Shujkenja SPELLS 2nd Level


Aid (Necromantic/Conjuration)

Level: 2
Range: Touch
Duration: 1 round + 1 round/level
Area of Effect: One person
Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

The recipient of this spell gains the benefit of the bless spell plus 1-8 additional hit points. These additional hit points may exceed the character's normal total and are the first lost in combat (those extra hit points so lost may not be regained by curative magic). The material component of this spell is a strip of white cloth inscribed with the recipient's name, coated with a sticky substance on both ends, plus the shukenja's holy symbol.

Chant (Conjuration/Summoning)

Level:2
Range: 0
Duration: Time of chanting
Area of Effect: 3" radius
Components: V S
Casting Time: 1 turn
Saving Throw: None

Upon completing the spell, all of the shukenja's allies in the area of effect make their attacks, damage, saving throws at +1, while all foes of the shukenja are at -1. The benefits and penalties last only as long as the shukenja is chanting, and any motion or attack interrupts the spell.

Commune with Lesser Spirit (Divination)

Level:2
Range: 1"
Duration: Special
Area of Effect: Special
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

By use of the commune with lesser spirit spell, the shukenja is able to contact any of the hundreds of local spirits which dwell in the land. Local spirits are those with limited range and powers-lesser spirits (as listed in the Monster section)-the spirits of a particular tree, rock, or stream are typical lesser nature spirits. A spirit that haunts a single building or compound could also be contacted. The spirit of a mountain or river is greater than a lesser spirit and is beyond the power of this spell. To contact the spirit, the shukenja must know its identity (which can be obtained through a trance spell) and must be within 10 feet of the area where the spirit is found.

Once the spirit is contacted, the shukenja can ask it one question for every level of experience he has gained. The questions must be specific and clearly worded, but are not limited to yes or no answers. The spirit answers questions literally and does not volunteer any information. The answers are always correct if the answer is known. Good spirits attempt to be as helpful as possible within the limits of the question, neutral spirits answer in riddling or roundabout ways, and evil spirits always try to distort the answer based on the wording of the question.

The spirit can only answer those questions concerning the immediate area it affects. Questions beyond the scope of the spirit are wasted. Thus, the spirit of a great tree in the village could not answer questions about events outside the village, and a ghost haunting a temple could not discuss events not related to the temple or its reasons for haunting it. The DM must decide if any question is within the realm of the local spirit. The DM can, if he chooses, limit the use of this spell to once a week (or even less) for any particular spirit, since they do not care to be disturbed by the trifling affairs of the material world. The material components of this spell are incense and an offering appropriate to the nature of the spirit.

Create Spring (Alteration) Reversible

Level: 2
Range: Touch
Duration: Permanent
Area of Effect: Special
Components: V S, M
Casting Time: 1 round
Saving Throw: None

This spell causes a spring of fresh water to bubble forth at the shukenja's command. The spring can appear only from natural rock or earth, never from creatures, plants, or man-made constructions. The spring puts forth one gallon of water per level per turn. The water is fresh, clean and cool. The reverse of this spell, dry spring, causes any natural or created spring to lessen its flow by the same amount. The material component for this spell is a bamboo cane.

Detect Charm (Divination) Reversible

Level: 2
Range: 3"
Duration: 1 turn
Area of Effect: One creature
Components: V S
Casting Time: 1 round
Saving Throw: None

This spell indicates whether a creature is under the effects of a charm spell. Individuals charmed by creatures receive a saving throw, success indicating that no charm was detected. The spell's reverse protects fully from this detection, but only one creature may be shielded.

Detect Life (Divination)

Level: 2
Range: 10 feet/level
Duration: 5 rounds
Area of Effect: One creature
Components: VS,M
Casting Time: 1 round
Saving Throw: None

By use of this spell, a shukenja may determine if a creature is alive, including creatures under feign death, coma, or trance. Any form of mental protection prevents this spell, as does any thickness of metal; An inch of stone or wood is treated as 10 feet of open space. The material component for this spell is the shukenja's holy symbol.

Dream Sight (Alteration)

Level: 2
Range: Special
Duration: 1 round/level
Area of Effect: Caster
Components: S, M
Casting Time: 1 round
Saving Throw: None

When using this spell, the shukenja falls into a deep sleep during which he dreams of places and events around him. His spirit is projected to the location desired. What he sees in his dreams are places and events that are happening at the time of his dreaming, not past or future events. ln the dream, he can both see and hear and can will his spirit to move about normally. His dream spirit can pass through solid objects with no difficulty, but cannot enter any area guarded by a protection spell (whether good, neutral, or evil). Nor can sounds coming from such an area be heard. The shukenja's spirit can move up to 36 " away per round and then observe the scene around it in the next round. Thus, a 3d-level shukenja could send his dream spirit up to72" in the first two rounds and then spend the third (and last) round observing the desired scene. At the end of the spell, the dream spirit of the shukenja automatically returns to his body. The shukenja can also voluntarily return to his body before the end of the spell. If the shukenja's body is disturbed before his dream spirit returns, the character must make a saving throw versus death. lf the save is successful, the dream spirit returns safely to the body with no ill effect. lf the saving throw is unsuccessful, the body falls into a deep catatonic state and the dream spirit is unable to return of its own accord. Another shukenja can use dream sleep to guide the lost character's dream spirit back to its body, if he is able to locate it.

