druids have no
need for the animal companion spell when
they already know animal friendship.
Druids have plenty of interesting fire
spells as it is without piling on more fire
spells that should remain unique to the wu
jen class.
Spells that seem proper at first glance
are revealed to be inappropriate after
closer inspection. Drowsy insects would
seem a natural spell for druids by its very
name, but the true effect of the spell is
closer to the magic-user?s sleep spell. Reverse
flow is a water-control spell that
might appear reasonable as a druidic spell,
but why would druids wish to alter the
natural flow of rivers or waterfalls just to
be able to paddle faster upstream?
The wood rot spell is often inappropriate
for druids, although its reverse,
prevent rot, would work well with the
class. A totally new spell in the game, cure
rot, is intended to overcome the main
limitation on the power of prevent rot.
All of the new druidic spells are altered
in some way, usually to accommodate the
different material components that druids
use with spells. Mistletoe is a holy symbol
and is included among the material components
of all druidic spells, and the material
components that are proper in the
Orient must often be replaced by materials
commonly found in a Celtic wilderness
setting.
1st level
Detect disease: (Sh1) This
spell is identical
to the shukenja spell, but if the druid
can identify the disease and it is a normal,
nonmagical disease native to the druids
homeland, then the druid has a 5% chance
per level of experience to concoct a natural
cure for the disease. Making the cure
takes 2-8 turns. The material component
for this spell is mistletoe.
Resist: (Sh1) The material components
for this spell are mistletoe, a few edible
berries, a drop of water, and a feather
from a wren. This spell is a favorite of
rangers.
2nd level
Animate wood: (WJ1) The material
component
for this spell is mistletoe.
Create spring: (Sh2) The material
components
for this spell are mistletoe and a
freshwater reed.
Swim: (WJ1) The reverse of this spell,
sinking, cannot be cast by druids. The
material components for this spell are
mistletoe and a fish scale.
3rd level
Animate water: (WJ2) The material
components for this spell are mistletoe
and a small vial of spring water mixed
with cinnabar ore.
Still water (WJ1): The material
components for this spell are mistletoe and a
small fan.
Wood shape: (WJ3) Druids should
be
very reluctant to use this spell on living
wood, of course, but may use it freePrevent rot: (WJ5*) This spell
is the
reverse of the fifth-level wu jen spell wood
rot. Prevent rot is the listed spell for
druids, since preventing wood rot is of
great interest to druids, while wood rot
would see only limited use. A druid would
never use wood rot against healthy, living
wood, but might use wood rot against
nonliving wood or hostile plant creatures.
The casting time for the druidic spell
version is 6 segments. The only material
component is mistletoe.ly on
nonliving wood. The material components
for this spell are mistletoe and a miniature
adze (as per the Oriental version).
4th level
Animate fire:
(WJ3) The material components
for this spell are mistletoe and a few
holly berries.
Elemental turning: (WJ4)
This spell does
not turn elementals through the power of
fear, but causes them to wander away
peacefully due to the druids understanding
and command of elemental beings. An
elemental cannot be forced to return to its
plane of origin by cornering it, but it may
be sent back to its own plane by the druid
if the elemental is willing to return. If the
elemental is being controlled by another
being, then a way must be found to break
the creature?s concentration in order for
the druid to peacefully send the elemental
back to its home plane. The casting time of
the druidic spell version is 6 segments.
The material components for this spell are
mistletoe and a pinch of the element identical
to the type of elemental to be commanded
? a pinch of earth for earth
elementals, a puff of breath for air elementals,
etc.
Prevent rot: (WJ5*) This
spell is the
reverse of the fifth-level wu jen spell wood
rot. Prevent rot is the listed spell for
druids, since preventing wood rot is of
great interest to druids, while wood rot
would see only limited use. A druid would
never use wood rot against healthy, living
wood, but might use wood rot against
nonliving wood or hostile plant creatures.
The casting time for the druidic spell
version is 6 segments. The only material
component is mistletoe.
5th level
Cure Rot * * (Alteration)
Level: 5
Range: 3"
Duration: Perm.
Components: V, S, M
CT: 7 seg.
ST: None
AE: Special
This spell is
like a more powerful version of the prevent
rot spell. If cast upon a wooden object
affected by a wood rot spell, this spell
completely cures the wood rot at a rate of
1 cubic foot per round until the object is
restored to its original condition. At least
part of the original wood must be intact
for this spell to cure the rot; an object that
has totally rotted into dust cannot be
cured..
This spell also cures any rotting, decay,
or damage to living trees or plants caused
by natural disease or living organisms.
Damage i scured at arate of 1 cubic fooot
of wood per round, or 2 square yard of
plant growth per round. At least part of
the original plant life must remain intact
for the spell to take effect. This spell may
cure up to 1 acre of plant life, so the
spell may treat a small grove of diseased
trees or a garden plot partly destroyed by
insects. The material components for this
spell are mistletoe and a dead woodborer
beetle.
Ironwood: (WJ5) The material components
for this spell are metal filings mixed
with willow tree sap, and mistletoe sprigs.
Sustain: (Sh4) The material components
for this spell are mistletoe, a small vial of
spring water, and a few edible nuts or
berries.
Water to poison: (WJ5) This spell
may be
cast by druids only if the DM permits
druids to use poison. The reverse of this
spell, poison to water may be used freely.
The material components for this spell are
mistletoe and the fang of a poisonous
snake briefly dipped into the liquid.
6th level
Quickgrowth: (Sh6) This spell
must be
used with care by druids, who should not
use it just to create natural curiosities to
impress the rubes. A good reason should
always be given for this spells use. The
reverse of this spell, wither, is rarely used
against living plants. Mistletoe replaces the
staff as the material component for this
spell.