Shujkenja SPELLS 4th Level


Abjure (Abjuration) Reversible (Conjuration/Summoning)

Level: 4
Range: 1"
Duration: Permanent
Area of Effect: One creature
Components: V, S, M
Casting Time: 1 round
Saving Throw: Neg.

A shukenja may return an extra-planar being to its native plane by the spell. The shukenja must know the exact and proper names of the being so affected. Success is determined as for a dispel magic, comparing the caster's level and the creature's hit die.

The spell’s reverse, implore, can summon a specific creature, of the same alignment as the shukenja, from another plane. Success is the same as for the abjure, and the exact and proper names of the must be known. The implore does not restrain a summoned creature, neither version affects deities or demi-gods. The material components for both versions include the holy symbol of the shukenja and holy water. The abjure also uses some material inimical to the creature, while the implore uses any substance the creature craves or respects.

Cure Serious Wounds (Necromantic) Reversible

Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V S
Casting Time: 7 segments
Saving Throw: None

Upon laying his or her hands upon a wounded creature, the shukenja casting this spell causes 3-17 (2d8 + 1) points of damage to be healed. The spell's reverse, cause serious wounds inflicts 3-17 points on touch.

Detect Lie (Divination) Reversible

Level: 4
Range:3"
Duration: 1 round/level
Area of Effect: One person
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

The recipient of this spell can immediately determine if truth is being spoken. lt only reveals that a lie is spoken; the spell does not give the truth of the matter. The spell's reverse, undetectable lie, counters this spell, or makes bald-face lies seem reasonable. Detect tie requires gold dust while the reverse spell requires brass dust.

Detect Shapechanger (Divination)

Level:4
Range: 6"
Duration: 3 rounds/level
Area of Effect: One creature/level
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

By means of this spell, the shukenja is able to see the true form of any shapechanging creature. The true form is the shape most commonly assumed by the creature. lf the creature is currently in that form, the spell reveals that it is a shapechanger but does not reveal the other forms possible to the shapechanger. The spell does not disclose the specific type of shapechanger nor the alignment or intentions of the creature. One creature or one square yard of area can be examined each round. The material component for this spell is balm of honey and lotus flower smeared on the eyelids of the caster.

Endurance (Alteration) Reversible

Level: 4
Range: Touch
Duration: 24 hours
Area of Effect: One creature/2 levels
Components: S, M
Casting Time: 1 turn
Saving Throw: None

This spell allows the shukenja to banish fatigue caused by lack of sleep and overexertion. When cast, it fills the recipient with energy and vigor. For characters who have gone without rest, it cancels the effects of fatigue as if the character had eight hours of restful sleep in the last 24 hours. Thus a character could be active tor 24 hours (out of necessity), gradually suffering fatigue, receive this spell, and return to normal functioning instantly. For characters who are already well rested, the spell cancels the need for sleep in the next 24 hours. It does not, however allow the recovery of spells. The spell affects one character for every two levels of the caster.

The reverse of this spell, fatigue, tires the victim as if he had not slept in the last 24 hours. The victim is -2 on his chances to hit, -1 on all saving throws, and moves at 2/3 his normal movement rate. In addition, if the victim does not rest within 12 hours, he collapses from exhaustion and sleeps for 10 hours. If sleep is impossible, the character is unable to take any type of effective action. Eight hours of rest (if taken before collapse occurs) cancel the effects of this spell. The victim is allowed a saving throw versus spell to avoid the effects of fatigue.

The material component for endurance is a pinch of sand, while its reverse, fatigue, requires a small noisemaker.

Exorcise (Abjuration)

Level: 4
Range: 1"
Duration: Permanent
Area of Effect: One creature or object
Components: V S, M
Casting Time: 1-100+ turns
Saving Throw: None

This spell negates control of a creature or object from possession, curse, or charm, as well as neutralizing a soul object, forcing the soul within to occupy its nearest body. Roll 1d100; this is the base chance of success (plus or minus 1% for each level of difference between the caster and the possessor or possessing magic). Roll 1d100 every turn to check for success. Other factors may affect the roll, including holy artifacts and relics, which can add 1-50% to the chance of success. Ten percent is added to success if held in a temple. Material components for this spell are the shukenja's holy symbol and holy water.