Furthermore, while in dream sleep, the spirit of the shukenja is considered a lesser spirit for the purposes of all spells. Thus, it can be forced to answer questions by a commune with lesser spirit spell, cannot see things hidden by an invisibility to spirits spell, and can be destroyed by a smite spell. lf the dream spirit is destroyed, the shukenja's body falls into a catatonic state that can only be lifted by raise dead, resurrection, limited wish, or wish spells. The material component for this spell is a stick of incense worth at least one ch'ien.

Enthrall (Enchantment/Charm)

Level: 2
Range: 3"
Duration: Special
Area of Effect: 90-foot radius
Components: V S
Casting Time: 1 round
Saving Throw: Neg.

A shukenja using this spell may cause a group of people to pay attention to the shukenja and respond positively. The shukenja must speak uninterrupted for one round, and the listeners must fully understand the language. They are granted a saving throw, with those of a race unfriendly to the caster saving at +4. Beings of greater than 4 hit dice or those with wisdoms of 15 or better are unaffected. The enthrall lasts for up to six turns, as long as the shukenja speaks, with those failing to save listening as if the shukenja has a charisma of 21, and those making a saving throw treating the shukenja as having a charisma of 3. Any discussion of politics, religion, or alignment grants a new saving throw at +5.

Hold Person (Enchantment/Charm)

Level: 2
Range: 6"
Duration: 4 rounds + 1 round/level
Area of Effect: One to three creatures.
Components: V S, M
Casting Time: 5 segments
Saving Throw: Neg.

This spell holds immobile 1-3 human or humanoid creatures. All target creatures get a saving throw, at -1 if two creatures are targeted and at -2 if a single creature is the target of the hold person. Only humanoid creatures are affected by this spell. Material component for this spell is a small sphere of iron.

Holy Symbol (Conjuration/Summoning)

Level: 2
Range: 0
Duration: Permanent
Area of Effect: One object
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

By means of this spell the shukenja creates a holy symbol from a previously crafted item. The item must be made of appropriate materials (determined by the shukenja's deity), and the shukenja may only make a holy symbol for his or her deity. A shukenja may carry up to two holy symbols at any time, and the holy symbol radiates good or evil, depending on the shukenja's alignment.

Know Motivation (Divination) Reversible

Level: 2
Range€: 0
Duration: 1 round/level
Area of Effect: 1” x 3 " path
Components: V S, M
Casting Time: 1 round
Saving Throw: None

This spells allows the caster to sense the basic needs, drives, and emotions of any unshielded mind, detecting such things as hunger; fear, greed, love, anger, hatred, etc. The spell gives no information of minds protected from detection by means of spells, magical items, or psionic powers. Nor is it effective against mindless creatures-slimes, oozes, jellies, unthinking undead, and most plants. The reverse of this spell, conceal motivation, masks the emotions and drives of any creature the spell is cast upon. The material component for this spell is a prayer written on a strip of cloth tied about the caster's forehead.

Messenger (Enchantment/Charm)

Level: 2
Range: 2”/level
Duration: 1 hour/level
Area of Effect: One creature.
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

Through this spell the shukenja employs an available small animal or semi-intelligent creature as a messenger. The shukenja gives the animal simple directions and attaches some item or note to the animal. The animal carries out the directions, and, if instructed, waits there until the spell duration expires. The material component is a bit of food to lure the animal.

Obscurement (Alteration)

Level: 2
Range: 0
Duration: 4 rounds/level
Area of Effect: 1 " cube/level
Components: V S
Casting Time: 4 segments
Saving Throw: None

This spell causes mist to rise about the shukenja, reducing all vision to 2 to 8 feet. A strong wind will cut the duration by 75 percent.

Protection From Spirits (Abjuration)

Level: 2
Range: Touch
Duration: 3 rounds/level
Area of Effect: 1 " diameter
Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

When cast, this spell creates an invisible barrier around the recipient, preventing most spirits from entering the area of the circle. Lesser spirits cannot enter this circle, although they can still fire missiles and magical spells into the area. Lesser spirits have a -2 on their chance to hit and the characters gain a +2 on saving throws from such magical attacks. Greater spirits can enter the area if they make a successful saving throw versus death. Only one save is allowed per spirit and an unsuccessful save indicates the greater spirit cannot break the barrier. Greater spirits suffer a -1 on all to hit rolls and characters inside the area of effect gain a +1 on all saving throws from their magical attacks. Greater spirits that penetrate the circle also suffer a -1 on all saving throws.

Lesser spirits and greater spirits are identified in the Monster section found later in these rules. The material component for this spell is a ginkgo wand with paper prayer strips attached.

Request (Abjuration)

Level: 2
Range: 0
Duration: Special
Area of Effect: Special
Components: V S, M
Casting Time: 3 turns
Saving Throw: Neg.

