Shujkenja SPELLS 6th Level


Find the Path (Divination) Reversible

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

By use of this spell, the shukenja may find the shortest, most direct path into or out of an area. The spell's reverse, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell, though it can be led. Both spells use the same material Components: divination counters of bone, ivory or teak.

Force Shapechange (Abjuration)

Level: 6
Range: 12”
Duration: Instantaneous
Area of Effect: One creature/level
Components: V S, M
Casting Time: 1 segment
Saving Throw: 1/2

This spell allows the shukenja to force any shapechanger to reveal his true form (i.e. the form most commonly used). When cast, the shukenja simply points at those he knows or believes to be shapechangers. These creatures, if they are shapechangers, must make a successful saving throw versus spell or immediately revert to their true form. ln addition, the change is accompanied by wracking pain, causing 3d10 points of damage to the shapechanger. The shapechange takes an entire round, during which the creature can take no other action. lf the saving throw is successful, the shapechanger does not change form. However, the strain of resisting the spell causes pain, although this is half the normal amount of damage inflicted by the spell (3d10/2).The material component for this spell is a live butterfly, released when the spell is uttered.

Heal (Necromantic) Reversible

Level: 6
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V S
Casting Time: 1 round
Saving Throw: None

The recipient of the heal spell is completely cured of disease, blindness, or, feeblemind, and in addition regains all but 1d4 hit points. Its reverse, Harm, infects the victim with a disease and causes loss of all save 1d4 hit points, if a successful touch is inflicted.

Immunity to Weapons (Alteration) Reversible

Level: 6
Range: Touch
Duration: 1 round/3 levels
Area of Effect: Creature touched
Components: V S
Casting Time: 1 segment
Saving Throw: None

This spell makes the recipient immune to all non-magical and some magical weapons. For shukenja of 11th level or below, the spell makes the recipient immune to normal weapons of all types. Thereafter, for every 6 additional levels the shukenja possesses, one additional plus of immunity is gained. Thus a 12th-level shukenja renders the recipient immune to normal and +1 weapons, 18th level, + 2 weapons or less, etc. The character can still be struck by the weapon, but suffers no damage. Note that this applies only to attacks made by weapons and weapon-like objects, not attacks made by natural abilities. ln addition, creatures wielding weapons or weapon-like objects that can do 18 or more points of damage hit as if they had a +1 item, 20 or more points equals a +2 item, 24 or more equals a +3 item, 28 or more points equals a +4, and 30 points or greater is equal to a +5 item. This is solely for calculating whether the character can be hit, not the chance of hitting.

The reverse of this spell, vulnerability, lowers the plus required to hit creatures that can only be hit by magical weapons. A shukenja under 12th level lowers the plus required by -1 , 13th to 18th -2, etc. No saving throw is allowed. The material component for this spell and its reverse is a dagger worth at least 1 ch'ien which must be shattered upon casting.

Inanimate Servant (Conjuration)

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

By means of this spell, the shukenja is able to transform non-living objects into helpers and servants, able to follow his commands and move about. The objects affected by the spell gain a movement rate of 6”, moving by whatever form of locomotion is most appropriate. These servants cannot fight for the caster, but can be used to perform tasks requiring great strength, proficiency, and skill. They are imbued with full intelligence to perform the task at hand and need no more direction than a common workman would. The objects can perform any task in which the shukenja, or a foreman designated by him, has proficiency (except for tasks requiring artistic taste or judgment). They could assist a master carpenter in raising a building, help a farmer harvest his crops, be recruited to repair the walls of a castle, etc. Their proficiency in the task is equal to that of the shukenja or foreman. The material component for this spell is a dummy of straw, one for each servant animated.

Instruct (Enchantment/Charm)

Level: 6
Range: 0
Duration: Permanent
Area of Effect: 9" radius
Components: V
Casting Time: 3 turns
Saving Throw: Neg.

This spell fills the shukenja with great oratory ability, allowing him to explain the wonders of his religion to others. When cast, the shukenja sermonizes about the precepts of his ethos, attempting to sway or convert his listeners. For the duration of the spell casting, the shukenja is considered to have an 18 Charisma. Furthermore, his words are inspired, providing hope and faith to all who listen. Everyone in the area of effect must make a saving throw versus death. Those who successfully make the saving throw are unaffected by the spell. Those who fail the roll are affected. They understand the true meaning of the shukenja's words and become followers of his way. Their fervor is not violent or particularly strong (i.e., they do not become warriors in the cause of the belief). Rather, they decide to gain more understanding and to make prayers and offerings to the shukenja's deity without disrupting their normal lives. However, those who roll a 1 on the saving throw are particularly moved by the sermon and offer special services or aid if needed. Such converts may become clerics (if possible), provide land for a shrine, help construct a temple, etc. Those converted remain followers unless they suffer great misfortune or mistreatment or the ethos (and its priests) abandon the area.