Fate (Divination)

Level: 4
Range: 0
Duration: Special
Area of Effect: One creature
Components: V S, M
Casting Time: 6 turns
Saving Throw: None

This spell allows the shukenja to foresee the general course of a character's life. Both the shukenja and the character for whom the spell is cast must be present at the casting. Significant details of the character's life must be known-birthdate, past deeds, family, etc. Upon casting the spell the shukenja delves into the possible paths for the character’s future life. At the end of the spell, the shukenja is able to predict some major future event in the character's life. Neither the character or the shukenja has any control over the nature of the event predicted, i.e. specific questions cannot be asked or answered. Nor are the exact circumstances of the event known (date, location, etc.). Indeed, the shukenja is only able to provide general statements about the future of the character.

When this spell is cast, there are two ways the DM can decide the answer. lf the DM knows of some event that will occur to the character, he can use this to provide the answer. Thus, if the DM knows that the character will shortly incur the wrath of a ninja family, he can respond “soon you life will be fraught with danger from someone whose wrath you have incurred. You must expect danger from unexpected sources and friendly strangers. Courage, cunning, and caution should enable you to prevail.” If the DM knows of no particular event that will occur to the character, he can roll on Table 65: Fate.

Table 65: FATE
Die Roll Outcome
1 The character will overcome some great opponent in a valiant struggle.
2 The character will gain a great fortune but lose it before he can reap the benefits.
3 The character will be elevated to high position and enjoy the respect and admiration of those around him.
4-5 The character will be elevated to high position but evil scheming will bring about his fail.
6-7 The character will suffer a humiliating defeat at the hand of some great enemy.
8-9 The character will come into a great fortune that will bring ruin and hardship to his house.
10-12 Powerful beings will show compassion upon the character, sparing his life at an unexpected moment.
13-15 The actions of the character's family will bring misfortune down upon the character.
16-17 A stranger will bring disguised good fortune into the character's life.
18 The character will gain great favor with the mighty through a courageous and heroic action.
19 A stranger will bring ill fortune into the character's life.
20 A fearful enemy will seek devious revenge upon the character when he does not expect it.

All of the statements given above are quite general and many provide the basis for adventures. The DM should secretly note the fate of the character and then arrange for the events to come about, creating an adventure to fit. The DM can also create other fates as he sees fit. The fate is not an absolute event and unyielding, rather it is the potential for what may occur. The actions of the character are the player's choice and his actions may change the final outcome. Indeed, knowing his fate allows the character to better prepare himself to meet and avoid it.

A character can only have one fate at a time. Once determined, the nature of the event cannot be changed although the outcome can occur differently if the character's actions accomplish this. Determining a fate does not make the character immune to death, i.e. the character can still die before his selected fate comes to pass, especially if he behaves in a rash or stupid manner. However in most cases, the character should live to see his fate fulfilled, even if he only survives for a few seconds after it has happened.

The material components for this spell are incense, astrological charts, and a silver gong.

Neutralize Poison (Alteration) Reversible

Level: 4
Range: 0
Duration: Permanent
Components: V S
Casting Time: 7 segments
Saving Throw: None
Area of Effect: Creature touched or 1 cu. ft./2 levels

This spell removes any sort of venom from a creature or substance. An unwilling target must be touched via a to hit roll in order for the spell to function. Likewise, the target of its reverse, poison, must be touched, and must fail a saving throw versus poison to be affected and slain.

Pacify (Alteration)

Level: 4
Range: 0
Duration: 1 round/level
Components: V S
Casting Time: 4 segments
Saving Throw: None
Area of Effect: 6" radius, one creature per level

When this spell is cast, the shukenja utters a few relevant sutras, producing a still calm over the area of effect. All within this area are pacified, unable to attack or harm others. Spells and weapons that would directly or potentially harm others cannot be used. Those affected cannot physically impede the movement of other creatures, although they can barricade exits or position their bodies to obstruct movement. lf the area of effect contains more creatures than the shukenja is able to affect, those with the least hit dice are affected first. lf any affected creature is attacked by someone unaffected by the spell, the effect is instantly canceled on that creature. This results in no loss of initiative, since the affected creature can clearly see any hostile intentions of the others.