By means of this spell, the shukenja is able to ask for some service or red from a spirit. The shukenja must know the identity of the spirit before casting the spell and must be in the area the spirit occupies. The request must be within the powers of the spirit. The lesser nature spirit of a stream could be asked to change its course slightly or bring fish within it to a certain area, while the Lord of the sea could be asked to summon a great storm, return some item from the depths, or ensure the smooth sailing of a vessel. ln all cases, the spirit is allowed a saving throw versus spells. A successful save indicates the spirit need not heed the request. Likewise, if the request is outside the powers of the spirit, the spell fails. The DM can, under special circumstances, rule that the request is automatically followed, especially in cases where refusal would result in great harm to the spirit. The request must be carefully worded, for the spirit follows the literal wording, not the intent, of the statement. Asking for a great storm without specifying where and when will not give the desired results, for example. Furthermore, the spirit will attempt to cause harm to the caster (or place him under some obligation), usually by twisting the intent of the request, because the shukenja is bothering the spirit.

Casting this spell is extremely taxing on the shukenja. When the spell is finished, the shukenja is mentally and physically drained. All spells currently memorized are forgotten and cannot be regained until the shukenja has had a complete week of rest. During this time the character can still travel but cannot take part in combat except to use magical items that do not require concentration or physical exertion. Furthermore, the shukenja's hit points are reduced to 1. Lost hit points can be regained by cure spells (cast by someone else) or magical items. The material component of this spell is an offering of appropriate value to the spirit, anywhere from 5 to 100 ch'ien in value. In addition, the offering must have some meaning to the spirit-usually a piece of art or an item of fine craftsmanship. Simple cash is seldom a sufficient offering. The DM must decide the nature and value of the offering required.

Slow Polson (Necromantic)

Level: 2
Range: Touch
Duration: 1 hour/level
Area of Effect: Creature touched
Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Casting this spell upon a poisoned individual slows the effects of that poison, restoring life to that individual for the duration of the spell. The poison is not neutralized, and 1 hit point is lost per turn, reducing the individual to 1 hit point for the duration of the spell. A poisoned individual who has received no further cures at the end of the spell’s duration will perish. The material components of this spell are the shukenja’s holy symbol and a bud of garlic.

Snake Summoning (Enchantment/Charm)

Level: 2
Range: 12"
Duration: 1 turn/level
Area of Effect: 12”radius
Components: V S. M
Casting Time: 1 round
Saving Throw: Special

This spell allows the shukenja to summon all snakes, serpents, and serpent-like creatures within the area of effect. Creatures with hit dice greater than the level of the shukenja and those creatures with a high intelligence are allowed a saving throw versus spell to avoid the effect. If the saving throw is failed or the creature not allowed a save, it comes to the shukenja and follows him about, so long as shukenja maintains concentration on the spell. The creatures mikes no attempt to harm the shukenja or those with him, unless they are attacked. Once attacked, the spell is broken. The shukenja can move at half his normal movement rate without breaking his concentration. At the end of the spell, the serpents revert to their normal state, with all the consequences this may entail. The material component of this spell is a small silver flute which must be played throughout the duration of the spell.

Speak with Animals (Alteration)

Level: 2
Range: Touch
Duration: 2 rounds/level
Area of Etfect: One animal within 3” radius of caster
Components: VS
Casting Time: 5 segments
Saving Throw: None
This spell empowers the shukenja to communicate with any normal, non-fantastic warm- or cold-blooded creatures of Intelligence 1 or greater. The animals do not attack while this spell is in effect.

Warning (Divination)

Level: 2
Range: Touch
Duration: 1 turn/level
Area of Effect: 10-foot radius
Components: V S
Casting Time: 2 segments
Saving Throw: None

This spell heightens the awareness and senses of the recipient to danger. The recipient is one less on his chance of surprise (1-2 chance in 6 becomes 1 chance in 6, etc.) from events originating within the area of effect. The character could still be surprised by a missile fired from outside the area of effect, however. Likewise, the character cannot be struck from behind within the same limitations, since the character is automatically aware of any creature moving behind him. There is a 30% chance the character automatically notices any trap or hidden danger (including invisible opponents) within the area of effect. The chance of success for hiding in shadows and moving silently is halved for any opponent within the area of effect.

The various warnings given by this spell are only noticeable to the recipient of the spell. lt is his decision to notify other members of his group should a warning be given. The material component for this spell is a small metal figure sprinkled with the dust of a crushed pearl.

Withdraw (Alteration)

Level: 2
Range:0
Duration: Special
Area of Effect: The caster
Components: V S, M
Casting Time: 3 segments
Saving Throw: None

The withdraw spell allows the shukenja to alter the flow of time for the shukenja only, so that 1 segment of external time equals 1 round for the shukenja. The duration is 2 (external) segments + 1 segment per level of the caster (2 rounds + 1 round from the caster's point-of-view). While withdrawn, the shukenja may read, think, meditate, cast informational spells such as augury, or curative spells on himself only. Other actions, including walking, be-coming invisible, or curing others ruin the spell. The material component is a small scroll of rice paper.

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