When using this spell before a large crowd, rolling individual saving throws can become quite tedious. Therefore, the saving throw can be used as a percentage of the listeners affected. First, determine the average saving throw of the crowd based on the levels or hit dice of those listening. Thus, a saving throw is then calculated as a percentage, with 1 point of saving throw equal to 5 percentage points. Thus, a saving throw of 16 would indicate that 25% of the crowd is unmoved by the spell, while the remaining 75% decide to adopt the shukenja's beliefs. In addition, 5% of those listening are particularly moved as noted above. To give an example, say that the shukenja instructs a crowd of 87 humans, all 0 level. The average saving throw is 16. Of those in the crowd, 65 are moved by the speech (round all fractions down) and 4 of the 65 are fervent in their belief. The DM may wish to keep track of the number of converted NPCs compared to the total population of the village (or whatever), especially if the characters are remaining in the same area for an extended period of time.

Once a character or creature has made a saving throw against this spell, that character or creature is immune to the effects of the spell if used by the same shukenja. He has heard the shukenja say his piece and is unmoved by the words.

Invisibility to Enemies (Illusion/Phantasm)

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

This spell is similar to invisibility to spirits. The only difference is that it applies to all creatures and characters who may have hostile intentions toward the shukenja or those things he represents. Non-thinking creatures are never affected by this spell, since they are incapable of forming hostile intentions. Likewise, animals are not affected by this spell, since their motivations are based upon survival, not hostility or hatred. The material component for this spell is a white silk robe covered with hand- written sutras.

Longevity (Alteration)

Level: 6
Range:0
Duration: Special
Area of Effect: Caster only
Components: V S, M
Casting Time: 1 day
Saving Throw: Special

By means of this spell, the character is able to increase his lifespan beyond his normal limit. When the spell is cast, the shukenja must make a successful system shock roll for the spell to have effect. lf the roll is failed, the shukenja dies. lf successful, the spell increases the lifespan of the shukenja by 2d10 years. Physical aging is slowed proportionately to the increase in lifespan. A shukenja who through this spell increased his age to 120 years would have the appearance of a spry man of 80 at the end of his life. This spell can be cast multiple times and there is no limit to the number of years the shukenja can add to his life. However, the system shock roll must be made each time the spell is cast. The material components for this spell are a bowl of fresh peaches and an offering to the shukenja's deity worth at least 100 ch'ien.

Plane Shift (Alteration)

Level: 6
Range: Touch
Duration: Permanent
Area of Effect: Creature touched
Components: V S, M
Casting Time: 8 segments
Saving Throw: Neg.

This spell allows the shukenja to move to another plane of existence, or to send a creature there. Several characters joining hands may be sent with one spell. An unwilling creature being sent must be touched in order to be sent, and in addition the creature is allowed a saving throw, negating the effect if successful. The material component of this spell is a special coin, engraved with characters representing the plane, tied about the creature's neck with a leather thong.

Quickgrowth (Alteration) Reversible

Level: 6
Range: 1"
Duration: Permanent
Area of Effect: One plant or tree
Components: V S, M
Casting Time: 1 round
Saving Throw: None

By means of this spell, the shukenja can hasten the growth of any one plant (or plant-like creature), causing it to leaf, blossom, and bear fruit out of season. The spell does not alter the size or characteristics of the plant except as a function of normal growth. The rate of growth can be altered by up to one month for every two levels of the caster. Once cast, the plant continues to follow this cycle, regardless of weather or other Thus, cherry trees can be made to blossom in the dead of winter, plums can bear fruit months before they are normally ready, etc. When first cast, the plant instantly goes through the various stages of growth until the desired point is reached. Thus leaves sprout, buds appear, blossoms open, and fruit ripens before the eyes of all onlookers. Once the desired stage of growth is reached, the plant proceeds with normal growth thereafter, maintaining its new seasonal cycle.

The reverse of this spell, whither, causes plants and plant-like creatures to shrivel and die. For normal plants, this is automatic. However, creatures are allowed a saving throw versus death to avoid the effect of the spell. The material component for the spell and its reverse is the kenja's statf.

Smite (Evocation)

Level: 6
Range: 6"
Duration: Instantaneous
Area of Effect: 2" x2" square
Components: V S, M
Casting Time: 1 segment
Saving Throw: 1/2

This potent spell is an example of the shukenja's (and his deity's) wrath. Upon uttering a single word, the shukenja points his holy symbol at the target area. All within the area of effect must immediately make a saving throw versus death. Those creatures that fail the save are stricken wracking pains causing 2d10 points of damage. Furthermore, they are blinded and diseased just as if they had been affected by cause blindness and cause disease. Those creatures that make the saving throw suffer 1d10 points of damage and are temporarily blinded for 1d6 rounds. The material component for this spell is the shukenja's holy symbol.

Speak with Monsters (Alteration)

Level: 6
Range: 3" radius
Duration: 1 round/level
Area of Effect: One type of creature
Components: V S
Casting Time: 9 segments
Saving Throw: None

The shukenja using this spell may converse with any creature that's able to communicate. The monsters are not guaranteed to be friendly, as this depends on what the shukenja says.

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