Penetrate Disguise (Divination)

Level: 4
Range: 12"
Duration: 1 round
Area of Effect: One individual
Components: V S
Casting Time: 2 rounds
Saving Throw: Neg.

The use of this spell empowers the shukenja to see through non-magical disguises and determine if a character is under the effects of a friends spell. lt does not penetrate magical disguises or illusions, nor does it reveal alignments or intentions. The target receives a saving throw against spell, and if that save is made, the disguise is further enhanced in the caster's mind as being real.

Polymorph Self (Alteration)

Level: 4
Range: 0
Duration: 2 turns/level
Area of Effect: Caster only
Components: V
Casting Time: 3 segments
Saving Throw: None

When this spell is cast, the shukenja is able to assume the form of any creature-from a small bird up to a great horse. There is no system shock, but the polymorphed shukenja gains only the form and its locomotion, not any special attacks, magical abilities, etc. The shukenja may change from one form to another (takes five segments) as often as desired during the spell's duration. Damage to the polymorphed form is done to the shukenja, but upon return to human form 1-12 points are restored to the shukenja.

Protection from Evil, 10' Radius (Abjuration) Reversible

Level: 4
Range: Touch
Duration: 1 turn/level
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None
Area of Effect: 2O-foot-diameter circle

This spell is an expansion of the shukenja ritual of protection from evil, and functions as the effects of that ritual in the described area. The shukenja must trace a circle of the correct area using holy water, tea, incense, salt, or rice.

Reanimation (Necromantic)

Level: 4
Range: Touch
Duration: One day/level
Components: V S, M
Casting Time: 1 round
Saving Throw: Special
Area of Effect: Creature touched

With this spell the shukenja revives a recently dead character (dead for no more than 24 hours) into a state of half-life, neither dead nor fully alive. The reanimated character must make a successful system shock roll for the spell to have effect, although this does not cause a loss of constitution. lf successful, the reanimated character has t hit point. The reanimated character cannot fight or use magical items and has no spells memorized (nor can it regain spells), but it can move and speak. The movement rate is half normal and the speech is slow and slurred. Furthermore, the reanimated character's memory is cloudy and confused and it has trouble remembering even basic details concerning its past life and friends. If left unwatched, the character is prone to wander off randomly with no conception of where it is going or where it has been. The reanimated character can be slain again (and reanimated again if necessary). While in this state, the character has no need of food, sleep or drink. The reanimated character can be returned to normal function through the use of a raise dead, resurrection, limited wish, or wish spell. The material components for this spell are a prayer-inscribed strip of white cloth, the shukenja's holy symbol, and a stick of incense.

Remorse (Abjuration)

Level: 4
Range: Touch
Duration: Special
Area of Effect: Creature touched
Components: V S, M
Casting Time: 1 round
Saving Throw: Neg.

When this spell is cast, the shukenja delivers a stern lecture on the evil ways of the victim, filling the victim with guilt and regret over his actions. The spell can only be used on creatures of low or greater lntelligence and only if the victim understands the speech of the shukenja. The victim is allowed a saving throw versus spell to avoid the effect, although creatures subdued in combat receive no saving throw. Should the spell be successful, the creature repents of his evil action. This is either an action just committed or, if no recent action applies, some action committed in the past. The remorseful creature forswears from committing this action again (with the same consequences as an oath spell) and also seeks to expiate his guilt through some appropriate deed or offering. Thus if a highwayman were struck with remorse, he would forswear such banditry and would seek to return his ill-gotten gains to their rightful owners. Likewise, an evil monster terrorizing the countryside would put this behavior behind it and might attempt to repair the damage it caused. When making restitution for his actions, the remorseful creature is not required to reveal himself (since this might result in harm to himself), but can do so secretly, concealing his presence and identity from those he has wronged. Should circumstances make restitution impossible, the creature can perform some service for another of appropriate magnitude to the evil deeds he has committed. No restitution can be for the gain or advantage of the shukenja or the player characters, but must be a service that helps the general community. The shukenja character can suggest appropriate restitution at the time of casting the spell, but the DM has the final decision as to what is appropriate. An atonement spell can cancel the effects of remorse. The material components for this spell are a pearl (which must be given freely to the creature) and the shukenja's holy symbol.

