Shujkenja SPELLS 3rd Level


Castigate (Abjuration)

Level: 3
Range: 6"
Duration: Instantaneous
Area of Effect: 2" radius
Components: V S, M
Casting Time: 3 segments
Saving Throw: Special

By means of this spell, the shukenja is able to deliver a blasting rebuke upon his foes. The spell's effect depends on the alignment of those within the area of effect. Victims of the same alignment as the shukenja must make a successful saving throw versus spell or be deafened for 1-3 rounds by the blistering words of the caster. Victims with a difference of one alignment component (either lawful, neutral, chaotic, good, or evil) suffer 1-point of damage per level of the caster. A successful saving throw versus spell reduces this damage to 1/2 point per level. Victims with both alignment components different from that of the caster suffer 1/4 points of damage per level of the caster. Again, a successful saving throw versus Spell will reduce the damage by half. A lawful good shukenja casting this spell would deafen those of lawful good alignment, do 1 point of damage per level to those of lawful neutral, lawful evil, chaotic good, and neutral good alignments, and would do 1-4 points of damage per level to those of true neutral, neutral evil, chaotic neutral, and chaotic evil alignment. The shukenja's holy symbol is the material component required for this spell.

Cure Blindness (Abjuration) Reversible

Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V S
Casting Time: 1 round
Saving Throw: None

The shukenja casting this spell may permanently cure most forms of blindness. Its reverse will cause blindness, unless the target makes a successful saving throw.

Cure Disease (Abjuration) Reversible

Level:3
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V S
Casting Time: 1 turn
Saving Throw: None

This spell allows the shukenja to cure most diseases. After casting the spell, the afflicted creature returns to full health between one turn and one week later, depending on the nature of the affliction. The spell's reversed form, cause disease, affects the victim in 1-6 turns, causing the victim to lose 1 hit point per turn and 1 Strength point per hour, until the creature is at 10% of its original hit points and Strength. The shukenja must touch the victim to cause disease, and the victim must fail its saving throw.

Death's Door (Necromantic)

Level: 3
Range: Touch
Duration: 1 hour/level
Components: V S, M
Casting Time: 5 segments
Saving Throw: None
Area of Effect: One human or demi-human

The shukenja using this spell can raise an unconscious human or demi-human from between -1 to -9 to 0 hit points, stopping bleeding and deterioration, and have consciousness restored by means of further curative magics. The material components of this spell are the shukenja's holy symbol, a scrap of white silk, and any form of unguent.

Detect Curse (Divination)

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

With this spell, the shukenja has a 5% chance per level of detecting any cursed item, person, or place. One man-sized object or one square yard area can be checked each round. Once a cursed item has been discovered, the shukenja has the same percentage chance of determining the general nature of the curse, although its precise triggers and effects remain a mystery. ln scanning a cursed scroll, the shukenja could learn the curse causes misfortune to the reader, but would not be able to tell that it lowered the saving throws and to hit chances of the recipient by 1 until removed. Each item or area can only be checked once by the same shukenja, regardless of the number of spells he may cast upon it. The material components for this spell are a gem of at least 2 ch'ien (which must br given to the shukenja's deity as an offering) and a fresh spray of cherry plum blossoms.

Dispel Magic (Abjuration)

Level: 3
Range: 6"
Duration: Permanent
Area of Effect: 3" cube
Components: V S
Casting Time: 6 segments
Saving Throw: None

This spell neutralizes any magic it comes in contact with. The base success chance is 50%. For every level of experience of the shukenja the level of the magic to be dispelled, 5% is added to the base chance; every level below, 2% is subtracted. This spell automatically negates the shukenja's own magic. A dispel magic affects potions (as 12th level magic), but not other magical items unless specifically cast on that item. In these cases, the item gets a saving throw only if held by a creature, and fails to function for one round. Artifacts and Relics are not subject to spell.

Divination (Divination)

Level: 3
Range: Touch
Duration: Special
Area of Effect: Special
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

The divination spell is used to gather information regarding an whose location is known. Information gathered includes relative strength of creatures, amount and value of treasure, and whether the area is under the eye of supernatural beings. The chance of successful divination is 60% per level of the caster, modified further by the DM as needed. lf the divination is not correct, inaccurate information is provided. The material components are a handful of coins, incense, and the shukenja’s holy symbol. For powerful divinations, jewelry or magical items may be required.

Dream Vision (Invocation) Reversible

Level: 3
Range: Touch
Duration: Special
Area of Effect: One creature
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

By means of this spell, the shukenja is able to send messages to others in the form of dreams. At the beginning of the casting, the shukenja names whom the message is for. The shukenja must know the identity of the recipient or identify him by some title that leaves no question as to the recipient. For example, the shukenja could send a dream to the governor of Changtai Province, even if he has never met the man since there is only one governor of that province. However he could not send a dream to the sake maker of a village in that province, since there might be several sake makers in that village.