Reward (Conjuration)

Level: 4
Range: 0
Duration: Permanent
Components: V M
Casting Time: 1 turn
Saving Throw: None
Area of Effect: One creature

This spell is extremely limited in its use and can only be cast when the DM judges the appropriate conditions have been met. The spell allows the shukenja to give an appropriate gift to those who have been exceptionally faithful or have performed some great service for the shukenja's ethical cause. When the DM determines that these factors apply, the spell can be cast. The shukenja can never cast the spell to reward himself and rewarding player characters should only be done for truly exceptional deeds. When cast, this spell causes a gift from the shukenja's deity to appear, one that is appropriate to the service done and the station and needs of the character rewarded. The reward must be given to the character. If kept by the shukenja or stolen by another, the reward vanishes and the offending character suffers the effects of an ancient curse.

The exact type of reward must be determined by the DM. Typical services and rewards are listed on the following page.

An artisan creating an exceptional work of art for the shukenja's temple might receive magical tools that increase his proficiency by 1 or more when used.
A peasant who consistently presents offerings of food greater than he can afford might receive a magical rice pot that never goes empty.
A warrior who fights valiantly for the religion's cause might receive a weapon of quality or the one-time use of one shukenja spell.
A lord who supports the ethos and protects its property might receive good fortune in his endeavors or success in some great battle.

Those who perform such services with a greedy heart, i.e. only looking to the reward they will receive, get that which they deserve-exposure of their greed, humiliation, or misfortune.

The material component for this spell is a temple of the shukenja's religion, where the spell must be cast.

Snake Barrier (Evocation)

Level: 4
Range: 12"
Duration: 3 rounds/level
Area of Effect: 2" sq./level
Components: V S, M
Casting Time: 4 segments
Saving Throw: 1/2

With this spell, the shukenja creates a painful barrier against snakes, reptiles, and serpent-like creatures, including dragons. The spell creates an invisible wall that can be shaped however the caster desires. Although not visible, serpents of all types are aware of its presence. Those not overtly hostile avoid the area of the spell, leaving it alone. Serpents with hostile intent may attempt to pass through the wall. However, those with 4 or fewer hit dice must first make a successful saving throw versus paralyzation or they cannot cross the boundary. Any serpent that does cross the boundary must make a saving throw versus spells or suffer 1d4 points of damage for every level of the caster. A successful saving throw reduces the damage by 1/2.

Using this spell in the presence of intelligent serpent creatures usually enrages them, or at least reduces their chances of befriending and aiding the shukenja. The material component for this spell is a shed snake skin.

Speak with Plants (Alteration)

Level: 4
Range: 0
Duration: 1 round/level
Area of Effect: 6" diameter circle
Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

A shukenja using the speak with plants spell may communicate in a rough fashion with vegetable matter. While this spell does not empower the plants to move, simple movements such as thickets parting and vines entangling are possible. The material components for this spell are a drop of water, several flower petals, and a flame.

Spell Immunity (Abjuration)

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

The recipient of this spell is immune to the effects of a specified spell of 4th level or lower that has been experienced by the shukenja. The immunity applies only to cast spells, not to magical items and effects from spell-like abilities. Only one spell immunity may be cast on a given creature at one time. The material components for this spell are a pot of ink, a brush, and a white silk vest.

Sustain (Alteration)

Level: 4
Range: 1"
Duration: 6 hours/level
Area of Effect: 1 creature/2 levels
Components: V S, M
Casting Time: 1 round
Saving Throw: None

This spell allows the shukenja or any creature it is cast upon to do without food or water for the duration of the spell. The character does not suffer the effects of starvation or thirst, although he can eat and drink normally. When the spell ends, the character must resume normal eating and drinking habits, but does not feel any adverse effects from the time spent without food. Likewise, if the spell is cast upon a creature suffering from starvation and thirst, it counters the effects as if the creature had eaten one filling meal for every six hours of the spell's duration. The material components for this spell are a flask of warm sake and a rice cake.

Tongues (Alteration) Reversible

Level: 4
Range: 0
Duration: 1 turn
Components: V S
Casting Time: 7 segments
Saving Throw: None
Area of Effect: 6" diameter circle

This spell enables the shukenja to speak the language of any creature inside the spell area, including racial tongues and alignment languages. The reverse of the spell cancels the effect of tongues or confuses verbal communications.

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