Upon completing the physical casting of the spel, which requires but a turn, the shukenja falls into a deep, transe-like sleep. At this point his spirit leaves his body and travel s instantaneously to the recipient. Thereupon, the shukenja is able to enter the dreams of the recipient and deliver his message unless the recipient is magically protected from spirits. lf the recipient is awake when the spell is cast, the shukenja can choose to remain in his trance-like sleep until the recipient goes to sleep or he can choose to cancel the spell. The shukenja does not learn anything about the current activities or whereabouts of the recipient, only whether he is asleep or awake.

Once the shukenja enters the dreams of the recipient, he can deliver a message of any length desired which the recipient remembers perfectly upon awakening. The communication is one way-the recipient cannot offer information or ask questions of the shukenja. Neither can the shukenja gain any information by observing the dreams of the recipient. Once the message is delivered, the shukenja's spirit returns instantly to his body. If the body is disturbed in any way while using this spell, the shukenja’s spirit becomes lost. The body remains in its comatose state until some means is found to rejoin the shukenja's spirit with his body, such as a restore spell.

The duration of this spell is the amount of time required for the shukenja to enter into the dreams of the other and then deliver the message. Thus, the duration could be as short as one round or as long as several hours.

The reverse of this spell, nightmare, allows the shukenja to send a hideous and unsettling vision to his victim. The identity of the victim must be known as stated above and the victim must be asleep. This nightmare prevents restful sleep and causes the victim to lose 1d10 hit points. Since the victim has not rested, he is fatigued as if he had not had the night’s sleep and is unable to regain spells. The victim is allowed a saving throw versus spell to avoid the effects of the nightmare.

The material components for this spell are a bowl of incense and a robe of red (or white for the reverse) silk cloth.

Flame Walk (Alteration)

Level: 3
Range: Touch
Duration: 1 Turn plus 1 turn/level
Area of Effect: Special
Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

This spell grants the caster the power to withstand normal fires and gain a +2 to all saving throws from magical fire. For each level above 5th, the caster may affect another man-sized creature or man-equivalent of mass. The material components of this spell are a powdered ruby and the shukenja’ss holy symbol.

Invisibility to Spirits (Illusion/Phantasm)

Level: 3
Range: Touch
Duration: 1 turn/level
Area of Effect: One creature
Components: V S, M
Casting Time: 1 turn
Saving Throw: None

This spell renders the shukenja or any he touches invisible to spirits of all types. He may move freely through them without being noticed, although he is perfectly visible to all other types of creatures. lf the character attacks while invisible, those spirits affected by the attack are instantly able to see the invisible character. Furthermore, items picked up after the spell is in effect and visible magical effects are not invisible to the spirits. The material component for this spell is a writing brush and a jar of red ink. With these, the shukenja must write sutras on every part of the character being rendered invisible.

Know Alignment (Divination) Reversible

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

Using this spell the shukenja is able to read the exact alignment of a person (human or nonhuman). The spell's reverse obscures alignment for one person for a single turn, two for 5 rounds, etc.

Levitate (Alteration)

Level: 3
Range: 2"/level
Duration: 1 turn/level
Area of Effect: Special
Components: V S, M
Casting Time: 2 segments
Saving Throw: Neg.

The shukenja may levitate himself or another creature, up to a limit of 1000 gp (100 lbs) per level of the caster. If cast upon the shukenja, the shukenja may move 20’ vertically per round, if cast upon another creature, that creature may be levitated 10 feet per round (an unwilling target gets a saving throw to avoid being affected). No horizontal movement is allowed, and the caster may cancel the spell as desired. The material component of this spell is a small kite and string.

Magical Vestment (Conjuration/Alteration)

Level: 3
Range: Touch
Duration: 6 rounds/level
Area of Effect: Caster only
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

This spell only functions within a temple of the shukenja’ s deity, or on other ground held holy by the shukenja’s faith. It enchants the shukenja’s garb to the equivalent of chain mail in protection. If no armor or other protective devices are worn by the skukenja, the magic vestment also provides a + 1 enchantment for every four levels of the caster. The effects are lost if the shukenja is knocked unconscious or leaves the area.

Oath (Abjuration) Reversible

Level: 3
Range: 1"
Duration: Permanent
Area of Effect: One creature
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

By means of the oath spell, the shukenja can attempt to force some deed or behavior upon an unwilling creature in return for some consideration from the shukenja (typically sparing its life). The creature must be able to understand the speech of the shukenja for the spell to have effect. The oath must be limited to actions that can be accomplished by the natural abilities of the creature and cannot directly cause harm to the creature or another. Thus, a shukenja could demand that a highwayman swear never to rob again, that an evil monster return to those deserted lands from which it came, or that a lord never overtax his peasants again. He could not demand that a monster commit suicide force a samurai to attack an encampment of dangerous monsters. The DM must decide if any given oath is beyond the restrictions given. The victim is allowed a saving throw versus spell to avoid the spell. However, it the victim has been subdued in combat, the saving throw is made with a -2 penalty.

Once the spell is in effect, both sides have free will to abide by the conditions of the oath. If the shukenja (or any accompanying him) break oath, the forsworn creature is instantly freed of it. (whomever broke the oath suffers a loss of honor, too.) However, if the victim attempts to break the conditions of the oath, he is struck by wracking pains, causing the loss of one hit point per round until he relents or dies. Oaths can be removed by the reverse of this spell, unbind, or by use of an atonement. The material component for both oath and unbind is the shukenja's holy symbol.

Possess Animal (Enchantment/Charm)

Level: 3
Range: 1"
Duration: 1 round/level
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.

By use of this spell, the shukenja is able to project his spirit into that of an animal, forcing the creature to behave according to his will. The creature must be a normal animal, not a monster type, and must have fewer hit dice than the shukenja. The animal is allowed a saving throw versus spell and if successful the spell has no effect. Once the animal is possessed, the shukenja can cause it to do anything within its ability, regardless of the consequences to the animal. However, for every point of damage suffered by the animal, the shukenja suffers 1/2 a hit point of damage. In addition, should the animal die while under the control of the shukenja, a system shock roll must be made. lf the roll is failed, the shukenja also dies.

While controlling an animal, the body of the shukenja falls into a catatonic state. lf the body is disturbed or moved, the shukenja's spirit is lost until reunited with its body, as per a restore spell. The material component for this spell is a bowl of incense and a morsel of food appealing to the animal.

Prayer (Conjuration/Summoning)

Level:3
Range: 0
Duration: 1 round/level
Area of Effect: 6" radius
Components: V S, M
Casting Time: 6 segments
Saving Throw: None

This spell duplicates the effects of the chant without requiring continual chanting, allowing the shukenja other actions. The material component of this spell is a holy symbol made of silver or prayer beads.

Remove Curse (Abjuration) Reversible

Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Special
Components: V S
Casting Time: 6 segments
Saving Throw: Special

The shukenja casting this spell may lift a curse upon an object, person, or area. This spell does not affect cursed magical items, but allows those carrying such items to discard them. To cast the spell's reverse, bestow curse, the shukenja must touch the target and the target receives a saving throw which, if successful, negates the spell. The bestow curse lasts for one turn for every level of the caster, and can have one of the following effects:

01-50 Lower one ability (random choice) to 3
51-75 Reduce target's to hit and saving throws by -4
76-00 Cause target to drop any object held.

Remove Paralysis (Abjuration) Reversible

Level: 3
Range: 1 "/level
Duration: Permanent
Area of Effect: 1-4 creatures in a 2" x2" area
Components: V, S
Casting Time: 6 segments
Saving Throw: None

This spell can free its targets from the effects of paralyzation and hold spells. lt grants the target creature or creatures a new saving throw against paralyzation, at + 3 if one creature is involved, + 2 if two are affected, and + 1 if three or four creatures are targeted. The spell's reverse, cause paralysis, can be cast if the shukenja touches a single target with a holy symbol. This paralyzes for 1-6 rounds plus one round per level of the caster.

Speak with Dead (Necromantic)

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

The casting of this spell allows the shukenja to ask questions of a dead creature within a certain amount of time. The number of questions is dependent on level (as shown on Table 64: Speak with Dead.) The caster must be able to speak the language of the deceased creature. ln addition, the dead tend to be brief, cryptic, and hold grudges against the living.

Table 64: SPEAK WITH DEAD
Shukenja's Level Maximum Length of Time Subject Dead Time Questioned Number of Questions
Less than 7 1 week 1 round 2
7 to 8 1 month 3 rounds 3
9 to 12 1 year 1 turn 4
13 to 15 10 years 2 turns 5
16 to 20 100 years 3 turns 6
More than 20 1000 years 6 turns 7

Substitution (Alteration)

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

After this spell is cast, the shukenja is able to transfer a limited amount of damage from himself to a specially prepared figure of his deity. Before casting the spell, the shukenja must first personally prepare a statue of his deity from materials worth at least five ch'ien. ln addition, every time the spell is cast, the shukenja must present an offering suitable to his deity. When the spell is cast, the statue is imbued with the power to absorb from 1-4 hit points of damage the shukenja suffers, no matter where he may be. This substitution is automatic, the first points of damage suffered are automatically absorbed by the statue. Repeated spells may be cast on the same statue up to a limit of 20 hit points of damage transferred. The shukenja may never have more than one such substitution in effect at given time. When the shukenja is harmed, he bears no sign of the age. Instead it appears on the statue he has prepared. The statue cannot be healed and once all points are lost a new statue must be prepared. This spell is empowered by the great faith and service of the shukenja to deity. Characters in questionable standing with their deity can never this spell, as it is an act of compassion from their deity.

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